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The Minds Behind Adventure Games : Interviews with Cult and Classic Video Game Developers PDF

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The Minds Behind Adventure Games STUDIESINGAMING The Play Versus Story Divide in Game Studies: Critical Essays(Matthew Wilhelm Kapell, editor, 2016) Player and Avatar: The Affective Potential of Videogames (David Owen, 2017) Speedrunning: Interviews with the Quickest Gamers (David Snyder, 2017) The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers(Patrick Hickey, Jr., 2018) The Postmodern Joy of Role-Playing Games: Agency, Ritual and Meaning in the Medium (René Reinhold Schallegger, 2018) Responding to Call of Duty: Critical Essays on the Game Franchise(Nate Garrelts, editor, 2018) Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today(Marco Arnaudo, 2018) Storytelling in Video Games: The Art of the Digital Narrative (Amy M. Green, 2018) Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games(Carly Finseth, 2018) Video Gaming in Science Fiction: A Critical Study(Jason Barr, 2018) The Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play(Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling(Csenge Virág Zalka, 2019) Narrative Design and Authorship in Bloodborne: An Analysis of the Horror Videogame(Madelon Hoedt, 2019) The Pokémon GoPhenomenon: Essays on Public Play in Contested Spaces(Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie, editors, 2019) The Minds Behind Adventure Games: Interviews with Cult and Classic Video Game Developers(Patrick Hickey, Jr., 2020) What Is a Game? Essays on the Nature of Videogames (Gaines S. Hubbell, editor, 2020) Women and Video Game Modding: Essays on Gender and the Digital Community(Bridget Whelan, editor, 2020) FORTHCOMINGINTHESERIES The Minds Behind Sports Games: Interviews with Cult and Classic Video Game Developers(Patrick Hickey, Jr., 2020) Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies(Douglas Brown and Esther MacCallum-Stewart, editors, 2020) The Minds Behind Adventure Games Interviews with Cult and Classic Video Game Developers Patrick Hickey, Jr. Foreword by Pete Paquette STUDIESINGAMING Series Editor Matthew Wilhelm Kapell McFarland & Company, Inc., Publishers Jefferson, North Carolina All cover art has been taken from TheCoverProject.net. Gameplay screens have been taken directly from live gameplay sessions or from press releases intended for public sharing. All other photographs have been provided by the game developers interviewed or directly from the publisher when indicated. ALSOBYPATRICKHICKEY, JR. The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers(McFarland, 2018) ISBN (print) 978-1-4766-7966-2 ISBN (ebook) 978-1-4766-3847-8 Library of Congress and British Library cataloguing data are available © 2020 Patrick Hickey, Jr.All rights reserved No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying or recording, or by any information storage and retrieval system, without permission in writing from the publisher. Front cover images from iStock and author’s collection Manufactured in the United States of America McFarland & Company, Inc., Publishers Box 611, Jefferson, North Carolina 28640 www.mcfarlandpub.com To my wife, Melissa, and my daughter, Josie. This page intentionally left blank Table of Contents Acknowledgments ix Foreword by Pete Paquette 1 Preface 3 Introduction 7 Mark Flitman, Spider-Man & Venom: Maximum Carnage: Paint It Black and Red 11 Masaya Matsuura, Rodney Alan Greenblat and Perry Rodgers, PaRappa the Rapper: Don’t Stop Believin’ 19 Garry Kitchen, Keystone Kapers: The “Little Man” That Could 25 Warren Spector, Epic Mickey: When Mickey Met Oswald 32 Fabien Demeulenaere and Philipp Döschl, Monster Boy and the Cursed Kingdom: A Cult- Classic Competition 39 Todd Clineschmidt, The Lord of the Rings: The Fellowship of the Ring: The Fellowship That Almost Never Was 47 Kevin Sheller, Hunter: The Reckoning: Teddy Bears, Tequila and a Triple- Buffered Adventure 53 Patrick Lipo, X-Men Legends: The Birth of the Marvel Action/RPG Monopoly 61 Tony Barnes, Buffy the Vampire Slayer: Wooden Stakes and Bad Pizza 73 Dan Kitchen, Double Dragon: From the Arcade to the Atari 2600 Extreme 81 Garry Kitchen, Garry Kitchen’s GameMaker: The First “Unity” in Game Design 86 Simon Pick, Die Hard Trilogy: The Tech Demo That Did It All One Christmas in Nakatomi Plaza 93 Marshal Linder, Zyll: IBM’s “Quest” Before the King’s 101 Adam Jeffcoat, The VideoKid: Paperboy Meets Voxel Pam Anderson 106 Nate Weiss, Songbringer: A Whole New World, Every Time 111 Carlos L. Hernando, A Rite from the Stars: “Tou Kune Tu Kiki” 116 Chris Carpenter, Pheugo: Man Down Under at Work 123 vii viii Table of Contents Brett Taylor, Linelight: An “Adventure” Between the Lines 129 James Deighan, Andrew Marsh and Zack Manko, Coffee Crisis: Fade to Coffee Black 135 Zack Johnson, West of Loathing: Getting by with a Little Help from My Stick- Figured Friends 140 Kevin Sheller and John R. Sanderson, Family Guy Video Game!: “Thank You, Mr. Belvedere” 146 Chris Seavor, Conker’s Bad Fur Day: Making Lemonade When Poo Hits the Fan 156 Chris Seavor, Conker: Live and Reloaded: When Microsoft Met Their Match 166 Yoshitomo Moriwaki, Boom Blox: Spielberg and Jenga, with Explosives 171 Howard Scott Warshaw, Raiders of the Lost Ark: An “Adventure” in Research and Discipline 177 David Crane, Pitfall!: Tarzan Screams and More Than 200 Screens 184 Andrew Glaister, Pitfall: The Mayan Adventure: From Killing DOS to Porting Jim 190 Nic Cusworth, Croc: Legend of the Gobbos: Lights, Lava, Action 196 Don Traeger, Spider: An Amazing Arachnid Adventure 202 Tony Barnes, Strider: Even Better Than the First Time 207 David Cowan and Don Traeger, Grand Theft Auto: From the Food Truck to the PlayStation 215 Conclusion 224 Index 225 Acknowledgments For my first book, The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers, I spent a few pages thanking a plethora of people that helped make it all possible. For this go- round, I’d like it to be a lot simpler. While many of the same people from book one have been influential in supporting my creative vision for book two, this book was far more insular an experience. This was something I did a lot more on my own, with far less time out and about. I had a much clearer mission this time. The reason for that is one very close to my heart. My mother passed away on February 28, 2018, less than two months before the first book in this series was released. And while our relationship was far from perfect, she was one of the most selfless people in my life and a huge reason why I became a journalist. The day she left this world was also my daughter’s first birthday. It was an intense 24 hours. One that could have broken me. Instead, it empowered me. I knew that I had to continue to make an impact on the world— and the only way I really know how to do that is by writing and journalism. Losing my mother and seeing my daughter grow up simultane- ously made me understand that this book series is important and that it affects people. I wrote a big section of that first book by my mother’s side during her chemotherapy ses- sions and even more of it with my daughter sleeping, the image of her on the baby monitor in my periph- eral vision while I typed away (I am doing that very thing as I type this passage). Simply put, that first book is about so much more than video games; it’s about the times we spend with the people we love. Gaming, for me—and millions of others—is an adventure, both for yourself and the people you share it with. As a kid, a lot of time with my Preserving the history of gaming is one of my own mother was spent playing video personal quests in life, but it has also helped me create games the likes of Sonic the Hedge- a bond with my daughter, Josie. ix

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