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THE HISTORY OF HERETIC

Retro Gamer

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Issue 277

AS THE DUST SETTLED ON MARS, ID TURNED ITS ATTENTION TO A NEW MAGNIFICENT ENGINE. MEANWHILE, CAPITALISING ON THE SUCCESS OF DOOM WAS PARAMOUNT - OVER TO DUNGEONS & DRAGONS FANS, RAVEN SOFTWARE

- WORDS BY GRAEME MASON

THE HISTORY OF HERETIC

In 1990, the Commodore Amiga home computer remained a commercial force. “It was the computer my brother and I were passionate about, and the one we owned,” says Brian Raffel, cofounder of Raven Software. “We taught ourselves art on it, with the idea of creating a videogame.” Alongside his brother, Steve, the pair from Madison, Wisconsin, formed Raven and developed the first level of Black Crypt. Similar to FTL Games’ legendary Dungeon Master, Black Crypt saw the player commanding four heroes through the titular underground area as they sought to eliminate an evil cleric. At the time, both brothers worked in art – Brian as a high-school art teacher, Steve as a silkscreen printer. “Our focus was on creating a fully developed first level of Black Crypt,” explains Brian. “We sent it to ten publishers in the hope of securing funding and a publishing deal.” The response was positive, with the brothers accepting an offer from Electronic Arts. The Raven had taken flight.

Meanwhile, down the road from Raven’s office in Wisconsin’s state capital, John Romero, John Carmack and Tom Hall were busy designing their breakthrough hit, Wolfenstein 3D. Having formed in Shreveport, Louisiana, their company, id Software, relocated to Madison in the early Autumn of 1991. At the suggestion of Electronic Arts, Raven advertised for a PC programmer – John Romero’s girlfriend spotted the ad, pointing out the fellow software company situated just a mile down the road. “I remember when they all came to our office and showed us what they were doing [with

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THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

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Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

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Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

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2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

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VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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