मैगज़्टर गोल्ड के साथ असीमित हो जाओ

मैगज़्टर गोल्ड के साथ असीमित हो जाओ

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THE MAKING OF JOUST 2 SURVIVAL of the FITTEST

Retro Gamer

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Issue 245

JOUST WAS A TRUE ORIGINAL AND A BONA FIDE CLASSIC OF THE GOLDEN AGE OF ARCADE VIDEOGAMES, BUT THE SEQUEL HAD ITS WINGS CLIPPED BEFORE IT EVEN HAD A CHANCE TO SPREAD THEM. DESIGNER JOHN NEWCOMER AND PROGRAMMERS KRISTINA DONOFRIO AND WARREN DAVIS SPIT FEATHERS

- PAUL DRURY

THE MAKING OF JOUST 2 SURVIVAL of the FITTEST

It’s the summer of 1982 and John Newcomer, designer of Joust, is watching his game collecting quarters in arcades across America. It’s a supremely satisfying moment, given how many industry insiders doubted this strange game, which replaced the ubiquitous fire button with one marked ‘flap’, would ever be a hit. Yet even then, he was mulling over what could have been.

“I’d have liked to add more variety in terms of levels and ledge layouts,” John explains. “I wish I’d had more memory to put in more characters. I would’ve messed about with the layouts and taken some risks. I wish I’d made it, not harder, but more challenging. There’s a difference in making something harder just to force someone off the machine and making it more of a puzzle, something to challenge you and keep you working at [the game]. I mean, you really weren’t supposed to be able to beat the pterodactyl that easily!”

Be careful what you wish for, as the saying goes. After enjoying several very fruitful years at Williams at the start of the Eighties, as its first in-house game designer, a new role in the industry, John had left when the arcade market tanked in the middle of the decade. He joined rivals Gottlieb for a short period, during its time trading as Mylstar, before being tempted back to Williams in February 1986. And almost the first thing he was asked to do was revisit his most successful game.

“It wasn’t the

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007 night fire

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

time to read

3 mins

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

1 min

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

time to read

2 mins

Issue 278

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Burnout Dominator

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

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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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.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

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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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