मैगज़्टर गोल्ड के साथ असीमित हो जाओ

मैगज़्टर गोल्ड के साथ असीमित हो जाओ

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THE MAKING OF Trivial Pursuit

Retro Gamer

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Issue 263

IN 1986, A SMALL SOFTWARE HOUSE ON THE VERGE OF BANKRUPTCY LICENSED THE WORLD’S BIGGEST BOARD GAME FOR HOME COMPUTERS. IT CHANGED DOMARK – AND THE UK GAMES INDUSTRY – FOREVER

- Graeme Mason

THE MAKING OF Trivial Pursuit

Formed in 1984 by two advertising executives who had noticed how poorly computer games were often promoted, Domark’s place in the games industry cannot be underestimated. But it almost didn’t happen. “We did a game called Eureka!,” begins Dominic Wheatley, the ‘Do’ or ‘Dom’ of Domark. “And it didn’t do [the business] we thought it would do. We thought it would either be a big success and we’d make a fortune or nothing, and we’d go bankrupt.” In the end, Eureka!, a graphic adventure set across time and written by Domark investor Ian Livingstone, did neither, despite frequent promotion, especially regarding its competition and an enormous £25,000 prize. Undeterred, Dominic had a brainwave. Roger Moore’s final outing as 007, A View To A Kill, was in the cinemas and proving popular despite its star’s advancing years. Having acquired the rights to a homecomputer version of the movie, Domark put all its promotional powers into gear, hiring Tigress Marketing and Softstone to design and program the game, respectively. A View To A Kill was decently received on the ZX Spectrum but savaged on the Commodore 64. “After the mega publicity, I thought this game was going to be something special. Unfortunately, it isn’t… highly disappointing considering its hype,” remarked an acerbic Julian Rignall in Zzap!64 magazine.

A View To A Kill was Domark’s sole release in 1985. “At this point, our company was seriously on the skids,” says Dominic. “It was really grim stuff – my mother was paying my mortgage. But we still thought we were really onto something.” Domark had gambled on A View To A Kill and, like Eureka! before it, it secured middling sales. Then, another timely brainwave. “My family and I were playing this board game at home all the time,” he recalls. “So I wondered – could we license this too?”

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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

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

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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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