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THE MAKING OF SENTINEL RETURNS

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Issue 245

GEOFF CRAMMOND’S THE SENTINEL WAS ONE OF THE MOST UNIQUE COMPUTER GAMES TO BE PUBLISHED IN THE EIGHTIES. A DECADE LATER A DARKER, MORE TWISTED AND EVEN MORE INTRIGUING VERSION EMERGED FROM PSYGNOSIS FOR THE PC AND SONY’S PLAYSTATION

- RICHARD HEWISON

THE MAKING OF SENTINEL RETURNS

If you’ve never played The Sentinel, imagine a game played on 3D checkerboard landscapes with plateaus of varying heights. Standing on the highest point in the landscape is a sinister creature known only as the Sentinel. It slowly rotates, watching the landscape as it tries to catch sight of, and drain energy from the player who is ascending to a position where they can absorb the Sentinel and replace it as ruler of the landscape.

The game was a strategic balancing act of energy expenditure, energy absorption, movement and stealth. The player could expend energy creating objects that allowed them to move across the landscape and absorb other objects to gain energy. As they made progress conquering the Sentinel on each new landscape, additional threats were introduced in the form of Sentries and Meanies to further thwart their efforts and make the task even harder.

Firebird Software snapped up Geoff Crammond’s unique game after he demonstrated his nearly complete BBC Micro version. Geoff then converted it to the Commodore 64, Amstrad CPC and Atari ST. Mike Follin at Software Creations wrote a ZX Spectrum conversion based on the Amstrad version, Steve Bak produced an Amiga port based upon the Atari ST code, and the final PC conversion was written by Mark Roll.

Several years then passed by. Consoles capable of solid 3D and PCs with improved sound and graphical capabilities came along, and the idea of resurrecting

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Denne historien er fra Issue 245-utgaven av Retro Gamer.

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FLERE HISTORIER FRA Retro Gamer

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RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

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12 mins

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Future Classic

Modern games you'll still be playing in years to come

time to read

4 mins

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40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

time to read

4 mins

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TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

time to read

3 mins

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A SUMMER OF GAMES

A LARGE NUMBER OF RETRO-RELATED GAMES ARE ON THE WAY

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1 min

Issue 275

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

time to read

7 mins

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Super Pocket: Neo Geo & Data East Edition

WHO WILL WIN THE LATEST SUPER POCKET HEAD TO HEAD?

time to read

2 mins

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TIGER HELI

TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

time to read

9 mins

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SUPER COLLECTENDO

Mark Smith's love for the SNES comes from lifelong friendships

time to read

2 mins

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SOUL READER 1&2 REMASTERED

RETURN TO NOSGOTH

time to read

2 mins

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