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THE MAKING OF WORLD RALLY Championship

Retro Gamer

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Issue 248

CRAFTED BY A SMALL TEAM IN SPAIN WITH A BACKGROUND IN 8-BIT PROGRAMMING, WORLD RALLY WAS AN INTERNATIONAL ARCADE SUCCESS. BUCKLE UP FOR THE RIDE AS CARLOS GRANADOS RECALLS THE HAIRPIN TWISTS AND TURNS THAT LED TO THE DEVELOPMENT FINISH LINE

- GRAHAM PEMBREY

THE MAKING OF WORLD RALLY Championship

Carlos Granados was visiting the US on a school exchange trip when he saw a computer for the very first time. On returning to Spain, he knew more about computing than his teachers. “Sometimes they said, ‘Carlos, go ahead and teach the class,’ and they would just listen in!” he laughs. After gaining access to a Sinclair ZX81, he began creating simple games in BASIC with some friends. Those creations then became more advanced when the group began to use a ZX Spectrum. “In the beginning it was just a hobby,” Carlos tells us. “Then at some point we got hired by Indescomp, the main company importing games into Spain.”

Initially the friends simply translated games for Indescomp. “After school we would spend two or three hours working for them,” Carlos recalls. “Then one summer, in 1983, we wrote our first game which was Fred. We released it and it went well. Then we released our second game which was Sir Fred,” In the UK at least, Fred is possibly better known as Roland On The Ropes, the Amstrad CPC 464 launch title it was converted to in 1984.

As this was happening, Carlos had started studying physics. But he also began to realise another career was beckoning. “What started as a hobby became a business,” he reflects. “We were making a living without ever having planned to. That’s when we decided to start Zigurat so we could release our own games.”

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FIRST IMPRESSIONS COUNT

time to read

1 mins

Issue 277

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THE MAKING OF BULLY

ORIGINALLY RELEASED AS CANIS CANEM EDIT, BULLY TELLS A STORY OF AUTHORITY, ORDER AND DEFIANCE. BEHIND THE SCENES, SIMILAR TENSIONS WERE PLAYING OUT BETWEEN THE INTENSELY DEMANDING ROCKSTAR GAMES HEADQUARTERS IN NEW YORK AND THEIR OVERWORKED DEVELOPMENT TEAM IN VANCOUVER, WHO WERE PUSHED TO BREAKING POINT

time to read

10 mins

Issue 277

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JUSTIN LEEPER

American gaming publications don't get any bigger than Game Informer, and Justin Leeper was there at the turn of the millennium as its online ambitions grew and print circulation soared. Together, we look back at his career in games media, and how it led to a development career that has seen him work with wrestling stars, Hideo Kojima and even Transformers

time to read

12 mins

Issue 277

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HORROR HAUL

Survival horror games, and Resident Evil titles in particular, are a big focus for Hollie's impressive games collection

time to read

1 mins

Issue 277

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Shinobi: Art Of Vengeance

JOE MUSASHI'S LATEST ADVENTURE IS HIS BEST YET

time to read

3 mins

Issue 277

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PHOTO MODE

Delving through the family album has rekindled fond memories for Nick

time to read

3 mins

Issue 277

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THE LATEST NEWS FROM APRIL 2009

Resident Evil 5 took the fight against bioweapons to Africa, and it was easily the biggest console game going in April.

time to read

3 mins

Issue 277

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THE MAKING OF THE CHAOS ENGINE 2

ALTHOUGH ITS SALES WERE DECIMATED BY THE DISCONTINUATION OF THE AMIGA, THE CHAOS ENGINE 2 SERVED AS A WORTHY SWAN SONG FOR THE 16-BIT SYSTEM. THE BITMAP BROTHERS FOUNDER MIKE MONTGOMERY RECALLS HOW THE STUDIO CREATED ITS INVENTIVE SEQUEL

time to read

6 mins

Issue 277

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RAPID RELOAD

It's not Halloween, but Axel and Ruka still have to fight off the Pumpkin Heads in this early PlayStation run-and-gun. It's a clear tribute to a Mega Drive classic - does it live up to its inspiration, and can it justify the hefty price tag it now commands?

time to read

3 mins

Issue 277

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THE MAKING OF WORLD SERIES BASEBALL

AIMED AT AN AUDIENCE OF GAMERS MORE USED TO FOOTBALL, CRICKET AND RUGBY, WORLD SERIES BASEBALL NEVERTHELESS STEPPED UP TO THE PLATE AND HIT A HOME RUN WITH A FUN ARCADE GAME THAT INITIALLY FRUSTRATED BUT HAD PLAYERS STRIKING OUT FOR MORE

time to read

6 mins

Issue 277

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