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THE MAKING OF INDIANA JONES and the LAST CRUSADE THE GRAPHIC ADVENTURE

Retro Gamer

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Issue 239

WHEN GEORGE LUCAS AND STEVEN SPIELBERG WANTED TO TAKE INDY FROM THE BIG SCREEN TO CRT MONITORS IN CINEMATIC STYLE, THEY KNEW WHO TO CALL. WE SPOKE WITH THE LUCASFILM GAMES TEAM WHO HELPED SHAPE THIS POINT-AND-CLICK CLASSIC

- GRAHAM PEMBREY

THE MAKING OF INDIANA JONES and the LAST CRUSADE THE GRAPHIC ADVENTURE

In the autumn of 1988, bosses at Lucasfilm Games handed Noah Falstein a highly confidential, unfinished script of the third Indiana  Jones film. The brief? To design a graphic adventure that followed the events of the film, and to finish up in time for the premiere the next summer. “I was pretty overwhelmed by the responsibility,” Noah admits.

Noah was an experienced game designer by this time in his career and certainly no stranger to pressure. Four years earlier he had become one of the first ten employees of Lucasfilm Games after it was founded by Star Wars creator George Lucas. He had also just successfully produced the flight simulation action game Battlehawks 1942 for the company. But despite having no shortage of good ideas about how to make an Indiana Jones adventure game work well, this was a big project with a hard and fast deadline. “I think by early December 1988 I went to Steve Arnold, our boss (and still a good friend) and told him I couldn’t get the game out close to the summer 1989 movie launch without a lot of help.”

At this point two other esteemed game designers, who Noah says also remain his good friends, step into the story. Ron Gilbert paused work on what would later become The Secret Of Monkey Island to join the fold. David Fox had just finished

Retro Gamer'den DAHA FAZLA HİKAYE

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

Burnout Dominator

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

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

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

Retro Gamer

Retro Gamer

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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