Brataccas | |
---|---|
Developer(s) | Psygnosis |
Publisher(s) |
|
Platform(s) | Amiga, Atari ST, Classic Mac OS |
Release | 1985 |
Genre(s) | Action-adventure |
Mode(s) | Single-player |
Brataccas is a science fiction action-adventure game released in 1985 [1] [2] for the Amiga, Atari ST, and Macintosh. [3] It was the first game published by Psygnosis. Brataccas is built on the remains of the much-hyped vaporware project Bandersnatch, which was partially developed by Imagine Software. [1] The storied tale of the game's development led to close press attention in the UK computer market. When Brataccas finally shipped, this attention resulted in considerable coverage in the computer press. It was generally reviewed poorly due to significant control problems, although the graphics were widely praised.
The player controls Kyne, a genetic engineer who has developed technology for creating supermen. The oppressive government of the day desires this research to create a breed of supersoldier, but Kyne refuses to assist. In retaliation, the government frames him for treason, claiming that he is seeking to sell his work to the underworld. At the same time, the government secretly offers a reward to anyone in the underworld who turns Kyne over to them. With both the forces of law and lawlessness aligned against him, Kyne is forced to flee Earth. [4]
During his escape, Kyne learns that evidence needed to clear his name can be found on the distant asteroid of Brataccas. Brataccas, first of the asteroids to be colonized, is a backwater mining colony with a "wild west" feel of lawlessness and corruption. Kyne has to find the evidence in order to win the game, obtaining it from the in-game characters. The manual gave no indication of who held the evidence, suggesting that everyone was equally corrupt and dangerous to talk to. [4]
Brataccas displays the game world in flip-screen format, with the map divided into rooms that are drawn into the display as the character moved through the habitat. The screens flip when Kyne passes from room to room, typically through doors. Most movement is horizontal, with automatic elevators providing vertical movement between floors where required. Occasionally, labeled doors in the rear wall or teleportation booths with the appearance of cylindrical shower stalls lead the player to different sets of rooms. A small number of rooms are outdoor areas.
The player can move, pickup and drop objects, and talk to non-player characters (NPCs). These NPCs pursue their own objectives, sometimes even engaging in combat with other NPCs. All of the game's characters use swords in combat.
Interaction between characters is carried out through dialog bubbles. The player can only respond to statements, at which point a menu of possible responses appears. The selections are fairly limited, and the outcomes often seemingly random. Additionally, a number of loudspeakers located in some rooms announce events, like fights breaking out. If more than two characters are talking the screen can fill with dialog bubbles, rendering most of them unreadable.
The control system is an early example of a gesture-based interface. The mouse is moved in the direction the player wants to walk, and the speed of the motion of the mouse controls how fast the character moves – flicking it causes Kyne to run.
Interaction with objects is limited to picking them up and dropping them, at which point other characters might interact with them as well. For instance, one can buy information by dropping money, bags of which are scattered around the world. If Kyne falls from one level to another, he drops whatever he was holding, and another character might pick it up.
Brataccas had its origins in Bandersnatch, one of a pair of ambitious "Megagames" planned by Imagine Software. Along with Psyclapse , another proposed Megagame, Bandersnatch was eagerly anticipated by teaser adverts placed in the computer press in 1984.
Bandersnatch was originally intended for release on the 8-bit ZX Spectrum home computer, and would have set a new price point for computer games (£39.95 vs. the standard rates of the time of between £5.95 and £11.95). It was intended that the game would have required a cartridge or dongle to support the demands of the game.
However, before any of the Megagames had been completed, Imagine Software went bankrupt owing to financial mismanagement, with the spectacular demise being shown in a BBC documentary named Commercial Breaks. [5]
Finchspeed, a company created by former Imagine directors, Ian Hetherington, Mark Butler and Dave Lawson, [6] [7] attempted to acquire the assets of the failing company but this was unsuccessful and the rights to the games were sold by the receivers. [8] In October 1984, Sinclair Research paid a rumoured £100,000 for the rights to Bandersnatch and contracted a new company set up by Hetherington and Lawson, Fire Iron, to produce the game for the Sinclair QL [5] for release in early 1985. [9] [10] [11]
Sinclair withdrew funding in 1985 when the QL version never appeared and the directors then formed Psygnosis with their first title Brataccas launched at the 1985 Personal Computer World show. [2] [12] Brataccas featured many of the concepts originally intended for Bandersnatch and was released on the Atari ST, Amiga, and Macintosh. [13]
On the Amiga and Atari ST, the game runs in 4-color, 640 × 200 resolution, a high resolution mode little used for games. On the Atari ST, it was one of few games to support the monochrome 640 × 400 high resolution which required Atari's monochrome monitor. The Mac version uses unchanged graphics from color versions, and runs inside a small, vertically compressed area in the center of the monitor.
The box cover art for Brataccas is by fantasy artist Roger Dean, who would provide artwork for many Psygnosis titles. It was later used as the album cover for Uriah Heep's 2001 album Remasters: The Official Anthology.
Long expected, and already the subject of considerable pre-release press, the game received mixed reviews. Reviewers generally liked its sophisticated setting and story and ambitious graphics, but almost all complained about the control system. [1]
Commodore Horizons started its Amiga review by noting that the concept appeared excellent but the early implementation they received was difficult to enjoy. They were highly critical of the mouse controls, noting that even slight movements like re-positioning the mouse on the desk could be interpreted as commands that would have consequences. But they reserved their primary complaints for the manual, and noted that after playing it for some time they still had no idea how to win the game. [14]
Antic's review of the Atari ST version was similar, noting that "The authors say their interface 'implies action,' which means that the game tries to sense what you want to do and will proceed to do it for you. Most of the time for me, it meant running into walls at full speed." The reviewer added, "Controlling Kyne reliably ... in a critical situation is nearly impossible." [15] The review concluded that "for all its impressive graphics and hi-tech, Blade Runner plotline, I really can't say Brataccas is one of my favorites", and "On a scale of 1 to 10 I would have to give it a 5." [15]
Compute! expressed similar concerns, stating "Usually, your character behaves in a predictable fashion, but it can be frustrating to see him run and crash into a wall when you were merely trying to rotate to face a door." Then go on to state that "The only negative factors arise not from the game concept, but from its implementation." They conclude, in a section titled "Unrealized Potential", that the game's primary advance is to demonstrate what sort of games might be expected on the platforms in the future. [16]
In contrast, ANALOG magazine's first ST-Log edition reviewed the game favourably. Although it touches on the control problems, it passes these off as an issue of having too many possible options. It concludes, "Psygnosis should be congratulated on a fine effort... What can I say? Buy it." [17]
A similar note was offered by Popular Computing Weekly, who called it "very good indeed" and rated it 4 out of 5. [18]
The Black Mirror interactive film Bandersnatch , released in 2018, alludes to Imagine Software and the failed work to produce Bandersnatch. The film starts on 9 July 1984, the date of Imagine's closure, and includes a shot of the cover of Crash reporting on the closure. Within the film, the fictional software company Tuckersoft, which had developed both Commodore 64 and ZX Spectrum games, places its financial future on the attempt to produce Bandersnatch, and in some scenarios falls into bankruptcy after the game fails to appear. [19]
Marble Madness is an arcade video game designed by Mark Cerny and published by Atari Games in 1984. It is a platform game in which the player must guide a marble through six courses, populated with obstacles and enemies, within a time limit. The player controls the marble by using a trackball. Marble Madness is known for using innovative game technologies: it was Atari's first to use the Atari System 1 hardware, the first to be programmed in the C programming language, and one of the first to use true stereo sound.
Barbarian: The Ultimate Warrior is a 1987 video game developed and published by Palace Software for the Amstrad CPC, Commodore 64, and ZX Spectrum. The game was ported to many other systems and was licensed to Epyx who published it as Death Sword in the United States.
Imagine Software was a British video games developer based in Liverpool which existed briefly in the early 1980s, initially producing software for the ZX Spectrum and VIC-20. The company rose quickly to prominence and was noted for its polished, high-budget approach to packaging and advertising, as well as its self-promotion and ambition.
Lenslok is a copy protection mechanism found in some computer games and other software on the Atari 8-bit computers, Commodore 64, ZX Spectrum, Sinclair QL, MSX and Amstrad CPC. It was created by John Frost, an inventor and electronics consultant, and marketed by ASAP Developments, a subsidiary of J Rothschild Holdings. The first game to use it was Elite for the ZX Spectrum.
The Pawn is an interactive fiction game for the Sinclair QL written by Rob Steggles of Magnetic Scrolls and published by Sinclair Research in 1985. In 1986, graphics were added and the game was released for additional home computers by Rainbird.
Trailblazer is a racing video game developed by Mr. Chip Software and published by Gremlin Graphics for the ZX Spectrum, Commodore 64, Atari 8-bit computers, Amstrad CPC, Commodore 16 and Plus/4 in 1986. It was ported to the Amiga and Atari ST.
Psygnosis Limited was a British video game developer and publisher headquartered at Wavertree Technology Park in Liverpool. Founded in 1984 by Ian Hetherington, Jonathan Ellis, and David Lawson, the company initially became known for well-received games on the Atari ST and Amiga. In 1993, it became a wholly owned subsidiary of Sony Computer Entertainment (SCE) and began developing games for the original PlayStation. It later became a part of SCE Worldwide Studios. The company was the oldest and second largest development house within SCE's European stable of developers, and became best known for franchises such as Lemmings, Wipeout, Formula One, and Colony Wars.
RoboCop 2 is a platform shooter video game based on the 1990 film of the same name. The game was released for several platforms, including Amiga, Amstrad GX4000, Atari ST, Commodore 64, Game Boy, Nintendo Entertainment System, and ZX Spectrum. Ocean Software developed and published several versions, and Data East manufactured an arcade version.
Spindizzy is an isometric video game released for several 8-bit home computers in 1986 by Electric Dreams Software. It combines action and puzzle video game elements. Players must navigate a series of screens to explore a landscape suspended in a three-dimensional space. Development was headed by Paul Shirley, who drew inspiration from Ultimate Play the Game games that feature an isometric projection.
Barbarian is a 1987 platform game by Psygnosis. It was first developed for the Atari ST, and was ported to the Amiga, Commodore 64, MS-DOS, MSX, Amstrad CPC, and ZX Spectrum. The Amiga port was released in 1987; the others were released in 1988. The cover artwork is by fantasy artist Roger Dean.
Quicksilva was a British games software publisher active during the early 1980s.
Thorn EMI Computer Software was a British video games software house set up in the early 1980s as part of the now-defunct British conglomerate Thorn EMI. They released a number of games in the early 1980s, initially for the Atari 8-bit family, and later for the ZX Spectrum, Commodore 64 and VIC-20 computers. In 1984, the Thorn EMI name was dropped in favour of Creative Sparks as the company were reportedly unhappy with their image in the video games market. A budget label, Sparklers, was created in early 1985 to publish titles at £2.50. Later in 1985, Creative Sparks, Sparklers and the distribution company, Creative Sparks Distribution (CSD) gained independence from Thorn EMI after a management buyout.
Bruce Lee is a platform game written by Ron J. Fortier for Atari 8-bit computers and published in 1984 by Datasoft. The graphics are by Kelly Day and music by John A. Fitzpatrick. The player takes the role of Bruce Lee, while a second player controls either Yamo or alternates with player one for control of Bruce Lee.
The Dukes of Hazzard is a 1984 racing video game developed and published by Coleco for their ColecoVision game console and Coleco Adam computer. Elite Systems released a different game with the same title for the ZX Spectrum computer on February 23, 1985. Both versions are based on the television series of the same name.
Piranha Software was a short-lived video game publishing label created by Macmillan Publishers in 1986 and closed eighteen months later. In that time it gained a reputation for its unusual output from well known developers such as Don Priestley, Design Design and Delta 4. The majority of their games featured licensed properties including the first video game based on the Discworld novels and two games based on the animated television series The Trap Door.
The United Kingdom has the largest video game sector in Europe. By revenue, the UK had the second-largest video game market in Europe in 2022 after Germany, and the sixth-largest globally. By sales, it is Europe's largest market, having overtaken Germany in 2022. The UK video game market was worth £7.16 billion in 2021, a 2% increase over the previous year.
Silicon Dreams is a trilogy of interactive fiction games developed by Level 9 Computing during the 1980s. The first game was Snowball, released during 1983, followed a year later by Return to Eden, and then by The Worm in Paradise during 1985. The next year they were vended together as the first, second and last of the Silicon Dreams.
Scetlander was a software publisher which released titles for various 8- and 16-bit home computer systems in the 1980s and 1990s.
Joe Blade is a video game published by Interceptor Micros on their Players budget label for the ZX Spectrum, Commodore 64 and Amstrad CPC in 1987. It reached the top of the UK game charts, replacing Renegade. In Germany, the game peaked at number 7. It was ported to the Acorn Electron, BBC Micro, Atari 8-bit computers, MSX, Amiga, and Atari ST. A sequel, Joe Blade 2, was published in 1988. Another sequel, Joe Blade 3, was released in 1989.