The Great Giana Sisters

Last updated
The Great Giana Sisters
The Great Giana Sisters Coverart.png
German cover art for the Commodore 64
Developer(s) Time Warp
Publisher(s) Rainbow Arts
Designer(s) Armin Gessert
Manfred Trenz
Composer(s) Chris Huelsbeck
Platform(s) Amiga, Amstrad CPC, Atari ST, Commodore 64, MSX
ReleaseMay 6, 1987
Genre(s) Platformer
Mode(s) Single-player, multiplayer

The Great Giana Sisters [a] is a platform game developed by the West German company Time Warp and published by Rainbow Arts in 1987 for home computers such as the Commodore 64, Amiga, and Atari ST. Players control Giana (or her sister Maria in the multiplayer mode) to explore a magical world inside their dreams and must find a giant diamond to wake up. They traverse side-scrolling stages while avoiding hazards such as monsters and other enemies. These can be defeated by using power-ups, which grant the player abilities such as firing projectiles and making enemies fall asleep.

Contents

The game was designed by Armin Gessert and Manfred Trenz. They were tasked with developing the game after Marc Ulrich of Rainbow Arts had seen the popular Nintendo video game Super Mario Bros. (1985). Gessert and Trenz were told to create a game clearly similar to Super Mario Bros. but still legally distinct. Following its release in West Germany, the game was released in the United Kingdom and received praise from publications such as Zzap!64 and Computer and Video Games for its gameplay and secret levels, despite taking significant inspiration from Mario.

Following its UK release, the game was almost immediately pulled from shops after Rainbow Arts received a notice from Nintendo. Despite being commercially unavailable, The Great Giana Sisters eventually became one of the most popular home computer games of its era via pirated and emulated versions of the game. A sequel for the Commodore 64, titled Hard'n'Heavy, was made, which downplayed its Nintendo inspiration. Various new Giana Sisters games were released in the early 2000s. The game's music, by Chris Huelsbeck, grew popular among video game music fans and has been used in later games and performed by symphony orchestras decades after the game's release.

Plot and gameplay

The Great Giana Sisters is set in the dream of a girl, Giana. She dreams about a world of deserted castles filled with monsters and can only wake up when she finds a large diamond. [2] It is a platform game, where the player can either control Giana in single-player mode, or switch between Giana and her sister Maria in two-player mode. [2] [3] The player controls either sister via a joystick, where they can walk and jump through 33 levels of horizontally scrolling platforms, while avoiding holes and other dangerous objects such as nails and fire. Each player starts with five lives. Each level has a 100-second time limit. If time runs out, the player loses a life. [2] [4]

Most enemies can be defeated by having a Giana jump on top of them. [4] Power-ups granting enhancements can be collected. These include projectiles such as lightning and strawberry power-ups, clocks which cause all enemies onscreen to fall asleep, magic bombs that vanish all enemies on screen, and lollis which give the player an extra life. [2]

Background and development

The Great Giana Sisters was published by Rainbow Arts. [1] Rainbow Arts was founded in 1984 and purchased by the game licensing company Soft-Gold in 1985. [5] The game's developer, Time Warp, was a label for an in-house production team for Rainbow Arts. [1] [6]

In the 1970s and early 1980s, video game clones of popular arcades were rampant, and this growth of clones was followed on home computers. These clones often copied gameplay and had similar names to their original influences, with titles like Munch Man (1982) or Snapper (1982) being derivatives of Namco's Pac-Man (1980). [1] The trend continued for The Great Giana Sisters. Manfred Trenz and Armin Gessert were assigned to make a game similar to Nintendo's popular Super Mario Bros. after Marc Ulrich, the CEO of publisher Rainbow Arts, saw the game. [1] Trenz recalled that Ulrich grew excited by the potential to be the first to offer a similar game for home computers. [7] In 1983, the Commodore 64 home computer was introduced in West Germany and quickly became the popular home computer in the country. [8] Trenz initially got into computers through a VIC-20 in 1984 and was so impressed that he purchased a Commodore 64 and began developing his own games in BASIC and assembly language. After coming third in a 1986 graphics contest for a German magazine called 64'er  [ de ], Rainbow Arts was impressed with his entry and asked him to work on graphics for their games. He joined the company on a permanent basis in 1987, and The Great Giana Sisters was his first in-house project. [9]

A level in The Great Giana Sisters. Time Warp were tasked to create a game that was obviously similar to Super Mario Bros. to audiences while being legally distinct from Nintendo's game. Giana Sisters Screenshot.png
A level in The Great Giana Sisters. Time Warp were tasked to create a game that was obviously similar to Super Mario Bros. to audiences while being legally distinct from Nintendo's game.

The developers of the game included Trenz, who created the game's visuals and high score programming, Gessert, who developed the rest of the code, and Chris Huelsbeck, who wrote the score. Trenz was not a big fan of Super Mario Bros., having seen the PlayChoice arcade version of the game and Donkey Kong (1981) before, but was "more interested in games like Defender (1981)". [10] Trenz and Gessert received a Nintendo Entertainment System and a copy of Super Mario Bros. and played it intensively to discover the game's secrets. Trenz expressed difficulty with creating the game, stating that it had to be immediately recognizable to players as Super Mario Bros., but legally distinct as to avoid legal issues for Rainbow Arts with Nintendo. [10]

To do so, Trenz changed the mushroom and turtle-like enemies of the original game to owls, disembodied eyes, wasps and giant ants. [4] [11] He recollected that "it would be incredibly cheeky to simply copy the enemies as they were in Super Mario Bros., so I decided to invent as many new and funny ones as possible". [11] He opted to create a style that borrowed the visual sense but had its own design, simpler and shorter than Super Mario Bros., allowing them to make many different levels within their short development time. [12]

Trenz found the Giana sisters' character design difficult, thinking each draft had "something missing". [10] In contrast to Mario, who grows in size when getting a mushroom, the Giani sisters grew spiky hair when collecting a power-up. Trenz's decision was technical, as he thought creating a larger sprite would have been too close to Super Mario Bros. He also commented that he found working with the upper management difficult, who continuously wanted updates on the development of the game. Trenz said that the games title screen also came under scrutiny, going through a few drafts with the first being deemed "too cute", the second being "far too gloomy" and the third being the final choice for the game. [13] The game took about six to seven months to complete. [10]

Huelsbeck began work with Rainbow Arts by calling them, playing music he had made on his Commodore 64, and asking if they had work for him. [14] The company offered him an in-house position where he produced music for several of the company's games. [14] [15] His music for The Great Giana Sisters differs from Super Mario Bros. It features unique music for the title screen and two for the main game: one for overworld stages and one for boss stages. [16]

Release

British cover art for The Great Giana Sisters. Developer Manfred Trenz disliked the character design on the cover and felt "The Brothers are History" led to the game's early removal from commercial distribution. Giana-sisters-UK-cover.jpg
British cover art for The Great Giana Sisters. Developer Manfred Trenz disliked the character design on the cover and felt "The Brothers are History" led to the game's early removal from commercial distribution.

The Great Giana Sisters was released on May 6, 1987, in Europe. [16] The Great Giana Sisters was released for the home computers including the Commodore 64, Amstrad CPC, Atari ST, Amiga and MSX. A version was announced for the ZX Spectrum but went unreleased. [1] [17] The games were generally the same across the Atari ST and Amiga as they were for the Commodore 64, with the Atari ST version lacking a scrolling screen. [18]

Soft-Gold founder Jürgen Goeldner said the game was initially available for months and was selling well in Germany. [6] The game was initially set for a July 1988 release in the United Kingdom. [19] It was distributed through U.S. Gold's Go! Media division. [17] [19] Following the British release of the game, Rainbow Arts received what Huelsbeck described as a "nasty letter" from Nintendo, without formal legal action, but including a warning to take the game off the market. [20] Goeldner said the letter from Nintendo went into deep detail on the similarities of the level designs of The Great Giana Sisters and Super Mario Bros. [5] The British distributor for the game withdrew the game from sale in 1988. [21] Publications, such as Your Sinclair in 1988, suggested that Nintendo had taken legal action against the distributor. Trenz later claimed that he was not sure who or what caused the game being pulled from distribution, later suggesting that "placing the slogan 'The Brothers are History!' on the box certainly couldn't have helped". [22] Goeldner echoed the statement about the text on the UK box art, and said that they had reached an out-of-court settlement with Nintendo, which led to them paying the company and removing the game from distribution. [23] Darran Jones wrote in Retro Gamer that the game only grew in popularity after being pulled from store shelves, while Trenz said that the game only received a wider audience after it became commercially unavailable. [22]

Trenz was happy with the German box art for the game but disliked the United Kingdom version, stating it made the characters look strange, and that the Giana sisters resembled Miss Piggy from the Muppets. [11] Jones echoed this, criticizing the Amstrad CPC port of the game as "gruesome art", which featured a title screen resembling the UK cover. [22]

Reception

Darran Jones of Retro Gamer wrote in his overview of the game that The Great Giana Sisters received a "fair amount of critical acclaim" on its release for the Commodore 64. [11] Reviews compared the game to contemporary platformer games. "GBH" of Your Commodore compared the game to earlier attempts at platforming games on home computers, writing that players no longer need "to make pixel perfect leaps or time every move down to the last split second". [3] "Dunc" of Your Sinclair found the game similar to Wonder Boy , stating that The Great Giana Sisters was superior to the game for its addictive gameplay. [31] A Zzap!64 reviewer went as far as to say it was "the best game of its kind since Bubble Bobble , and there can't be many higher recommendations than that". [32] Reviews from several publications including ACE , Power Play  [ de ], Zzap!64 and Computer and Video Games all compared the game to Super Mario Bros. [18] [24] [28] [32] Matt Bielby of Computer and Video Games went as far as to call it "as straight a rip-off as they come". [18] Reviewers of Zzap!64 and Power Play generally found it not as strong as Nintendo's game. [18] [28] [32]

Other reviews commented on the variety in the gameplay of The Great Giana Sisters, such as "GBH" and the Zzap!64 reviewers who praised the game for its large number of secrets and power-ups. [3] [24] Both of the previous reviews found the game addictive, while Rod Lawton of ACE questioned whether players would feel compelled to complete the game. [24] For the game's music, Lawton wrote that it was "appropriately jaunty", [24] while the reviewers of Zzap!64 found it a "a bit twee", but ultimately excellent. [32]

Jones of Retro Gamer described the version for the Amstrad CPC as a "god-awful conversion" with low-quality graphics and no sound. [22] Crash reviewed the unreleased ZX Spectrum release, praising the variety of the game. It echoed comparisons to Super Mario Bros. stating that The Great Giana Sisters could not compare in terms of graphics to Nintendo's game, but that "in terms of gameplay (which is the most important thing after all), those Super Mario Bros have certainly met their match". [25] The reviewers generally praised the game but found that the ZX Spectrum port lacked colour and ran slower than the Commodore 64 original. [25] Tony Dillion of Sinclair User wrote positively about the game's theme and graphics, but that the game performed far too slowly to be playable on the ZX Spectrum. [29]

From retrospective reviews, Kristan Reed of Eurogamer stated that the game felt like a "footnote in gaming history", saying "to most teenage C64 owners of the late '80s, it was an essential release at the point when the best developers had already started to migrate to the 16-bit systems". [27] In a 2021 overview, Stefano Castelli of IGN called it the best scrolling platform games on the Commodore 64, while still being a pale imitation to Super Mario Bros. He wrote that The Great Giana Sisters was lacking inspired level design in terms of variety, the control lacked the subtleties of Nintendo's game, and that Huelsbeck's music was less inspired than Koji Kondo's Super Mario Bros. score. [33]

Legacy

Music from The Great Giana Sisters being performed at Play! A Video Game Symphony in 2007 Play! A video game symphony VI (526586160).jpg
Music from The Great Giana Sisters being performed at Play! A Video Game Symphony in 2007

The Great Giana Sisters received a sequel in 1989, Hard'n'Heavy, for the Commodore 64, Atari ST, and Amiga. [11] The characters in the game wore space suits and had an outer-space themed setting, a theme less connected to Super Mario Bros. [11] By 2008, the rights to the Great Giana Sisters were held by Gessert's Spellbound Entertainment. [22] The company released an adaptation of the C64 version of the game for mobile phones in 2005. [10] Further follow-ups to the game followed in the 21st century, such as Giana Sisters DS (2009), Giana Sisters: Twisted Dreams (2012), and Giana Sisters: Dream Runners (2015). [16] [34] [35]

Andreas Lange and Michael Liebe wrote in Video Games Around the World (2015) that along with Trenz's other Rainbow Arts game Turrican (1989), The Great Giana Sisters was the most popular action game from Germany, with both titles receiving international acclaim. [36] Despite being removed from the market, the game grew in popularity via piracy and emulation. [27] Gessert later reflected that "I think it's a great game, but it never reached the detail and class of Super Mario Bros". [22]

Huelsbeck would go on to compose music for games in Star Wars: Rogue Squadron and the R-Type series. [36] [37] His music has been adapted to symphony orchestra music, such as at the concert titled Symphonic Shades in tribute to Huelsbeck's career. [37] Giana Sisters: Twisted Dreams also features Huelsbeck's music, which features new arrangements and extensions from the original game's music. [16]

Notes

  1. Some versions of the game, such as the MSX release, spell the title The Great Gianna Sisters. [1]

Related Research Articles

<i>Bombuzal</i> 1988 video game

Bombuzal is a puzzle video game designed by Antony Crowther and David Bishop for Image Works. The game was released in 1988 for the Amiga, Atari ST and Commodore 64. It was also released in 1989 for MS-DOS and in December 1990 in Japan for the Super Famicom, with the North American version released in August 1992 renamed as Ka-Blooey.

<span class="mw-page-title-main">Chris Huelsbeck</span> Musical artist

Christopher Hülsbeck, known internationally as Chris Huelsbeck, is a German video game music composer. He gained popularity for his work on game soundtracks for The Great Giana Sisters and the Turrican series.

<i>Flying Shark</i> 1987 video game

Flying Shark, known as Sky Shark in North America, is a vertically scrolling shooter arcade video game originally developed by Toaplan and published in 1987 by Taito in Japan, Romstar in North America and Electrocoin in Europe. Controlling the titular biplane, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. The plane has a powerful bomb at its disposal that can clear a portion of the screen of bullets and damage enemies when fired. It was the third shoot 'em up game from Toaplan, and their eighth video game overall.

<i>Kung-Fu Master</i> (video game) 1984 video game

Kung-Fu Master, known as Spartan X in Japan, is a 1984 beat 'em up game developed and published by Irem for arcades. It was distributed by Data East in North America. Designed by Takashi Nishiyama, the game was based on Hong Kong martial arts films. It is a loose adaptation of the Jackie Chan, Sammo Hung and Yuen Biao film Wheels on Meals (1984), called Spartan X in Japan, with the protagonist Thomas named after Jackie Chan's character in the film. The game is also heavily inspired by the Bruce Lee film Game of Death (1972), which was the basis for the game's concept. Nishiyama, who had previously designed the side-scrolling shooter Moon Patrol (1982), combined fighting elements with a shoot 'em up gameplay rhythm. Irem and Data East exported the game to the West without the Spartan X license.

Newsfield Publications Ltd was a British magazine publisher during the 1980s and early 1990s.

<i>Zzap!64</i> Computer games magazine

Zzap!64 is a computer games magazine covering games for computers manufactured by Commodore International, especially the Commodore 64 (C64). It was published in the UK by Newsfield Publications Ltd and later by Europress Impact.

<i>Barbarian: The Ultimate Warrior</i> 1987 video game

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.

<i>Turrican</i> 1990 video game

Turrican is a 1990 video game developed by Manfred Trenz. It was developed for the Commodore 64 by Rainbow Arts, and was ported to other systems later. In addition to concept design and character creation, Trenz programmed Turrican on the Commodore 64. A sequel, Turrican II: The Final Fight, followed in 1991 for the Commodore 64 and other platforms.

<i>Head over Heels</i> (video game) 1987 video game

Head Over Heels is an action-adventure game published by Ocean Software in 1987 for several home computers. It uses an isometric engine similar to the Filmation technique first developed by Ultimate Play the Game. Head Over Heels is the second isometric game by Jon Ritman and Bernie Drummond, after their earlier Batman computer game was released in 1986. The game received favourable reviews and was described by Zzap!64 as an "all time classic".

<i>California Games</i> 1987 video game

California Games is a sports video game released by Epyx for the Apple II and Commodore 64 in 1987. Branching from their Summer Games and Winter Games series, this game is a collection of outdoor sports purportedly popular in California. It ported to other home computers and video game consoles and was the pack-in game for the Atari Lynx when that system launched in 1989. The game was successful and spawned a sequel, California Games II.

<i>Monty on the Run</i> 1985 video game

Monty on the Run is a computer game created by the software house Gremlin Graphics and released in 1985 for the Commodore 64, ZX Spectrum, Amstrad CPC and Commodore 16, written by Peter Harrap for the ZX Spectrum with the iconic in-game music on the Commodore 64 provided by Rob Hubbard. It is the third game in the Monty Mole series.

<i>Nebulus</i> (video game) 1987 video game

Nebulus is a platform game created by John M. Phillips and published by Hewson Consultants in the late 1980s for home computer systems. International releases and ports were known by various other names: Castelian, Kyorochan Land, Subline, and Tower Toppler.

<span class="mw-page-title-main">Tynesoft</span> Former software developer and publisher

Tynesoft Computer Software was a software developer and publisher in the 1980s and early 1990s.

<i>Spindizzy</i> 1986 video game

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.

Armin Gessert was a computer game developer from Germany. Along with Manfred Trenz and Chris Hülsbeck, he was one of the developers of the 1987 computer game The Great Giana Sisters for Commodore 64. His previous employers included the labels Rainbow Arts and Blue Byte. He was the founder of Spellbound Entertainment.

<i>Giana Sisters DS</i> 2009 video game

Giana Sisters DS, also known on other handheld platforms as Giana Sisters, is a platform game developed by Spellbound Entertainment in cooperation with Bitfield GmbH for the Nintendo DS, iPad, iPhone, and Android. It was published by DTP Entertainment in Europe and Destineer in North America. It is a spiritual sequel to the 1987 Commodore 64 release The Great Giana Sisters. A version for Microsoft Windows, re-titled Giana Sisters 2D, was also released.

<i>Giana Sisters: Twisted Dreams</i> 2012 video game

Giana Sisters: Twisted Dreams is a 2012 platform game developed and published by Black Forest Games for Microsoft Windows. It is the successor to the 1987 Commodore 64 title The Great Giana Sisters and sequel to the 2009 re-imagining Giana Sisters DS. The game was funded through crowdfunding website Kickstarter, reaching its goal of $150,000.

<i>Friday the 13th: The Computer Game</i> 1986 video game

Friday the 13th: The Computer Game is the first game adaptation based on the films of the same name. It was released in 1986 by Domark for the Amstrad CPC, Commodore 64, and ZX Spectrum. The game was released on floppy diskette and cassette tape. The player's goal is to find and kill Jason, while making sure their friends or they themselves are not killed by Jason.

Giana's Return is a fan-made sequel to the videogame The Great Giana Sisters. A German-Austrian-French team, the founders of the independent studio Retroguru in 2011, developed the game from 1998 to 2014.

<i>Terrys Big Adventure</i> 1989 video game

Terry's Big Adventure is a game published by Shades Software in 1989 for use on the Atari ST, Commodore 64 and Commodore 128, and by Grandslam Interactive for Amiga.

References

Citations

Sources

  • "The Making of...Turrican". Retro Gamer . No. 21. Imagine Publishing. 2006. ISSN   1742-3155.
  • "Move Over Brothers!!! Make Way for... The Great Giana Sisters". Crash. No. 55. Newsfield. August 1988.
  • "Super Giana Bros? . . ". The Games Machine . No. 7. United Kingdom: Newsfield Publications. June 1988. ISSN   0954-8092.
  • The Great Giana Sisters. Go! Media. 1988.
  • "The Great Giana Sisters Returns to Nintendo DS". IGN . December 9, 2008. Archived from the original on September 4, 2012. Retrieved April 25, 2024.
  • "The Great Giana Sisters". Power Play  [ de ] (in German). West Germany: Markt+Technik. February 1988. ISSN   0937-9754.
  • "Rushware". Retro Gamer: Das Jahrbuch (in German). Heise Medien. 2016. ISBN   9783957880680.
  • "Data Statements". Your Commodore . Vol. 5, no. 2. EMAP National Publications. November 1988. ISSN   0269-8277.
  • Bielby, Matt (July 1988). "Great Gianni Sisters". Computer and Video Games . No. 81. East Midland Allied Press. ISSN   0261-3697.
  • Braun, Peter (May 1988). "Konvertierungen". Aktueller Software Markt (in German). No. 5. ISSN   0933-1867.
  • Caoili, Eric (November 9, 2009). "Giana Sisters Co-Creator Armin Gessert Passes". Game Developer. Archived from the original on April 24, 2024. Retrieved June 14, 2024.
  • Castelli, Stefano "Stef" (March 20, 2021). "IGN Retro: The Great Giana Sisters". IGN (in Italian). Archived from the original on March 24, 2021. Retrieved June 25, 2024.
  • Dillion, Tony (September 1988). "Great Giana Sisters". Sinclair User . No. 79. p. 10. ISSN   0262-5458.
  • Dunc (October 1988). "The Great Giana Sisters". Your Sinclair . No. 34.
  • Frey, Oliver, ed. (July 1988). "Spitting Dreambubbles". The Games Machine. No. 8. Newsfield. ISSN   0954-8092.
  • GBH (November 1988). "The Great Giana Sisters". Your Commodore. Vol. 5, no. 2. ISSN   0269-8277.
  • Hopkins, Christopher (2022). Video Game Audio: A History, 1972-2020. McFarland & Company. ISBN   9781476674353.
  • Jones, Darran (2008). "The Making of... The Great Giana Sisters". Retro Gamer . No. 50. Imagine Publishing. ISSN   1742-3155.
  • Jones, Darran, ed. (2013). "In the Chair with...Chris Huelsbeck". Retro Gamer. No. 115. Imagine Publishing. ISSN   1742-3155.
  • Kirchesch, Christian (November 2, 2015). "Chris Hülsbeck Über Turrican, Great Giana Sisters und Homebrew auf dem Commodore Amiga". Digitalista (in German). Archived from the original on October 1, 2018. Retrieved April 25, 2024.
  • Lawton, Rod (August 1988). "The Great Giania Sisters". ACE . No. 11. Future Publishing.
  • Lange, Andreas; Liebe, Michael (2015). "Germany". In Wolf, Mark J. P. (ed.). Video Games Around the World. The MIT Press. ISBN   9780262527163.
  • Phil; Kati; Nick (August 1988). "The Great Giania Sisters". Crash . No. 55. Newsfield. ISSN   0954-8661.
  • Ramsey, Adam (August 30, 2015). "Giana Sisters: Dream Runners Review". Push Square . Archived from the original on May 25, 2024. Retrieved June 14, 2024.
  • Reed, Kristan (October 26, 2007). "The Great Giana Sisters". Eurogamer . Archived from the original on July 7, 2022. Retrieved April 25, 2024.
  • Rignall, Julian, ed. (July 1988). "The Great Giana Sisters". Zzap!64 . No. 39. Newsfield Publications. ISSN   0954-867X.
  • Stewart, David, ed. (September 1988). "Great Giana Sisters". ST Action. Vol. 1, no. 5. Goliner Publishing.
  • Tong, Sophia (July 5, 2011). "Sound Byte: Meet the Composer - Chris Huelsbeck". GameSpot . Archived from the original on April 25, 2024. Retrieved April 25, 2024.
  • West, Neil, ed. (March 1995). "Making Tracks". Next Generation . United States: G.P. Publications. ISSN   1078-9693.