One of my all time favourite Amiga demos has to be without a doubt, the Budbrain Megademo. Created by two guys from Denmark, Psycho and Diablo, and released at The Silents Red Sector Amiga Conference in 1990.
“.. The first demo that we did, I learned everything during the programming of that demo. We probably started like late 1988, or like early 1989 … Every time I didn’t go to school, I was working on this stuff with my friend ..”
Kim Frederiksen – Coder
Dan Wood and Ravi Abbott from the The Retro Hour were lucky enough to sit down with non other than Kim Frederiksen, a.k.a Psycho, the original coder of the Budbrain Megademo to ask him how he first got started in the Amiga demo scene and what prompted him and Diablo to spend a year of their youth crafting one of the greatest Amiga demos of all time.
When Rise of the Tomb Raider release date was first announced as a timed exclusive for Xbox platforms, a lot of fans of the franchise were not happy, (and rightly so). Thousands of people took to the Internet to vent their anger over this decision on social media, blogs and gaming forums.
I’ve never really understood why this needed to happen. I was always under the impression that Tomb Raider games sold by the millions so I was surprised to see they had entered into a deal with Microsoft for exclusivity rights. Which, personally, I think harms the gaming industry. You are basically blocking access to your game on release day and alienating a select group of gamers because of what gaming console or system they own. Not cool.
My Tomb Raider career started way back in 1996 with the release of the first ever Tomb Raider by Core Design and Eidos Interactive on the original Playstation. This was ground breaking stuff. I don’t think I had ever played a computer game before with a female lead character, especially a female lead character that looked like Lara Croft. Normally, the female character in any game is the one you are trying to save.
After finally unlocking the Homerunner trophy in Fullbright’s first-person adventure exploration game, Gone Home, I thought I would share this short video on how I managed to achieve this godforsaken trophy.
This must be the first game I have ever played where the developers have boasted that you can complete the game in less than a minute. When I first looked through the trophy list and seen this trophy, I didn’t really have very high hopes for this game. I was happily surprised though, this isn’t a bad game at all … Except for this trophy.
Let’s make no mistake, this trophy is glitchy. This trophy almost made me ‘gone insane’. I’m must have tried over twenty times before finally getting this trophy to pop.
A couple of months ago, I started playing Rockstar’s latest release in the GTA series, Grand Theft Auto V on the PlayStation 3. Why the PS3 you ask? Well simply because my brother passed me this game and told me to play it, and it happens to be the PS3 version. You can’t argue with free, right?
GTA V, according to literally every gamer and game reviewer on the internet is a must have game, an absolute masterpiece, so I was eager to start playing to say the least. I am no stranger to the GTA franchise and have been a fan of the GTA series ever since I played GTA III on the PS2 back in 2001. I followed this up with GTA: Vice City and GTA: San Andreas (Grove Street for life!), also on the PS2.
The last installment in the series, GTA IV, I played on the PS3. When I first started playing GTA IV, I literally knew after the third mission that I was absolutely going to love this game … and I did. So much so, I played the entire game through more than once, a first for me with any GTA game. This wasn’t because I never enjoyed playing the other previous games, this was because the games are that big, that you have to invest an enormous amount of time into them, so going back to replay them isn’t always an option (hence the reason I’ve only just now got round to playing GTA V now. Time is a precious commodity these days).
If you ever owned a computer in the 1990’s, you will no doubt of heard about a little game called Lemmings by DMA Design. A game like no other, Lemmings exploded onto the gaming scene in the early nineties and quickly gained scores of fans across a plethora of gaming platforms.
“.. We knew it was good, because we all loved making levels and playing with it .. We never knew just how big it was going to be ..”
Mike Dailly – Programmer
The Making of Lemmings by Rich Stanton and Kyle Fewell is a must read if, like me, you still have fond memories of playing Lemmings when you were younger, or even still play Lemmings today.
This article tells the story of how Lemmings came to be and what it took to make this truly groundbreaking game.