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Solid Snakeโ€™s Movie Roots: Snake Plissken and Carpenterโ€™s Surprising Response

Distressed Retro Replay collage reading Snakeโ€™s Movie Roots, with illustrated Snake Plissken and Solid Snake.

Before Solid Snake was sneaking around Shadow Moses, Kurt Russell had already given the movies a Snake of their own. In 1981's Escape from New York, Snake Plissken walks into a nightmare wearing an eyepatch and looking thoroughly unimpressed. Hideo Kojima was watching. That influence eventually reached Metal Gear. And years later, John Carpenter said the people who shared ownership of his film wanted to go after Metal Gear Solid. He discouragedโ€ฆ Read more

Bully at 20: Rockstarโ€™s Schoolyard Masterpiece Still Deserves a Sequel

Bully at 20: Rockstarโ€™s Schoolyard Masterpiece Still Deserves a Sequel

Twenty years ago, Rockstar proved you didnโ€™t need carjackings and organized crime to create an entire world of trouble. Sometimes a boarding school was enough. On 17 October 2006, Rockstar Games released Bully for the PlayStation 2, trading the criminal underworld of Grand Theft Auto for the equally treacherous hallways of Bullworth Academy. Iโ€™ll admit, I wasnโ€™t sold on Bully at first. Iโ€™d enjoyed Rockstarโ€™s previous open-world games, particularly Grand Theft Auto,โ€ฆ Read more

George Sanger Interview: The Fat Man on Wing Commander, Loom and Life with Team Fat

George Sanger The Fat Man interview cover with his archival portrait, Loom and The 7th Guest imagery

Dave Warhol needed thirty seconds of music for ice-skating penguins. Two voices. George Sanger got out his guitar and four-track recorder, tried bass lines until one sounded like penguins, then worked on a melody that sounded like skating. He wrote the result out by hand and passed it to Warhol to put into Thin Ice. That was 1983. Sanger, known to game-music fans as The Fat Man, would go on to workโ€ฆ Read more

The History of Team Fat: From Maniac Mansion to Wing Commander and The 7th Guest

Team Fat history collage with the four musicians in cowboy hats and scenes from Maniac Mansion, Wing Commander and The 7th Guest

Change characters in the NES version of Maniac Mansion and you change the music. The mansion is still a terrible place to spend an evening, but now the teenager you have sent into it has brought a different record collection. Bernard gets twitchy electronic energy. Razor gets something with teeth. A few rooms, a few verbs and a handful of little sprites become a house full of personalities. You can spend anโ€ฆ Read more

Why Metroid 64 Never Happened: Samus and That Three-Pronged Controller

Distressed collage reading Metroid 64 Never Happened, with the supplied Samus artwork and a Nintendo 64 controller.

Samus could handle space pirates, lava and a planet about to explode. Nintendo's three-pronged controller was apparently a different sort of problem. Yoshio Sakamoto, the director of Super Metroid, said he couldn't picture how to move her with it. Nintendo 64 went through its life without a new Metroid adventure. Anyone who remembers picking up that pad for the first time will understand the pause. Three grips. Two hands. A thumbstick inโ€ฆ Read more

Crash Bandicootโ€™s Lost Cartoon Opening: Why Sony Passed on the Animation

Retro Replay collage reading Crashโ€™s Lost Cartoon with hand-drawn-style Crash and Tawna, animation sketches and a PlayStation controller.

Crash washes up on the beach, gets his bearings, and finds his first crates waiting a few steps away. That's the opening most players know. But the original Crash Bandicoot could have greeted you with something much closer to a Saturday-morning cartoon. Universal had hand-drawn animation made during development, with an introduction and ending intended for the game. The footage exists. It just never made it onto the adventure players bought. Universalโ€™sโ€ฆ Read more

Christ and Christianity in Video Games: Faith, Courage and Hope

Christ and Christianity in video games with Link praying Father Antonio and Sister Calderon

The world is turning beneath you, the sun is coming up over its edge, and a choir is singing before you have founded a single city. You could click through to the game. For a little while, though, Civilization IV makes waiting at the menu feel like a perfectly good use of your evening. The song is Christopher Tinโ€™s Baba Yetu. Its words are a Swahili setting of the Lordโ€™s Prayer, theโ€ฆ Read more

The Complete History of ScummVM: 25 Years of Adventure

ScummVM history collage with Monkey Island 2 Day of the Tentacle and Blade Runner

You have remembered the pirates, the music and at least three jokes. You have not remembered what to do with the thing in your inventory. Twenty minutes into Monkey Island, the old routine is coming back nicely: walk into a room, annoy everybody in it, leave with something that probably belongs to somebody else. For a while, getting the game to start could be the hardest puzzle of the evening. The discโ€ฆ Read more

Super Mario 64 Is Running on Atari Jaguar, but You Wonโ€™t Be Able to Play It

Retro Replay Mario on Jaguar collage showing Budfolkโ€™s real hardware setup and CRT demonstration

Mario walks across Peachโ€™s checkerboard floor, heads outside and wanders into Bob-omb Battlefield. Familiar enough, until you remember this is supposed to be an Atari Jaguar. Developer Budfolk has rebuilt parts of Super Mario 64 for Atariโ€™s console, using what he describes as a new engine written from scratch in assembly. It looks rough in places, but seeing that castle on a Jaguar is a fine reason to stop scrolling. Four areasโ€ฆ Read more

Eugene Sandulenko Interview: Inside ScummVM, Full Throttle and the Work of Preservation

Eugene Sandulenko ScummVM interview cover with his portrait and Full Throttle and Blade Runner screenshots

A broken font in Full Throttle brought Eugene Sandulenko to ScummVM. Fixing it revealed a larger problem: the bike-fighting sequences were not implemented. Someone needed to work out how they worked. Sandulenko already had years of reverse-engineering experience, so he took a look. It was quite a look. For the wider story, read The Complete History of ScummVM: 25 Years of Adventure, from the projectโ€™s early days to the games and enginesโ€ฆ Read more

Crash Bandicoot Has a Real Fossil Named After Him

Distressed Retro Replay collage reading Crash Went Prehistoric, with Crash and illustrated bandicoot and fossil motifs.

Crash Bandicoot has a fossil named after him. And the name isn't some lab nickname that stuck: the extinct animal is officially Crash bandicoot. Somewhere between the crates and the boss fights, our orange idiot made it into scientific classification. The animal lived about 15 million years ago in what is now Australia. The PlayStation obviously arrived a little later. When researchers named the species in 2014, they borrowed Crash's name forโ€ฆ Read more

The PS2’s Wild West RPG

The PS2’s Wild West RPG

Wild Arms 3: Where the Wild West Meets the JRPG Iโ€™ve been a fan of Westerns and cowboy culture since I was a kid, and Iโ€™ve loved Japanese RPGs since the NES days. So when somebody decided to smash those two things together, I took to the Wild Arms games on the original PlayStation like horseshoes to hooves! On 15 October 2002, Wild Arms 3 rode into North America for the PlayStationโ€ฆ Read more

Mariachi Entertainment System Interview: David Ortiz on Giving Game Music a Mariachi Voice

Mariachi Entertainment System Retro Replay interview cover with the band and bold red and yellow lettering

The Moon theme from DuckTales already sounds as though it has somewhere wonderful to take you. David Ortiz heard a trumpet carrying that melody, violins chasing the runs, and guitars and bass filling out the rhythm underneath. In 2015, he called in some friends to read the arrangement. That first experiment became Mariachi Entertainment System. The San Antonio ensemble brings familiar game music to a full mariachi lineup: trumpets, violins, flute, guitarsโ€ฆ Read more

Remember When Saints Row Was Actually Good?

Remember When Saints Row Was Actually Good?

Saints Row started as a GTA clone. There, I said it. And I liked it anyway. When Saints Row 2 arrived in North America on 14 October 2008 for Xbox 360 and PlayStation 3, Volition wasn't exactly trying to hide where the inspiration came from. The original game had borrowed generously from Rockstar's Grand Theft Auto franchise, and the sequel wasn't about to abandon that formula. But here's the thing: Saints Rowโ€ฆ Read more

Hellfire Saga Review: Sonic Goes to Hell on Sega Genesis

Hellfire Saga: Retro Replay Genesis review artwork, with a neon city and Sonic facing Death in a gothic castle.

Sonic is a little blue streak in a world of dead forests, burning streets and monsters that look delighted to see him. The momentum is familiar. The enormous scythe coming his way is considerably less familiar. Hellfire Saga takes the feel of Sonic 3 & Knuckles and throws it into a gothic action game. Castlevania and Ghosts โ€™n Goblins are obvious neighbours, but this is more than Green Hill with red grass.โ€ฆ Read more

Top 18 Weirdest Retro Games Ever Made

Top 18 Weirdest Retro Games โ€” ornate gold-framed collage of authentic game screenshots

A talking fish wants answers. A silver-and-blue superhero is sprinting through traffic because somebody needs a Pepsi. Somewhere else, a cucumber is trying to rescue a tomato from a pumpkin. The controller is ordinary enough; the jobs it has been given are considerably less so. And that is before the zombie outbreak that can only be stopped by typing quickly. Some of these games make their first impression before you have touchedโ€ฆ Read more

Paper Isnโ€™t Dead: How Old School Gamer Magazine Brought Me Back

Paper Isnโ€™t Dead editorial collage featuring photographed Old School Gamer magazine covers

I recently received a gift that left me with one very serious question: how have I been missing this in my life? The gift was a handful of issues of Old School Gamer Magazine. Actual magazines. Covers you can hold, pages you can turn, and articles that stay put while you read them. I opened one expecting a pleasant little dose of nostalgia. What I found felt like somebody had reopened aโ€ฆ Read more

The Complete History of Chris Sawyerโ€™s Tycoon Games

Tycoon Games history collage with railway stations a wooden roller coaster and a Locomotion town

The coaster looks magnificent. It climbs above the trees, twists through the park and has enough loops to justify the money you borrowed to build it. The test train makes it back to the station. You open the ride, sit back and wait for the queue. Nobody wants to get on. Welcome to RollerCoaster Tycoon. You may own the park, but the little people wandering around it have opinions. Some want aโ€ฆ Read more

Chris Sawyer Interview: Transport Tycoon, RollerCoaster Tycoon, and the Joy of Simulation

Chris Sawyer interview collage with his portrait and Transport Tycoon, RollerCoaster Tycoon and Locomotion screenshots

Interview by David, Retro Replay. A little train following a track was enough to suggest a whole game. For Chris Sawyer, the pleasure of watching a system work came before the business figures surrounding it: the acceleration of a locomotive, the movement of a vehicle through an isometric landscape, or a park guest deciding which ride to try next. Those small interactions grew into worlds that players could build, manage, and happilyโ€ฆ Read more

Resident Evil 3 Nearly Sent HUNK on a Very Bad Cruise

Distressed Retro Replay collage reading Resident Evil 3 Missed the Boat, with HUNK, an illustrated cruise liner and a G-Virus sample.

Before Jill Valentine had Nemesis chasing her through Raccoon City, Resident Evil 3 was supposed to take place on a luxury cruise ship. HUNK would be the star, trying to bring back a sample of the G-Virus. Capcom was planning to put the next numbered Resident Evil on a boat. Itโ€™s a pretty good place for something to go horribly wrong. In a mansion, you can at least dream about reaching theโ€ฆ Read more

Brรผtal Legend (2009): When Double Fine Was Metal as Hell

Brรผtal Legend (2009): When Double Fine Was Metal as Hell

Remember the days of yore, when Double Fine made great games instead of blowing budgets on their latest vanity projects? When Jack Black was more interested in entertaining us than lecturing us? These days, Black and Double Fine's Tim Schafer look like twin gray-bearded hobos arguing over which one smells worse. But the 2000s were simpler times. Back when somebody could pitch a video game that looked like an Iron Maiden albumโ€ฆ Read more

Console: The VGM Band Interview โ€” Bringing Game Music to the Stage

Console: The VGM Band interview cover with band members and live performance photos

Interview by David, Retro Replay A boss theme can follow you long after the battle is over. For Console: The VGM Band, those melodies became a reason to pick up instruments, find other musicians, and discover what happens when music written for a game has an audience standing in front of it. A familiar tune is the starting point; the groove, the arrangement, and the energy of a live band are whereโ€ฆ Read more

The Complete History of Segaโ€™s Arcade Empire: Yu Suzuki, OutRun and the 3D Revolution

The Complete History of Segaโ€™s Arcade Empire collage with Yu Suzuki, Toshihiro Nagoshi, Tetsuya Mizuguchi, Virtua Racing cabinet and arcade game scenes

You hear Daytona USA before you see it. Someone is singing the name at full volume. Around the corner, a row of red racing seats is waiting, and your friend is already claiming the one beside you. For years, Sega made the arcade trip worthwhile. You could have a good console at home and still want a go on that enormous motorcycle, the moving flight simulator or the racer linked to sevenโ€ฆ Read more

The Complete History of Impressions Games: Caesar, Pharaoh and Lords of the Realm

The Complete History of Impressions Games collage with authentic Caesar III, Pharaoh, Lords of the Realm II and Zeus game views

The houses are getting nicer. The treasury is running out. Somebody wants pottery, somebody else wants a temple, and the person carrying the food has taken the wrong turning again. If you played an Impressions city builder, you probably recognise the situation. You arrived with a sensible plan for a Roman settlement or an Egyptian town. A few hours later, you were rearranging roads so a woman with a basket would walkโ€ฆ Read more

Chris Beatrice Interview: Impressions Games, Caesar, and the Art of Building Living Cities

Chris Beatrice interview cover with his portrait and Caesar II, Caesar III and Pharaoh screenshots

Interview by David, Retro Replay. A wheat field had to move inside a tiny tile. A Roman city had to feel alive without burying the player in detail. An aqueduct had to look convincing while being assembled from just a handful of graphics. For Chris Beatrice, the art of those early strategy games was inseparable from finding practical solutions that made a world readable, appealing, and enjoyable to inhabit. Beatrice joined Impressionsโ€ฆ Read more