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This is 2546.
The technical progress of this era has made it possible for the entertainment industry to develop.
first-person virtual reality, film and video game successors,
offers luxurious adventure and relaxation a scenario that exceeds all previous expectations.
Virtual reality is the culmination of the entertainment industry -
- and, apparently, the most addictive Drugs that have ever been known to humans.
People look for pauses from physical world existential problems
spend their last credit to fund the continuation of their dream world.
Two rival companies control the market, Global Corporation G and Global Corporation I.
The latter has created a secret, closed virtual reality, filled with personal memories, archive material,
and the initial "game" program and development of documents from the last millennium They have succeeded in reconstructing an era that we think all memories and records are lost in the first cyber war.
They have recreated the 1980s, which witnessed the birth of video game development,
an event where politically and economically are limited to small European countries, Hungary,
has an important role.
My name is AMI, Global Corporation G & apos's Artificial Main Intelligence.
As an agent 41-25, your mission is to enter the GCI
system and collect all information related to for historical game development
There are many traps and security Steps are built in the constructs of their reality,
includes automatic the network is interrupted every 2 hours.
If you don't succeed in time, Your awareness will be trapped there.
We have investigated survey programs into their systems
which will help you provide reference information
Pay attention to details and caution. Report all the information you get.
Ami, I'm in the system. Check the network connection!
stable network connection.
Search our investigation survey program and start getting information.
In the eighties, Hungary was part of the Comecon and under the strict influence of the Soviet Union.
This is why evolution is strong from East-West Export-import activities are very special;
You can practically say that Hungary The development of the game industry is developing independently.
This industry has two key figures.
One of them is a gentleman named Robert Stein,
who defected to England in the fifties and created a company called Andromeda.
The other is Gábor Rényi, , who leads the Novotrade company.
Novotrade will make games in Hungary, and Stein companies will consider them Western partners.
Novotrade, because the socialist law at that time, should not have been able to form the first Hungarian joint stock company.
Rényi basically creates a company that if it is not imagined in socialist countries.
For some reason, during the socialist years, Hungary legislators never revoked the 1870 trade law. So there are applicable laws which allows companies to form,
even though there is no ministry want to know about us,
and we accept the classification from the Bureau Statistics that make our affiliation unclear.
I did not say it was done professionally, because There was no professionalism in Hungary at the time,
but many things are done in a very smart way.
We are talking about the first Hungarian joint stock company. Don't imagine this as a skyscraper from New York,
but as a basement. Okay, the cellar, not the cellar, But basically they are renovating the basement.
Which is rather surprising.
Ami, I am on my way to England in a fighter plane Spitfire aircraft simulator developed by Hungary in 1985.
I am on a mission to find out what caused Robert Stein to enter the gaming industry in the early eighties.
What I know so far is that Stein is sharing chess computers when meeting David Bishop.
One day Stein told Bishop about himself new business plan, and offered him a job.
What he said was, "I know Jack Tramiel, who is the head of Commodore?"
He gave me the first twenty or thirty Commodities 64s from the production line,
"and I will arrange for all these rocket scientists and math professors to make computer games."
Commodore sales director is my best friend,
and we have a good relationship when he becomes a sales director.
I also have good relations with the president, who survived from Auschwitz;
I have been to Hong Kong with him several times.
So it's a good relationship. It seems like that they will have a lot of success,
and if they want great success, we will also be a big success.
In December 1982, I had good luck when John Baxter, director of sales of British Commodore,
appears with Commodore 64 and floppy 1541 drives, followed by my friend Robert Stein.
They told me, "Gábor, we want to develop game software in Hungary. Software is difficult to transfer From one place to another,
which guarantees our confidentiality.
Gábor, announces a competition, to gather some ideas. "
Ami, I have gained access to documents about the beginning of video game development in Hungary. -design about it,
and quickly contact Novotrade.
We appear, and tell them that we have heard it are doing game development, and ask can we join?
They look at us and ask what the one we are talking about, said that they did not know about such a thing.
Then they start hanging around the office, because there Are these two young people, and no one knows what they want.
"Oh, right, we just got the package yesterday, It's in the next room."
And that's it, a C64, wrapped up. "We don't know what to do, but if you are interested, look."
We jump there, addicted, even without any documentation.
What's interesting about that machine is that it's the second C64 ever produced in the UK so the serial number on it is 0000000002.
Look at this, Ami! In the middle of January 1983, Novotrade turned to Hungarians,
ask them to submit the game concept
in a place on TV shows Ideas for National Business Innovation.
The program airs in mid-January; At the end of January, more than one thousand applications have arrived.
We read storyboards day and night, to find out which ideas we want to use.
Most ideas are simple games, with various levels of detail.
Some people draw something, even sent in screen layouts,
and a good storyboard from what they imagined would make a good game.
Existing computer games have never arrived in Hungary,
so people can bring fresh ideas and new approaches to game design.
Most of the ideas are good or ordinary,
But there are four or five good ones.
Based on the picture, we chose the we found worthy of translation,
and send them to England in English.
What reached the Commodore was about one hundred and twenty to a hundred and twenty story boards.
They take around ten, and we start developing it.
And that's how Hungary game development begins.
Most people who submit applications insist that they want to be involved in development,
and they are people bring programmers in
You have engineers and telecommunications technicians who has seen the previous processor and knows what the memory is
You also have mathematician programmers from ELTE universities who have seen large operating systems,
COBOL, and very large reel-to-reel tapes before...
They have some quite serious people appear on Novotrade;
Once the competition begins to form, and the project must begin,
They start forming teams, and we are paired with several veterans.
It's really loose; We applied to Novotrade, they received it, we signed a contract, they gave us a machine,
and they told us that we must start work and to tell them when we are finished.
Of course, they check up on our progress.
We have never had an office we have to work.
Novotrade mostly only provides a framework for young people people who are enthusiastic about doing something.
The point is that everyone works at home, and Novotrade are more meeting points
where you can come and show what you do at home.
Whenever we work together, we agree where to meet the day after tomorrow.
We do not have a fixed location, we just drive around carrying C64.
As soon as the machine arrives, Commodore, I feel this machine will change my life;
It just looks so perfect, Even the box is pure.
And I think this later It turns out right.
Ah, it seems like the first five games made in Hungary were published on Commodore and released as Commodore software.
Hungarian games are also released by Mirrorsoft, Quicksilva, Virgin, and Activision,
among other big game publishers.
A number of these games have been included some outstanding technical achievements.
In Arctic Shipwreck, the developer succeeded to move 3D fullscreen ice floe.
Ami, I found an article about two young British marketing people
establishing a company is called Domark in 1984.
They have no clue about game development , but they have sensational ideas.
The first person who can pass the game and find a secret telephone number pinned,
and ring the number, they will win twenty five thousand pounds.
Twenty five thousand pounds A lot of money in England at that time especially for someone who has Drinking at home is unemployed for six months.
We don't know who made this game. I t is quite difficult, actually there is no community,
there is no way you can actively find studio. They are all put together,
many of them, in the north of England, in Manchester and Liverpool,
and they are put together in a small basement office.
That is all very... It is a home industry.
Want to produce Eureka in record-breaking time for both Commodore 64 and Spectrum
systems doesn't make finding the right one the development team is easier.
Domark was lucky enough David Bishop and Robert Stein joined,
and with them the possibility develop a degree in Hungary.
Robi comes and tells us that no one else wants touch this, so it might turn out to be something big,
not only in the UK but in the gaming industry In general, and say we have to take the job.
We only looked at each other, and in Andris Császár;
The game must be delivered on two different types machines at the same time, without bugs, and so on.
So we told Robi that this was almost impossible, of course no sane person would be willing to do this.
At the same time, it's interesting, sounds exciting, and we never even talk about the money.
So we said, "Robi, tell them a large number," and he gave them more zero numbers in it than we have seen before,
think that they will turn around we immediately go down
The next day the phone rings and we have it turns green We are ready to go.
Ami, I know about others key figures involved with Eureka.
Because it is a text adventure, the story and the puzzle are written by Ian Livingstone,
many successful writers Fight fantasy books.
My main role is to come up with the storyline (that you can travel through time,
(and have adventure through Time is the main premise)
and how it all comes together... how do hide instructions in the art booklet,
which I have been assigned by the artist I have used in the Workshop Games.
Some instructions are in the artwork, some of which are in the text on rulebook, and of course many of them are it is in the game itself,
so the process is quite complicated.
It is a task that is bigger than me think it will be,
because it has never made a video game before, I do not really understand its limitations ,
I want to make it, you know, big, and we have to compromise a little,
But that is all part of the learning experience
Ian Livingstone did it all the way the fifth Caribbean level he stopped being realistic,
and start appearing with things like "... and then the player goes up to the submarine!"
So we have to tell him "No, no, no, no hydroplanes, it can't be implemented.
Yes, they can take their shells and throw them, but there are no planes."
Then he starts to get too detailed about it, and we have to tell him "No, no, no, this won't work."
To produce the game on time for both systems,
the developers create virtual machines with new programming languages,
which is a unique solution at that time.
The code written in this environment is easy to convert to Commodore and Spectrum systems,
and then adjusted for each platform by a different team.
Andris Császár and the Commodore team are in the city,
and we are on the hill in District II,
and sometimes we take a taxi back and forth.
So a taxi will appear on the Commodore team,
or a graphic artist or programmer will bring one to Team Spectrum in the middle of the night, at 1.30 in the morning,
and they will have conversations like,
"Hey, at the entrance to Vestal Virgins, guard damage Must be reduced by two points, because it's too much."
And taxi drivers, they've seen lots of things in Budapest's nightlife,
but the address is not a psychiatric institution or a nightclub... So, we see some strange looks, go
"What? Huh? What is a Vestal Virgin?"
Ami, I found a book that reads that Domark accused Novotrade
£ 660 for every day the project is late,
who may have contributed to very fast development.
There will be a time when we don't go home for three years days, or our wife enters, shows us our child,
bring some food, and go, and we go back to the list of bugs.
That's how to get to the end.
The last week was spent in my father-in-law's apartment;
We put a list of bugs in the closet door, which looks great in the household environment.
That's where we throw the last master record from window to David Bishop (who is waiting by taxi)
which he caught, thankfully, and took off almost in time to catch his plane to London.
It's on Spectrum and Commodore,
and I think we sell pretty fifty thousand each,
I will say the total number is about one hundred thousand copies.
It exploded with a big explosion. That is basically placed base for game development on Novotrade
become a separate branch, with the team itself.
We start hiring other people, the team grows big enough,
and this brings some good press.
A computer game, developed secretly behind the Iron Curtain,
presented to the public in London.
The game world never sees something like that
The initial request for this game is claimed has beaten all home software records.
Eureka has gone to the top of the graph software after only three weeks on the market.
Fifteen-year-old Matthew Woodley received 25,000 of his children pounds of prize to successfully complete Eureka.
More manufacturers have turned to people from Budapest in their search for software hits.
Hungary jumps into high technology.
Western computer shops clean rooms on their shelves for Hungarian products.
Novotrade hopes to generate 1.5 million dollars from royalties in 1985.
The fashion software game dodges the center of attention and leads the world.
The programming group is quite large, around one hundred to one hundred and fifty people.
Somehow the word starts to spread and people begin to appear.
Someone knows someone at the university, Hearing someone else work for us,
and then friends bring more friends.
We have forty projects running at one point,
which means forty teams with four to six people each;
Ten to fifteen of them are original games, the rest are ports or outsourcing.
Ami, I found a document called CoCom list,
including all computers that the Western bloc state will not sell to socialist countries or allow to be brought there.
Even then, it takes computer games to develop, so there is a request for them.
I myself have smuggled a machine from the English that is on CoCom's list,
and I'm actually in danger captured if I look
The real fear occurred when I stood Heathrow Airport with my suitcase,
and Robi Stein comes to me and says,
"Until we arrive in Budapest, we don't know each other, okay?"
That's when I'm nauseous.
We don't even consider what will happen if someone has asked some serious questions.
And of course, Novotrade provides full support For this, they are our accomplices in crime.
I'm pretty sure we can land in crosshairs from the CIA because of this
Even things that aren't on CoCom's list are hard to bring in,
only the government supported East imports.
So whatever hardware in Hungary is brought in via pocket import,
smuggling; It appears from nowhere.
They are classified as sensitive to bright light, and are delivered at night Customs only look away.
I know some great customs officers who are really excited about the blooming Hungarian game development.
So there are a few moments where we connect C64 and TV
in the customs office and play a few games with them.
It is not just the experience of smuggling computers into Hungary that resembles an adventure game.
Getting game software abroad to a foreign distributor is also an experience like something out of a spy film.
You can't just mail a tape with the game on it,
The confidentiality bureau must come out and be placed a stamp on it stating that it is confidential.
Of course they don't know what is on the tape,
but they only allow us to send it Once stamped on disk.
I used to stop trying to leave Hungary with this cassette,
Border guards will put the tape on a machine and it will be beep-beep-beep-beep,
and they thought I was some kind of spy trying to take national secrets from Hungary.
That's pretty funny, because they don't... no Really know about computer games at that time.
What I see here is Ami, is that even when a computer is released from the CoCom list,
That doesn't mean it can happen immediately sold in Hungary.
I have to bribe English Trade delegates two or three times
so they will give us permission to import C64 to Hungary.
I am the only person who gets that permission,
and I am the only person who sends C64s
Even Novotrade did not have it independent foreign trade rights
You can't just import items, you can't only acquire computer hardware like that.
You can only import limited quantities... one hundred, two hundred, three hundred machines to Hungary;
Gábor Rényi and Metrimpex will receive shared computers and distribute them in Hungary.
Compared to C64, smartphone processors are more than a thousand times faster.
We should not even mention memory capacity, because That is over a hundred thousand times more.
And that's the world where we have to make games
that is played and spectacular.
When we started working with Commodore 64, there was no Commodore 64 software That's all new.
We have to think about everything ourselves,
No one can turn away.
You only have to understand what is going on, and since that time is pure mathematics.
On smaller machines, we will do it delete all kernels
and we will control everything ourselves: All I / O ports, screen pixels...
We can do things that The machine itself is not capable.
We made a demo showing that it might be done the horizon is fully moving on Commodore 64.
We definitely like to do flights simulators, or space simulator games.
We really don't know what's impossible, because the Commodore engineers told us
that the machine can't do it, and we reply by sending them a demo showing them how to do it.
If you are not afraid, you can often do it Things that other people consider impossible.
So there are things we do because we don't know they are impossible
These people, who work in game studios, are geniuses, without exaggeration, without exception.
Nothing is impossible for them.
We write a ton of code, a very large number. Dan This is one of those things where people keep saying
that it's impossible to do this in six months or a year, however much time we have,
But we still do it.
One day we met with the Commodore council, including the legendary Jack Tramiel.
One of the reasons he came to Budapest is our moving horizon.
In the initial stage, we do things where the program will modify itself during the match.
Not data, the code itself.
That doesn't match 64k Commodore, and there is no other way to implement the game.
Once the level is complete, it turns out that no longer is needed, so we modified it.
That doesn't make sense, it shouldn't be done , but we have to do it, so we do it.
It feels like Wild West, we just split up We made the rules when we left.
That is the time in our lives where We are not afraid of anything.
This is a fantastic experience when you consider it something that is not possible, but decides to do it anyway.
You can't do it, but you will do it... but what?
We don't know what we don't know, so we start something
that we will never do it if we do it definitely know more about them.
We rent an apartment for this development the team, who moved, lived there, worked there.
They practically don't see other humans
The average day looks interesting: You will wake up early, which means 11-12 am,
breakfast, take a quick shower, and then You will sit in front of the computer
thinking "I'm just going to this check is really fast".
Then suddenly at 10-11 a.m. and you still don't check what "this",
But you're too hungry, so you will go dinner around midnight
We will work, and at 4:00 a.m. local bakers will open with us
He will hand us the first with a toaster shovel;
It's free but feels very hot to juggle it all the way home.
I have a developer who has a tight deadline, So he lives in his office.
He sleeps there, eats there, baths there, Brushing your teeth there,
all for three months He went to drink maybe twice.
All people involved are putting their hearts into this.
This means leaving your personal life, Sometimes not showering for a week...
It's almost like a punk band in a garage.
We mostly sleep beside computers. There are periods where we sleep while the program is compiled.
Our ears are tuned when we wake up; That Drive makes this small sound when the head moves.
We will wake up with that, know There are things to do again.
We also play a lot. Sometimes There will be some good games
which is detrimental to development. road Fighter II is the best of the best.
We can't stop until everyone is really great at that.
We don't have a telephone, so my boyfriend appears after a few days
wondering where I am
Generally, you need a fantastic girlfriend or wife, or become single... there is no relationship at all.
Our initial motivation was to make the best the game that ever existed, everyone will talk about it.
The opportunity to print a ton of money in front of us. You see all Porsches,
You read articles about world markets, but Nobody really thinks it's possible in Hungary.
Still, it's great to be part of something cool internationally Very few of us do it for money. I can't really think of anyone in my direct peer group
who did it because they thought it would be very profitable.
We have the feeling that we are making unlimited progress, moving forward year after year, and it will never end.
The world is ours. Of course this is quite contrary to our environment.
To be able to develop the same game we are playing and buying... well, stealing,
That's the only choice at that time...
Or just being in the Hungarian socialist industry, that is a great motivation for us.
It is always a victory to do something that surprises Westerners.
Everyone is interested in the idea trying to do something
it pushes their own limits.
Only me, the task, and the engine. If something doesn't work, I can only blame myself,
I can only berate myself. And if I manage to do it,
then other people can only try multiply it This is a great feeling,
It's like winning the Olympics.
We don't want to change the world, we just want to be a useful part of it.
To be adequate, be better, to push it further
Ami, I have a developer & apos; financial statements.
Based on this, it seems like a random payment of in frequency and amount.
Sometimes they are paid a fixed amount each month, But in other cases they only receive royalties.
This sometimes means they don't produce anything and sometimes means their profits reach record levels.
One thing that is very interesting is definitely. The benefits of games sold in the West are paid to developers in U.S. dollars,
which makes them serious privileges at that time.
You can't buy dollars here. Instead, when you get dollars with your work,
You don't need to do it exchange for forints.
When you generate foreign currency, it opens the door for you, like a foreign currency store
where only parties and state leaders, and embassy employees
(who also receives their salary in foreign currency), can enter
They are also called "diplomat stores".
When you enter one of these dollar stores, it feels like you have finally arrived in the West.
You can buy drinks, television,
everything is average Hungarians can't
There is a seven to eight year waiting list for cars, which is unimaginable today.
In a dollar store it's three months if you pay in foreign currency, and so on.
By the end of the eighties, I had bought a Ford Mustang with the money I made.
Mission completed
Ami, I'm in an ancient labyrinth, in a quest to explore & apos; golden age & apos; Novotrade.
Between 1985 and 1988, several successful titles managed to get out of the hands of Hungarian developers.
This includes the official Tour De France match, where you have to move the joystick like crazy
to move and control Virtual bikes at the same time,
and Alternative World Games, where users can Compete in events such as sack bags,
ran with a plate, and ran over the wall.
The biggest success is the first person 3D maze game named Scarabaeus.
Csaba Nagy was the one who created the 3D Labyrinth in Scarabeus.
Everyone says it's not possible on Commodore 64.
Labyrinth is a basic game design element, You want to make a maze.
But then you start thinking, "okay, but don't do Pac-Man, & apos; cos it's also a labyrinth, instead let's be * in the labyrinth".
One night he dreamed of a way to do it, The next day he did it,
and we write a game around it.
I don't know if anyone has ever made a three-dimensional maze in front of us.
What really affects people is the audio that we put in the game.
The most realistic and gripping atmosphere I've ever met.
The best and most appropriate sound effects ever programmed on C64.
This is the best arcade adventure this year
I have never played anything like Scarabaeus before.
I have found blog entries from the past millennium that describe other Hungarian successes.
The second episode of the Mission Impossible series, released by the American publisher Epyx,
also produced by Novotrade.
The first episode was praised as a game years by several magazines,
so America clearly believes Hungarians developers if they ask them to produce the sequel.
They sent us a QA man from America,
I remember because he was really Funny name: Alan Dangerfield.
He just sits there and plays, indeed extraordinary, playing all the time.
I think there will be more and more games made in Hungary.
This game has a high level of quality. Programmers are very professional.
They are very happy to work together from day one one, everything goes smoothly.
Impossible Mission 2 - The second the biggest game of all time?
I've played it more than I've played other things for years.
More than a challenge than a platform the game you've ever given before.
More powerful sequels than anyone can hope for.
Ami, in my opinion, in the eighties, there were seven different computers in the retail circulation.
No wonder Novotrade won many contracts to port games to different systems.
Sounds easy to market games from one platform to another. One of the platforms at that time was a coin-op arcade.
So what happens is a truck will arrive, and they will definitely do it Bring this arcade cabinet to a free game.
We will pay two children who play Star Wars for 5 lives or so, and they will show us what is going on there.
We are developing, so we have There is no time to analyze the game.
So occasionally a van will appear... people Maybe think we run a casino or arcade...
And they will bring machines, like Indiana Jones.
Thanks to Robert Stein, Hungarians are among them the first began to develop for Atari ST.
The UK-based system 3 hired Novotrade to become one of their most numerous ports Successful game, International Karate, for this new platform.
The Atari version of the title is amazing Atari then used the game in their ad.
For whatever reason, Robert managed to get the Atari ST hardware to Hungary,
and it was probably one of the first development teams We were comfortable with that we could develop Atari ST.
They have made me think the best version, which is an International Karate, on ST.
We will see the original game, and we will try to copy it.
I think musicians at that time will start their careers like that,
see the original, but try to do better.
That is a fantastic little work. Art is really pretty
All art is done in Hungary, and all coding is done in Hungary.
Mission completed
The most famous and most famous game The Commodore 64 era in Europe is Last Ninja,
which also gave birth to a sequel.
According to Mark Cale, head of System 3, who also designed the original game,
This is the biggest bestseller in this era,
reaching several million units sold on all platforms
We talk about action adventures, which are not new genres,
It has been around a few years at that time.
What makes this game special is amazing audiovisual presentation,
make use of Commodore 64 and video capabilities to the absolute full.
With my detective dog Lola, I find that the game exists quality is mostly caused by Hungarian developers:
There is a team here called Softview, part of Novotrade
Brits employ Softview to develop games, and they continue to send parts, get feedback on the game.
Graphics and audio are made by Brits, but the basics are built by Softview.
The story ends sadly when System 3 takes place development of the Hungarian team
and complete the game itself.
At that very unique time it was there was a group of programmers in Hungary.
Generally developers in the UK are individual programmers
work from their bedroom game programming,
so it's not professional setup with studio,
and this is the first time we meet with several development teams.
And the two games we started with were Bangkok Knights and Last Ninja.
Novotrade contracted Softview studio led by Ferenc Ruzsa.
Ruzsa has done it game for Novotrade
He was one of the first to develop a real 3D title for Commodore 64; That is a simulator like that.
But he doesn't know anything about Japanese goods that have made it into Western popular culture.
No one has ever heard the word "ninja" before,
At best, we think this is some Japanese things like judo.
It's the same as the average person who knows about it, and We are not even ordinary people, only mathematicians.
That's when I learned the word "nunchaku". And other throwing things,
what I forgot about his name. We continue to see how the flies are.
So we watched a ton of films. From there we know that we really like style,
but we are not sure how much that can be translated to a computer.
However, we realize what it is specifically about that, and what tools we can
give to young people in the West who actually know what ninja is...
Like the little thing he threw to the ground and disappeared in smoke, things like this.
We sit down, include all ideas, write them on paper,
and that's where the project starts. This is July of the year & apos; 86.
Ami, I understand that the time limit is, like in Most game development projects are tight.
They want the title to be ready for holiday season on multiple platforms at once.
This is the first time we have to work on multiple platforms at once,
and we realize you can't just use the machine code all the way to this.
We create our own programming language, that we use for later development.
The engine code is also not feasible, because every machine has its own logic;
None of them have the same processor.
We need that high-level language Make programming easier to do,
but a fairly close language the most routine machine code we write
will work on this platform with almost no loss of efficiency.
So we take a language called Forth as a template,
reading a book to understand how it works, and creating the same language as our own language.
It feels like the beginning of trying to make a pipe that is really interesting.
That is a kind of philosophy of development it will end up being the future.
They work on a revolutionary system, who try and build blocks,
high res block, together try and make the screen res high.
So at that stage what can we try What should be done is to create innovative graphics
with this new concept build high resolution blocks,
and the Integrator is born.
The hardest part is the routine for background rendering,
which we call Integrator.
We are only able to pay one time sequence per level in the game,
So at the beginning of each level we load each image into memory.
To make graphics more varied,
we draw a few pieces of graphics and reuse them in various ways.
We have a variety of combinations.
We can put them next to them with each other so that both are lost,
or one above the other, or one transparent
That way you can take a bundle of bamboo and many broken branches, and create a whole forest from it.
This is how the Integrator is in operation. This is basically a basic set of visual dungeon levels.
And here you are Can choose basic tiles.
You only have a few tiles, but some of these tiles are a little can be combined in various ways.
This gives us the variety and flexibility we want to have in this game.
The special thing about this level is that we want to show real torture,
have a fire in the cauldron and for the executioner to dunk prisoners in
Memory limit is not Make it possible.
The tiles we selected can we use to add a background here.
You can position them by placing them next to each other. This, repeat.
If you place them next to each other, or above each other , you can pretty much make any form for one level.
There weren't too many there when we... When we started in Hungary
besides good names and ambitious concepts.
Why is it called the Last Ninja, what is it The mission is, who is the last enemy...
This is all we have received from the beginning.
Most developers like to play, they are avid gamers.
So we can find out what is good in the game
we could feel it, we have many ideas.
We hate it when the client determines precisely what they want in a game,
and I don't have that kind of memory in this case.
All teams work together to design the game
It's not a typical brainstorming, we don't sit down to express ideas,
Instead, everyone works, and once something looks,
everyone is looking around and no one has to stay silent
They only see it, and something comes for their thoughts about what is possible.
"Sometimes someone will say something Stupid, like" What if a dragon flies? "
and someone else will say it " Okay we can't fly dragon,
But the dragon is good, we can do something With that, it's still technically possible. "
We have done some basic things. We need more things,
but we have a good idea about the ending, from where we want to go with it
We only have a few levels done, but everything is finished.
This also means 95% of the machine must be finished, because otherwise it will not work.
I have a fully first-rate feeling done, about two to three are in progress,
and we never start the ending.
Our progress is mostly game fragments
You can imagine how the game will come together,
but you can't imagine it when it will come with
The development phase chews a lot of time by creating a unique programming language,
and Integrator.
They also developed the Bangkok Knights, so they really started running out of time.
The first deadline passes, then the second, then the third, and we continue to say "next week!"
So it starts to look bad.
Our goal is to ship on several platforms,
and while it's possible we have the most progress on Commodore,
I-don't-know-how many solutions, That's not how we see the project.
We don't write our own letters programming languages for fun
If we just want to ship on Commodore, we just wrote it in the machine code.
I don't remember there was a big problem,
nothing can make us go "Oh no, the end of the world".
We have been overquualified;
Most of my coworkers are degrees in mathematical research.
We don't meet the Christmas deadline, we miss all other deadlines,
be around the end of February & apos; 87
Brits opt out of further cooperation
They don't understand playback, and try and translate how something must be rotated...
That is quite often lost in translation.
So the two projects we moved from,
and Robert and I at this stage form a very strong relationship
and he is very kind to us, he returns all our money,
we brought John Twiddy to finish it project, Robert and I found John Twiddy,
and he completed the project.
There is no coding that is actually done by the Hungarian team.
They are technically very good,
and definitely, without coming with the Integrator theory,
Last Ninja can never happen,
because once we have the toolset built in Hungary,
to base how we will graph with Hugh Reilly, the game will never happen,
so you know, without the help of Robert and his team, that won't happen.
It's hard to say how many concept periods the Hungarian team has an effect on the project,
But I'm sure it changes the soul of the game, in a good way.
In the UK, we don't have competition, we control the market
We are just waiting for Hungarians to produce software
It is in a hurry, it feels like a gold rush for products.
I have no problem selling it.
Not because I'm very skilled, but because I am the only sales software.
We are big because the others are not big.
We appear in America, and go play with big boys.
We go to Epyx, Activision, all of them, say
"Hello, we are here too, Andromeda Software!"
I have never felt cowardly or shy, so I just walk to an American company and say
"Hey, we have software, interested?" "Sure, let's see."
I think Stein isn't shy in Japan too
They go to the publishing house and show how good their game is.
So we show their game and how cool it is is, and other games and how cool it is,
cowboys chasing buffalo, 3D mazes, all that.
Everything feels shiny, we think they will go crazy because of it.
They just left "Okay, what for Nintendo?"
So we said "There is no Nintendo, but..." And they say "Okay, come back if you have Nintendo."
We experienced this four to five times, after that we thought "Damn, why don't we have Nintendo games?"
So we tried to negotiate with Nintendo, but they told us That's not how it works, it's not an open system.
Instead, Nintendo chooses four, five, or six partners from several candidates,
they get a dedicated development kit, and Other people can go to hell, in business terms.
So I told Robi, "Hey, let's go to the bazaar"... they have a big electronic bazaar in Akihabara...
"I will appoint a few things, buy them for me."
So we went there, and I said "Two of them, two of them" and took them home.
Nintendo doesn't show any intention let us enter their world,
because it is a walled garden with a ton of units sell, and they are afraid for their market,
so I said "okay, if they want Nintendo, we will give them Nintendo."
So I went to the mechanical measurement instrument factory, to the telemechanic unit,
where I know the service engineer well because I taught him English, and told him
"Drawer, I bring something, I don't know what that is, the chip doesn't even have a number on them."
Obviously they make sure we can't see anything
"We need this for reengineering, we need a development environment." He said okay.
László Kalmár is a hardware person This project, he took this game cartridge
... it's not even on tape... and starts analyzing electronics.
He found that not standard The method was used to make it,
and he knows What is this unique trick?
He can throw game bytes data and code from the cartridge.
That's when we, the software, enter to look around.
They get to the point where they know One of them is the audio chip, where I enter.
We try to do everything, watch Square waves with an oscilloscope.
The audio chip is of course only part of We see everything,
processor, RAM, how to load it from the outside.
And in the end, after a few long months, we have a development environment.
It is a Hungarian development environment, with cable and soldering and duct tape...
So we negotiate with Sony again Traffic and a group of other potential games,
and we show what we have.
They say again "Aha, aha, what do you have? for Nintendo?" "We did! Do you have a machine?"
Japanese people have training in displaying these emotions Expressions, so their reaction is a sight to see.
I am serious, this is made Everything is valuable.
There are no legal obstacles, Nintendo doesn't do it Say this as far as I know.
They obviously have lost control of situations when third party developers appear.
News starts to spread in Europe that Hungarians can do for Nintendo games too. "How do they do that?"
When we sent the first demo to Konami, They also could not understand it.
"How do you do it, you don't licensed developers!" No, we don't!
Novotrade gets a unique position with this, it's where their console careers start, as far as I know.
Ami, I'm on my way to the garage,
and it starts to make sense why Hungary is everywhere This fantastic development took place in the eighties.
It turns out that the Iron Curtain has some positive side effects.
And Soviet pressure begins to reduce the right time.
Compared to neighboring countries, even domestically Socialist systems, we are much more flexible.
We are the "happiest barracks". You can travel abroad,
Bring home a Commodore 64s car in your bag or your pocket, and put it back in the house.
You can access many things even the Soviets can't get it.
In Moscow, only Ligachyov belongs grandchildren have a Commodore 64.
Captain Gujdi, customs officer is very eager to see what we can do
on the computer in the CoCom list, and how the game will be published.
He will give us tips on how to take them abroad and what to do
The whole country is full of Captain Gujdis.
Many of these are due to our isolation,
how we are exceptions in the socialist system;
We are allowed to do something, and we feel like we Can do something more, we can get out.
We don't care about the walls around us, We are part of the outside world.
We are more motivated.
Children in Western Europe are also motivated, but they are not hungry with us.
We are very hungry, and also true today.
We are from a country that is very hungry, we are a lot more than the standard of Western life.
They have to do less to maintain that lifestyle, whereas We try to achieve it from an impossible distance.
We are much more interested. Maybe that's right because it's not a normal thing,
to just go to the store and buy it. This makes it much more interesting.
You can feel there are artworks depressed strength in humans, the need to communicate.
This is the limit that makes the dignitaries differentiate themselves. We have all of these limits,
We can't travel, so yes, I will say there is an elemental desire for something new.
Ami, I headed to a buffalo farm in the countryside with the Ford Mustang I found in the garage.
That's where Laszlo Mero is, one of the creators of Buffalo Roundup,
will let me enter some new intel about What is behind this Hungarian success?
In 1991, Playboy... a respectable publication, not only because of a respectable woman, but also her writing...
Ask Garry Kasparov why the Soviet Union has so many grand chess.
He replied, "What else to do here?"
... and I think that's why Hungary has so much goodness game developers before the end of the communist era...
Because what else should be done?
There are serious thoughts that do this.
In America, it's not the best mathematician and programmers who like programming,
but children with flannel shirts, and only those who have sensitivity to it.
In America, if you want an award winner mathematicians to do your game,
You will never get it because you cannot afford it and they have better things to do.
In Hungary, you can still make it work.
We are in a special situation because we have engineers with titles,
People with years of work do these things, namely what we usually fill in for anything that is lost
Everyone will go crazy, indeed many differential degrees and equations.
When all this starts, you don't need a big one investment. We smuggled on Commodore 64,
We do it, it's perfect things to start capitalism with.
Gábor Rényi sees the market gap perfectly,
that he is able to export intellectual capital from Hungary that is competitive in the West.
When we get the first C64, Gábor Rényi enters
... he always has a good quote... and says that with 2000, Hollywood will move to a computer.
That is a bold prediction. He died ten years.
Software development shows us many things something; This opens our eyes to the world.
The kitchen door is left open, and we peek out.
Open world; Very, it becomes a different world.
Gábor Rényi does a good job; Soviet Delegation comes with a big Corvin shopping bag,
they don't care, but he still shows it,
told them about "Operazie Nevozmozhno Dva", which is Mission Impossible 2.
They see it, they leave, already don't know why they are there,
but surely it contributes to having the privilege of going to America and not being disturbed by anyone.
The software is our passport.
That is very exciting, very beautiful, and I think because of zeitgeist, irreproducible.
That is, the window of the world, is very important It is one of the most important Novotrade businesses, although it may not be the most important.
But for us, that means our lives for those few years.
We do something unique and special and different,
because... the whole set that Robert played a big role in composing,
You know, producing lots of games makes that will never be made otherwise,
and the place entered industrial history,
not only in Hungary, But, you know, overall.
Mission completed
Novotrade America... which basically Novotrade International... grows strong;
This is led by András Császár, and the entire team works in Budapest.
After a while we as investors have left,
and they continue to bring the advanced International Novotrade company,
which is then renamed to Appaloosa Software.
Donát Kiss hands a stick to András Császár, and he wants to make a professional company.
He restructured the entire company, introduced the whole new work schedule:
You have to be in the office to work, You can't just work from home.
Not only administrative transformation, it is also in terms of technology,
infrastructure, mentality. That changes into a more professional company.
Many people don't like and leave. The others sighed with relief when they realized
They like to do what they say, because it makes their lives more comfortable.
It's different, it looks more like a Western studio since then.
Ami, I found a large pile of information about consoles the development of the Novotrade International archive.
Besides Nintendo, they also make games for Sega and even PlayStation.
Impossible Mission 2 also is related to the development of the console,
because Ken Balthaser and Joe Miller left Epyx... who we work for...
And move to Sega of America, and we remain friends afterwards.
Many of these processes may seem like that depends on the programmer, but not.
This particular case, for example depends on the wholesaler an Indiana distributor named Steve Friedman
who suddenly becomes our agent, without knowing anything about computers
Steve is a very agile salesman, he will go to places until he can sell himself.
I remember, we will negotiate with Disney making them some puzzle games,
and Steve approached these Pakistanis on Hollywood Boulevard to bargain on video game tapes,
and when he gets the price down to $ 1, he just goes... this takes 15 minutes.
I'm like, "What is this all? Come on go to lunch, why do we need to do this?"
And Steve left, "I'm training tomorrow."
So Steve Friedman is one who makes Sega connections.
I think Ecco the Dolphin is their biggest hit on the console market.
This is probably the best-selling game ever developed by Hungarians.
The idea came from Ed Annunziata, one of the Sega producers.
The idea is largely incomprehensible.
He wants something less than a video game, and more like a movie, like the one behind me.
You shouldn't do a lot of things, just swim left and right.
Ed's basic idea in terms of user experience is to be able to swim very fast,
for several minutes without stopping.
He really doesn't want closed space or level,
he wants to feel free in the big sea.
My problem is between the phrase "Why not have it? Assault weapons, at least when it will do something."
Compared to the standard "Shoot everything that moves"
and "come forward while defeating enemies" gameplay, Ecco breathes fresh air.
It must be mentioned that the game is successful Most depend on marketing.
Accessing the marketing budget is trickery, But it's an internal corporate trick.
A company like Sega of America has, say, ten to twelve million dollars to advertise a game in a given year
... how much money each game gets depends entirely on the marketing person.
So I will use this dirty little trick like going to Al Nilsen and saying
"Listen, Al, we have this credit list from who made the game,
and I want to put you above as marketing agent, what do you think?"
And he agreed.
No one else at that time will put the name of marketing on credit,
and I think Al Nilsen thinks,
"I'll spend a few million dollars on Ecco, maybe some more people will see my name on it".
Mass sales come from people who buy San Francisco Chronicle, see ads with dolphins,
telling themselves "I like dolphins", "I want to save the world", and they buy the game.
I don't remember any development projects Ended with good job satisfaction.
Most of them eventually become nightmares.
What do you have to understand that games like Ecco must have two hundred hours of bugless operations
before being sent to reproduction.
And you have to imagine your first test producing three to four hundred bugs.
There are many testers available "idiot" testers, who report bugs like
"I cut off the power of Genesis, and when Reconnect, the game doesn't continue where I left it".
And this is reported, and they are very good Indeed, but we have to sit with the producer,
read everything, mark it as "will not be fixed", and so on. But you have to write it down.
And all of this is due to manufacturing, You can't patch items later,
the game is burned a ROM and that's all.
If there is a problem later, they will eventually bury it forty thousand bullets in the Nevada desert
... I'm not kidding, it happened!
So the end of the process is always in a hurry,
Through a list that I can find some other important games.
Besides Ecco and its sequel, Hummingbirds are also Ed's idea.
Instead of swimming, the player flies around hummingbirds
Games like Contra: Legacy of War are published by Konami
and the Three Dirty Dwarfs for Sega Saturn also need to be remembered.
Three Dirty Dwarfs are around three orcs arrived in the Bronx
and busting stuff up.
including Star Trek: Deep Space Nine,
Adventures of Batman & Robin and Lost World: Jurassic Park.
We can join projects that are the most popular in the world at that time.
We have some amazing opportunities,
opportunity to join several development projects with industry leaders with top-tier IP licenses
... it's unimaginable today.
The story of the company continued after the millennium, but I only managed to find information that was blurred.
For some reason I kept hitting the wall when I was researching the period after 2000.
One thing for sure is that Sega invested $ 4 million into the company,
who is running under his name Appaloosa Interactive at that time.
On the other hand, it seems they don't do it their contracts for too many projects after that,
and there are internal problems.
This company no longer existed in 2006, _ after twenty-three years of operation.
Mission completed
In the eighties there were no ways to get the game legally,
being a medium game exchanging at various clubs.
This scenic center is the legendary Csokonai Cultural Center,
also known as "Csoki".
Every Friday, Spectrum, Commodore, and Amiga fans will gather to swap software,
and argue about whether Spectrum or Commodore is better
But Csokonai is not only important because it exchanges,
But also because many Hungarian game magazines and development studios start there.
One of them is Amnesty Design, which later became famous as Digital Reality;
Their first title, a space strategy game called Reunion, was released in the early nineties.
This genre continues with Imperium Galactica series,
the sequel, Empire Galactica 2, is widely considered the best Hungarian game of all time.
We will go to the club, copy the software, and so on,
and the point is when we are, who will meet There, it was decided that we wanted to develop a video game.
That's Amnesty Design, our first team started.
We meet, we become friends, all of them have their own expertise and interests,
It is clear who will do what, so we say "okay, let's make a game".
We start basically from zero, From the fundamentals,
we don't have ads tools or knowledge
Everyone starts working at home, because At that time we were still in school;
I was fifteen at the time when we started reunion. Everyone lives with their parents,
We can only meet on weekends to see what other people can do for a week.
We have many meeting points;
We always go to someone's place whose mother can make delicious sandwiches,
and we will be there all day, try to put all the parts together.
Ami, based on my research, the nineties look like they are a fantastic time for game development.
At that time, even a small team of some guys was enough to create globally successful games.
Later, these projects begin to require large studios full of developers
and endless financial resources.
But these people together carry out demonstrations which are worthy of being shown to the publisher.
We have friends in Teacher's PC magazine, Tamás Turcsán, aka Shy;
He was the first to say that he would bring this demonstration abroad.
When he returned he gave up the project for Gábor Fehér,
who also works in the Teacher, claims that he has no time for that anymore.
So the project is handed over and he becomes the project manager to negotiate the contract with the publisher.
I don't have experience or contact to get external references,
I have to go to the trade show to negotiate with the publisher,
to be able to show it what is all about
It might be amazing for a small country that has just switched from socialism,
But a group of guys still in school managed to get it signed by Grandslam Entertainment based in the UK.
Development takes a new turn after this
We started working at the István Kiss family warehouse.
If I remember correctly, it was three to four meter basements, the room was very small.
Everyone brings their computer in, with monitors and speakers and their mice,
and that's when we started working.
I am in my own room, That's where I do PC stuff,
and two floors below the people will Work in the remaining basement.
During the summer, however, I will envy them,
because at ten to fifteen degrees it's cooler there.
We will develop for weeks and weekends.
During this week we will go to school, if there is There is no addition, we will be done by three or four,
and then explode, go to the basement, work up to eight or nine, as much as we have.
On weekends we will start at morning, and continue throughout the day
Reunion is released after 3 years in development, in 1994.
This project is fast becoming popular Among gamers interested in space games
and bring serious recognition to developers. They don't get rich from it though.
Publishers will pay us continuously, but Usually they make payments in a certain way
that you get gradually more towards the end.
And in this case, they are reluctant to pay us towards the end.
I remember making calculations if we divide it these two to three years salary,
we might get $ 30 as a monthly wage, but we don't mind
That is the passion that drives us forward, we want to do something
which will be distributed by publishers in stores around the world.
The feedback is great at first,
I remember reading an article that said it
George Lucas must follow his example from this small Hungarian company
who plays the Star Wars game It should be like that.
Ami, I see information that tells me that they have it may not make a lot of money with the first game,
but its success contributes to the fact that American GT Interactive released their second game,
called the Galactica Empire.
That is the same company that was released Doom II, Duke Nukem 3D, and Unreal.
The most interesting thing about this game is cutscenes between missions recorded with live actors.
This is a trend in other games at that time. Even Mark Hamill is present at Wing Commander.
We clearly don't have the opportunity to sign Famous actor, or coincidence, really.
All we have is the ability to rent serious ones studios with green screens for about two days
and bring a group of friends as cast.
We have clothes made, namely a a little Star Trek-ish, behind.
We go to the gym and ask the receptionist, who is the winner of the beauty contest,
to act as the wife of the protagonist, who is our other friend.
When Americans see this, one of them manufacturers almost have a heart attack.
They don't understand how all this works.
"What do you think? These people, they don't speak English What's up with that?"
"What do you mean & apos; what & apos ?; You call it."
"What's that? & Apos; dub & apos ;?" "When you call back dialog in your own language."
"That's not it." "Of course One thing, everyone in Europe does it!"
"Maybe in Europe, but definitely not in America!"
And we have to realize that they are in Hollywood, they don't know how everything works here,
They even shot back French films with their own actors.
So we have to realize that this would & nbs; work, and re-edit some of the things we have prepared,
and whatever we record in the video is just a still image with text in America.
You have arrived I've been waiting for you.
Affirmative, sir!
I've watched you, Johnson. I can see you are smart at your work.
The Galactica Empire was finally released in 1997.
Publishers quickly order sequels, consider to be one of the best Hungarian games ever made.
This won the best game music award at the British Academy Film Awards in 2000.
There are eight hundred entries in the category that year, when this game comes out.
2000 is the first year BAFTA introduces a soundtrack award game.
There are all big companies like this Electronic Arts and Sega and Nintendo
queuing for the prize.
I really fell from my chair when they announced the Galactica 2 Empire won.
I think our debt is almost fifty minutes cutscenes in the game, all of which prints music for us.
We spend a lot of time _ during development;
In three years of production I can spend almost throughout the year just making music and sounds for the game.
We will spend ten to twelve hours a day on it for a below average salary because we are motivated to make a game better, and even better.
I remember there was a four month period when I forgot to take my salary.
It's really not about money, we don't even think about it,
That's not motivation. We do it because we love doing it.
We are young, we don't consider the effect. We don't even think about it, and that's good.
If we have thought about it, we will definitely not do it
It's better not to know the complications, we only face them when we have to and pass them,
That is what drives development going forward.
This software was published in more than forty countries, which was a big thing at the time,
we talked about 2000. I don't think the others developers achieved success rates in Hungary since.
We don't want to be better than anyone, we just want to make a good game.
Ami, I found many other games and stories from the nineties.
Here, for example, is a project developed by ArtGame called Abandoned Places, which...
-
Ami! I.! Something is wrong
Agents 41-25, I need a status report.
Record messa... This is the most import... send...
When we play games, our bodies produce chemicals that should not.
Actually not only when playing, but when we do something that isn't important
These substances are like vitamins, they are very important So the paradox is true, it is important to do things that are not important at times.
Good game for that, but some People feel this feeling while working.
There are gamers in everyone, but most people will do it never consider themselves as gamers,
and even if they are someone Play Words with Friends or Candy Candy
or whatever it is, you know, they will do it never consider themselves as gamers,
But they play games, that's the most important for our industry, that everyone plays games.
The game is a medium of original art, and rightly so has a very strong cultural impact,
very important inheritance is saved for future generations,
because we will look back and see how important the game industry has been for the community.
Games that I think, always have a little bad reputation in the general media,
and it's wrong I think, because the game goes beyond entertainment.
You learn many things that you find useful later when playing games.
You learn to think strategically, you learn lose, you learn to try again and again,
You learn to communicate, you learn to work together, if the game demands it.
I hope for one day when the headlines of the populist press say
"good game for you".
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