“We wanted as much gore and blood as possible”: The Making of Robocop Versus The Terminator
After each aimed for a movie, Terminator and Robocop tied the tie. Both were incredibly popular hits, utterly unpopular at the box office, and showcased the definitively grown sci-fi talents of quirky directors looking for their first big hit. Then the two franchises began to diverge when the inevitable sequel appeared. While 1991’s Terminator 2: Judgment Day surpassed its predecessor and broke world box office records, RoboCop 2, released a year earlier, fell far short of success. of the first film, both critically and commercially
Surprisingly, the other Terminator films seemed hard to find at the time, and in 1993 RoboCop got a third, worse-rated performance, where RoboCop made the horrific mistake that went on without the original star, Peter Weller. Still, while video games starring RoboCop stars were already plentiful up to this point thanks to UK’s Ocean Software, the pixelated Terminator was lagging behind. It was time for a dramatic merging of these two violent worlds.
The RoboCop v Terminator story began in 1992 as a four-part comic book by Dark Horse Comics. Created by the legendary pair of writer Frank Miller and artist Walter Simonson, this short series features a maze-like time-warping plot that draws Officer Alex Murphy into the complex and dark realm of the Terminator and Resistance Warriors. do. ending horror. Virgin Games licensed the video game loosely based on the comics and started developing RoboCop Versus The Terminator with another popular IP, Aladdin.
After working on the level design for Spot Goes To Hollywood and The Terminator on the Mega CD, Tim eventually put on his own gig. “At the time, Virgin had more high profile games like Aladdin, so when I joined the team, RVT felt like an ugly stepchild. But I was really happy to be able to design my own game.”
After a license was secured, but material from the cartoon, including direct action, became unavailable, Tim, John, and Noah Tool designed the layers, audio, and backgrounds. “We couldn’t use Dark Horse content,” recalls John. “So Tim and I sat there at night and analyzed one of our favorite games, Contra III: Alien Wars. We wanted to find what makes the game addictive.”
The two concluded that the “vectorized sphere”, a fireboard that introduces positional feedback to the game, is a key element and is properly integrated into RVT’s core game mechanics. “In a week, the people at Virgin noticed the game and even became addicted to it. It all happens late at night when people are sitting undisturbed!”
ultimate showdown
After successfully establishing his own enterprise programming company at the young age of 13, John enrolled at MIT, where he studied computers, filmmaking, and writing at a prestigious university. Four years later he graduated and moved to Eastern Los Angeles, where he went bankrupt and exposed himself in one of the city’s less healthy areas.
“Every summer, six out of seven days a week there were shootings outside my building,” he sadly says. “It drove me from LA to Orange County and got a job at Virgin Games. They brought me to the RVT after buying a license for $2 million. When I came to Virgin, no one else was involved in this project. It was me!”
To save time and money, the RoboCop Versus The Terminator used Dave Perry’s Mega Drive engine, which was last seen at Cool Spot and Global Gladiators. “I had tools from a previous project. But Dave’s engine was clean and used in other Genesis games. I improved it by creating a linked list sprite object that allows for these huge monster bosses at the end of some levels.”
In RoboCop Versus Terminator, players take on the role of an armored police officer of the same name. The cunning Cyberdyne Systems, which won a contract to develop the government’s Skynet defense system, decides that RoboCop’s neural network, the only successful fusion of the human mind and computer to date, is the best template for his deadly new structure.
“The whole project improved when Bob arrived and started working on re-creating the old RoboCop that was there. It looked a lot better and created a lot of excitement. The blood and gore made us feel a bit naughty, but that was the time. It was around the time Mortal Kombat came out, so we thought we’d add a slightly comical version.
This overwhelming approach has inspired unforgettable, rich images. Terminator explosions, spinning pistols, and blood-stained spears were just a few things RoboCop faced at every level, and it was far from the state of the game when Tim started. to work.
Tim’s most important ethos was to create a level that experienced players could pass without getting hit. “I’ve always wanted players to know that if they get a hit it’s their fault and they can do better with practice.”
To provide more variety, some levels include additional requirements such as rescuing hostages or destroying surveillance cameras set in well-known scenes from the movie. From crime-ridden Detroit streets to toxic waste dumps, OCP offices and hostile futures, there’s plenty for fans of both films to see and enjoy. Additionally, RoboCop Versus The Terminator’s hype theme is perfectly encapsulated in RoboCop’s arsenal, among which his sizable pistol was relegated to a subordinate state. “It was really important to have guns that did different roles,” says Tim.
RoboCop can carry two weapons at once. When he chooses one, he replaces the one he doesn’t currently have. Because John Botti was inspired by the Contra III, each weapon was designed by John Botti before Bob Stevenson and Tim refined the look. From the fun directional controls of your grenade launcher and flamethrower to the powerful bazooka and super useful guided missile guns, managing your RoboCop’s weapons is key to its success.
The watchman provided an equally cool solution. “He suggested that if you shoot the sprinkler it will pour water into the RoboCop and put out the fire. That could essentially save lives. We also make this urgent game within the game and try to figure out how to put out a fire on the RoboCop. I did the same thing with a fire hydrant – I don’t think I’ve ever heard of a game like this.” The team went crazy. The designers have laid out each level complete with multiple levels, a zipline that RoboCop is unlikely to traverse, and absurdly unrestricted gameplay.
Drop that!
Although Tim has some reservations about gameplay (mainly because the final boss has very high HP), he agrees with John’s overall positive comments. “There was a great feeling throughout the office that we made a really fun game by taking the bunny out of the hat.”
This feature first appeared in Retro Gamer magazine issue 205. Don’t forget to check out more great features like the ones you just read about. Subscribe to Magazines Direct in print or digital edition.
More information
“We wanted as much gore and blood as
possible”: The Making of Robocop Versus The Terminator
After notching one film apiece, The Terminator and RoboCop stood equal. Both had been incredible sleeper hits, totally unfancied at the box office, and demonstrated the pointedly adult sci-fi talents of maverick directors looking for their first major breakthrough hit. Then, when the inevitable sequels appeared, the two franchises began to diverge: 1991’s Terminator 2: Judgment Day eclipsed even its predecessor and broke box office records worldwide, while RoboCop 2, released a year earlier, was very far from the success that the first film had been, both critically and commercially.
Bafflingly, a further Terminator film then appeared elusive, while RoboCop received a third, even more poorly received, outing in 1993 that made the heinous mistake of going ahead without its original star, Peter Weller. Nevertheless, thanks mainly to the UK’s Ocean Software, there was already a rich vein of RoboCop-starring video games at this point, however the pixelated Terminator was lagging behind. It was time for a dramatic merging of these two violent worlds.
The story of RoboCop Versus The Terminator began as a Dark Horse Comics four-part comic book from 1992. Created by the legendary pairing of writer Frank Miller and artist Walter Simonson, the brief series involves a labyrinthine time-twisting plot, drawing officer Alex Murphy into the complex and grim realm of the Terminators and the resistance fighters who are bravely trying to end their reign of terror. Securing the licence for a video game based loosely on the comics, Virgin Games began developing RoboCop Versus The Terminator alongside another famous IP, Aladdin.
Tim co-worked on level design for Spot Goes To Hollywood and The Terminator on the Mega-CD before finally getting his own gig. “At the time I seem to remember there were more high-profile games at Virgin, like Aladdin, so there was a feeling that RVT was the ugly stepchild when I joined the team. But I was absolutely thrilled to get my own game to design for.”
With the licence secured, but unable to use material from the comics, including its direct plot, Tim, John and Noah Tool designed its levels, tone and background. “We couldn’t use any Dark Horse content,” remembers John. “So Tim and I would sit up at night analysing Contra III: The Alien Wars, one of our favourite games. We wanted to figure out what it was that made the game so addictive.”
The two concluded that the “vectored bullet”, the slab of fire that introduces positional feedback into the game, was the key element, and it was duly incorporated as RVT’s core game mechanic. “Within one week, people at Virgin were noticing the game and even getting hooked. It all happens in those late nights, when people are sitting around with no distractions!”
Ultimate showdown
Successfully founding his own business programming company at the tender age of 13, John subsequently enrolled in MIT, learning about computers, filmmaking, writing and more at the famous university. Graduating four years later, he moved to east LA, flat broke and exposed to one of the less salubrious parts of the city.
“Six out of seven nights per week, every summer, there was a shooting outside my building,” he notes sadly. “It propelled me out of LA and down to Orange County, where I eventually got a job at Virgin Games. They brought me in to RVT after they’d bought the licence for $2 million. When I got to Virgin, no one else was on the project – I was it!”
In order to save both time and money, RoboCop Versus The Terminator utilised Dave Perry’s Mega Drive engine, most recently seen in Cool Spot and Global Gladiators. “I had my own tools from previous projects,” continues John, “but Dave’s engine was clean, and it had been used on other Genesis games. I enhanced it, making a linked-list sprite object that allowed these huge monster bosses at the end of some levels.”
In RoboCop Versus The Terminator, the player takes on the role of the eponymous armoured law enforcement officer. The devious Cyberdyne Systems, having won a contract to develop the Skynet defence system for the government, decides that RoboCop’s neural networks, the only successful melding of human mind and computer to date, is the best template for its deadly new construct.
“The whole project got a boost when Bob arrived and went to work recreating the old RoboCop that was in there. It looked so much better, and generated a lot of excitement. With the blood and gore, we did feel we were being a bit naughty including it – but around this time Mortal Kombat was coming out, so we thought we’d add a slightly tongue-in-cheek version.”
This over-the-top approach inspired a plethora of memorable imagery: exploding Terminators, spinning handguns and blood-stained windows were just some of the things that faced RoboCop on every level, a far cry from the game’s condition when Tim first began work.
Tim’s overarching ethos was to create levels where a skilled player could get through without being hit. “I always wanted the player to know that if they got hit, it was their own fault, and with some practice, they could do better.”
To give greater variation, some levels include further requirements such as rescuing hostages or destroying security cameras, with familiar scenes from the movies as the backdrop. From the thug- heavy streets of Detroit to a toxic waste dump, OCP offices and the hostile future, there’s plenty for fans of both movies to recognise and enjoy. Furthermore, the overblown theme of RoboCop Versus The Terminator was perfectly encapsulated with RoboCop’s arsenal, of which his own sizable pistol is relegated to minor status. “It was important to have weapons that really did do different things,” notes Tim, “and also ones you would be thankful to receive in certain areas.”
RoboCop can carry two guns at a time; if he picks one up, it replaces the one not currently wielded. With John Botti taking inspiration from Contra III, each weapon would be designed by him before Bob Stevenson and Tim honed their appearance. From the fun directional manipulation of the grenade launcher and blazing flamethrower, to the powerful bazooka, and a very useful homing missile gun, managing RoboCop’s weaponry is the key to success.
The onlooking custodian offered an equally cool solution. “He suggested that if you shot the sprinkler systems it would rain water down on RoboCop, and put the fire out, essentially saving his life. We also had fire hydrants that did the same thing, creating this urgent game-within-a-game, trying to find a way of putting the fire on RoboCop out.” With Tommy Tallarico helping to construct the game’s robust sound design (“It’s just phenomenal – I don’t think I’ve ever heard another game like it,” gushes Tim), its designers laid out each stage, complete with multiple levels, improbable zip wires for RoboCop to traverse and a host of absurdly unrestrained gameplay.
Drop it!
While Tim has some reservations about the gameplay – most notably the extremely high hit point count of the final boss – overall, he echoes John’s positive sentiments. “All around the office there was a good feeling, as if we’d managed to pull a rabbit out of the hat, and making a game that was really fun to play.”
This feature first appeared in Retro Gamer magazine issue 205. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at Magazines Direct.
#wanted #gore #blood #aspossible #Making #Robocop #Terminator
“We wanted as much gore and blood as
possible”: The Making of Robocop Versus The Terminator
After notching one film apiece, The Terminator and RoboCop stood equal. Both had been incredible sleeper hits, totally unfancied at the box office, and demonstrated the pointedly adult sci-fi talents of maverick directors looking for their first major breakthrough hit. Then, when the inevitable sequels appeared, the two franchises began to diverge: 1991’s Terminator 2: Judgment Day eclipsed even its predecessor and broke box office records worldwide, while RoboCop 2, released a year earlier, was very far from the success that the first film had been, both critically and commercially.
Bafflingly, a further Terminator film then appeared elusive, while RoboCop received a third, even more poorly received, outing in 1993 that made the heinous mistake of going ahead without its original star, Peter Weller. Nevertheless, thanks mainly to the UK’s Ocean Software, there was already a rich vein of RoboCop-starring video games at this point, however the pixelated Terminator was lagging behind. It was time for a dramatic merging of these two violent worlds.
The story of RoboCop Versus The Terminator began as a Dark Horse Comics four-part comic book from 1992. Created by the legendary pairing of writer Frank Miller and artist Walter Simonson, the brief series involves a labyrinthine time-twisting plot, drawing officer Alex Murphy into the complex and grim realm of the Terminators and the resistance fighters who are bravely trying to end their reign of terror. Securing the licence for a video game based loosely on the comics, Virgin Games began developing RoboCop Versus The Terminator alongside another famous IP, Aladdin.
Tim co-worked on level design for Spot Goes To Hollywood and The Terminator on the Mega-CD before finally getting his own gig. “At the time I seem to remember there were more high-profile games at Virgin, like Aladdin, so there was a feeling that RVT was the ugly stepchild when I joined the team. But I was absolutely thrilled to get my own game to design for.”
With the licence secured, but unable to use material from the comics, including its direct plot, Tim, John and Noah Tool designed its levels, tone and background. “We couldn’t use any Dark Horse content,” remembers John. “So Tim and I would sit up at night analysing Contra III: The Alien Wars, one of our favourite games. We wanted to figure out what it was that made the game so addictive.”
The two concluded that the “vectored bullet”, the slab of fire that introduces positional feedback into the game, was the key element, and it was duly incorporated as RVT’s core game mechanic. “Within one week, people at Virgin were noticing the game and even getting hooked. It all happens in those late nights, when people are sitting around with no distractions!”
Ultimate showdown
Successfully founding his own business programming company at the tender age of 13, John subsequently enrolled in MIT, learning about computers, filmmaking, writing and more at the famous university. Graduating four years later, he moved to east LA, flat broke and exposed to one of the less salubrious parts of the city.
“Six out of seven nights per week, every summer, there was a shooting outside my building,” he notes sadly. “It propelled me out of LA and down to Orange County, where I eventually got a job at Virgin Games. They brought me in to RVT after they’d bought the licence for $2 million. When I got to Virgin, no one else was on the project – I was it!”
In order to save both time and money, RoboCop Versus The Terminator utilised Dave Perry’s Mega Drive engine, most recently seen in Cool Spot and Global Gladiators. “I had my own tools from previous projects,” continues John, “but Dave’s engine was clean, and it had been used on other Genesis games. I enhanced it, making a linked-list sprite object that allowed these huge monster bosses at the end of some levels.”
In RoboCop Versus The Terminator, the player takes on the role of the eponymous armoured law enforcement officer. The devious Cyberdyne Systems, having won a contract to develop the Skynet defence system for the government, decides that RoboCop’s neural networks, the only successful melding of human mind and computer to date, is the best template for its deadly new construct.
“The whole project got a boost when Bob arrived and went to work recreating the old RoboCop that was in there. It looked so much better, and generated a lot of excitement. With the blood and gore, we did feel we were being a bit naughty including it – but around this time Mortal Kombat was coming out, so we thought we’d add a slightly tongue-in-cheek version.”
This over-the-top approach inspired a plethora of memorable imagery: exploding Terminators, spinning handguns and blood-stained windows were just some of the things that faced RoboCop on every level, a far cry from the game’s condition when Tim first began work.
Tim’s overarching ethos was to create levels where a skilled player could get through without being hit. “I always wanted the player to know that if they got hit, it was their own fault, and with some practice, they could do better.”
To give greater variation, some levels include further requirements such as rescuing hostages or destroying security cameras, with familiar scenes from the movies as the backdrop. From the thug- heavy streets of Detroit to a toxic waste dump, OCP offices and the hostile future, there’s plenty for fans of both movies to recognise and enjoy. Furthermore, the overblown theme of RoboCop Versus The Terminator was perfectly encapsulated with RoboCop’s arsenal, of which his own sizable pistol is relegated to minor status. “It was important to have weapons that really did do different things,” notes Tim, “and also ones you would be thankful to receive in certain areas.”
RoboCop can carry two guns at a time; if he picks one up, it replaces the one not currently wielded. With John Botti taking inspiration from Contra III, each weapon would be designed by him before Bob Stevenson and Tim honed their appearance. From the fun directional manipulation of the grenade launcher and blazing flamethrower, to the powerful bazooka, and a very useful homing missile gun, managing RoboCop’s weaponry is the key to success.
The onlooking custodian offered an equally cool solution. “He suggested that if you shot the sprinkler systems it would rain water down on RoboCop, and put the fire out, essentially saving his life. We also had fire hydrants that did the same thing, creating this urgent game-within-a-game, trying to find a way of putting the fire on RoboCop out.” With Tommy Tallarico helping to construct the game’s robust sound design (“It’s just phenomenal – I don’t think I’ve ever heard another game like it,” gushes Tim), its designers laid out each stage, complete with multiple levels, improbable zip wires for RoboCop to traverse and a host of absurdly unrestrained gameplay.
Drop it!
While Tim has some reservations about the gameplay – most notably the extremely high hit point count of the final boss – overall, he echoes John’s positive sentiments. “All around the office there was a good feeling, as if we’d managed to pull a rabbit out of the hat, and making a game that was really fun to play.”
This feature first appeared in Retro Gamer magazine issue 205. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at Magazines Direct.
#wanted #gore #blood #aspossible #Making #Robocop #Terminator
Synthetic: Vik News