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Though Robotron:2084 is cel­e­brated for its sim­plic­ity, Eu­gene Jarvis and co-de­signer Larry DeMar had more ex­pan­sive plans for the game while de­vel­op­ing it. “The orig­i­nal doc­u­ment for Robotron was ac­tu­ally this mas­sive maze of rooms and stuff that you had to ex­plore to even­tu­ally con­quer your way into the mas­ter-brain area, or what­ever,” Jarvis re­calls. “That was re­ally cool, but the first im­ple­men­ta­tion was, ‘Lets take some crap, put you on a screen, and throw a bunch of shit around you, then see how that feels.’ And it was like, ‘Hey, that was pretty fun! Maybe we don’t need this huge sce­nario! We’ll just throw some random crap up!’ [Laughs] This whole maze that I was go­ing to be de­sign­ing for years, I was just like, ‘Screw that, man – the game makes money!’

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