Retro Gamer

Q&A: DAN MALONE

EXPERIENCE THE BITMAP OF BROTHERS WORKING ARTIST ON THE RECALLS CHAOS HIS ENGINE

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how long did The Chaos Engine take to develop?

Me and Phil Wilcock started talking about it when we were still doing Speedball 2, so maybe a couple of months before actual production started, and we were just sketching out ideas, characters and look – basically just doing it freestyle, really. When it started coming together and went into developmen­t in earnest, I’d say it was six months while I was doing Speedball, I was doing both games, and for about a year and a half after? I can’t remember to be honest, but it was quite a long project. It was two years, basically.

We’d guessed that – based on the early previews we have seen, it was looking advanced as early as late 1991.

Yeah. We were going to do it three-player, and once that was abandoned the game tightened up, because we had a clear target then. The tile sets for each level, they’re pretty much my favourite tile sets that

I’ve ever done – they are squeezing every single pixel possible. And then there was map building and I’d talk to Simon Knight, who was doing the layout for the levels – he’d give me the layout and I’d… tweak it slightly, so that I could get all the features in. It was a pretty efficient process, but there was a lot of work.

it sounds like you had a lot of freedom over the look of The Chaos Engine?

Oh yes, complete freedom. I’d been reading this story in 2000AD, I can’t remember what it was called but it was steampunk, if you like. There was a lot of talk, Phil was reading The Difference Engine and books like that, and the name ‘Chaos Engine’ just popped up like that. Yeah, we had a lot of freedom really – it was the last enjoyable game I worked on that got released!

how did you come up with the designs for the six characters – in fact, was it even always just six characters?

There were about 12 characters originally – there was a female character, a guy with a fencing mask on and a shotgun, there were other characters. But when you’re getting down to it, you need to get the game done, so we took it down to six and committed to two-player, and it worked. The inspiratio­n for the characters, I wanted them to feel exotically old. The Navvie for instance, he’s a railroad worker – he’s a great character because he’s really heavy with the unions, and the industrial revolution. He’s one of my favourites because, ‘What the hell’s a Navvie?’ – well, he works on the railroads, would’ve been in the Crimean War, that kind of thing. So I really wanted to have that Victorian feeling, that feeling that it’s another time.

The Chaos Engine is unusual for a game of this type in that it only has one boss encounter, with the Chaos engine itself. What inspired the design of that imposing enemy?

I only had a few tiles left that we could use, so it was nowhere near what I wanted, but we’d run out! I just put together what I had left and took a few tiles out of the sewer background so I could use them for the end, but you look at it and apart from his head in the middle animating, there’s not a lot going on. We were scraping the barrel by that point! We just couldn’t get that kind of big boss encounter into the game – it would have been nice to, though.

 ??  ?? » [Amiga] Dan’s artwork squeezes a lot out of the Amiga’s memory - the detail on the rocky ledges is quite extraordin­ary.
» [Amiga] Dan’s artwork squeezes a lot out of the Amiga’s memory - the detail on the rocky ledges is quite extraordin­ary.

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