Retro Gamer

BRAM STOKER’S DRACULA

THE CATCH 22 DAYS PROBLEM

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Thanks to its Sony connection­s, Psygnosis got a Colombia Pictures film licence deal for the Francis Ford Coppola blockbuste­r Bram Stoker’s Dracula, but time was against it. For consoles and other platforms, a horizontal­ly scrolling fighting game was developed, but that wasn’t suitable for the PC market. Anthony and Peter were temporaril­y diverted away from their pre-alpha Storm game Wizard! toward a dark gothic pseudo-3d game set in the world of Dracula and his menagerie of terrifying creatures. “Bram Stoker’s Dracula may well be the fastest-developed commercial game ever, with just three weeks and a day passing between my call and his delivery of the master version,” explains producer Mike Simpson. “Anthony ingeniousl­y utilised code from one game and maps from another to assemble an affordable, cheerful FPS that, while not outstandin­g, was far from terrible and precisely filled the gap the publisher wanted to address.” “Dracula was intended to be a cheap and cheerful budget title,” adds Anthony. “So, I put in around six hours of gameplay, longer if you played it more casually, but the premise was that it was going to be sold as an impulse purchase. Unfortunat­ely, Psygnosis put it out at a higher price point and so it took some negative flack for being overpriced.”

 ?? ?? » [PC] Battling the eponymous Count Dracula in his human form.
» [PC] Battling the eponymous Count Dracula in his human form.

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