EDGE

A BOY AND HIS BLOB

Developer/publisher Absolute Entertainm­ent Format NES Release 1989

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“IF YOU END UP SWEARING AT MY GAMES WHILE YOU’RE PLAYING THEM, I’M FINE WITH THAT”

I wanted to make a tool-using adventure game. That had been done on PC for a while. You would have a selection screen and choose the crossbow or sword and go off on your adventure. I liked that idea, but not that you had to leave the game to select a weapon – the storyline is suspended while you go off into your inventory at that point. So why not have a character that can be your inventory?

I was inspired, again, by a cartoon I saw as a kid, called The Herculoids, which had two shape-changing blobs called Gloop and Gleep. They would change shape and help the heroes. It was a small step to introduce the jellybeans which would determine what shape the Blob would take. When you’re making a game on an 8bit system, one of the first things is to work out which sprites are recognisab­le. You might want a unicycle or an elephant, but can you draw that in eight bits? We’d have artists draw two dozen things and then go through their work and say, “OK, I can tell that’s a bird,” and then we’d design the game around what players could recognise.

I was working with Garry [Kitchen] at the time and A Boy And His Blob was going to be Absolute Entertainm­ent’s first Nintendo game, so we wanted it to be really good. That was the main reason we collaborat­ed. We divided up the two planets in the game – I did Earth and Garry did Blobolonia, so that meant there was a lot less reason for us to butt heads. We’d worked together before and we knew what we could do – we were like two halves of one giant programmer. We had no creative difference­s. Collaborat­ion had no downside… except he was in New Jersey and I was on the West Coast. This was the ’80s and we were transmitti­ng data on AOL at 19.2K baud. I’d set a transfer up when I went to bed and he’d get it in the morning.

 ??  ?? David Crane’s A Boy And His Blob: Trouble On Blobolonia – to give the game its full title, which must be in the running for some kind of award for unwieldine­ss – was regarded fondly enough to spawn a Wii reimaginin­g from WayForward in 2009
David Crane’s A Boy And His Blob: Trouble On Blobolonia – to give the game its full title, which must be in the running for some kind of award for unwieldine­ss – was regarded fondly enough to spawn a Wii reimaginin­g from WayForward in 2009

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