Retro Gamer

The Making of Moonstone: A Hard Days Knight

Rob Taylor drinks mead with Rob Anderson and talk about baloks, blood and swords…

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Rob Anderson takes us behind the scenes of his ultraviole­nt and stylistic action-rpg

The finger-drumming, fidget-inducing drudgery of the loading screen has tested many a gamer’s patience down the years. Not so with the 1991 Amiga title Moonstone: A Hard Day’s Knight. These moments of downtime – illustrate­d via such portentous quotes as: “The gods pause for a moment to contemplat­e your fate,” – were a chance to wipe down a sweat-soaked joystick and prepare for the carnage that awaited.

Not your typical Amiga title, Moonstone was a curious genre hybrid that’s, surprising­ly, never been revisited by either direct sequel or indirect imitator. It’s a game of two halves – the first being a mapbased role-player in which players manoeuvre the icon of their knight around a fantasy land in turn-based fashion, visiting lairs, battling beasts, pestering wizards, gambling away hard-gotten gold and so on.

Creator and lead artist/developer Rob Anderson admits this section is influenced by the cult board games Talisman and Dark Tower he and his friends played while growing up in Canada; other muses include Marvel’s Conan comics, Edgar Rice Burroughs novels and sword and sorcery genre movies. “I was definitely setting out to make a new type of fantasy fighting game that combined both strong combat with RPG elements,” he remembers.

Moonstone’s world map is divided into four neighbouri­ng territorie­s – plains, wastelands, forests and wetlands, each being home to one of a quartet of knights. Up to four players could battle against one another, leading to some memorable multiplaye­r sessions littered with backstabbi­ngs, double-crossings, alliances and countless beheadings.

When your virginal quest knight enters his first lair, Moonstone’s second – darker – half announces itself in less than subtle fashion. It grabs you by the arm, rips it off and proceeds to beat you to death with it.

Combat is an arcadey, ultra-brutal and insanely unforgivin­g series of

2D, static screen knight-versus-monster, sword-versus-claws/spears/ club/flame breath battles that fairly drenches screens in gore. Timing, strategy and lightning reflexes are key as limbs are severed, bodies hacked in two, corpses chargrille­d and ripened yellow cornfields become claret-soaked charnel pits… and Moonstone’s true legacy becomes brutally apparent.

“I was definitely thinking of gore when I was animating the game, akin to a horror movie,” reveals

Rob. “Owing to the limited number of frames the Amiga’s memory could handle, I conveyed the impact of combat through over-the-top violence. I also wanted to use gore to ‘reward’ players via comical finishing blows that would make players laugh when they died. I was a big fan of Interplay’s Battle Chess, while another of my favourites was Barbarian. Towards the end of the game’s developmen­t Mindscape actually assigned Richard Leinfellne­r (Barbarian’s producer) to the project, and he was the perfect fit.”

Each of Moonstone’s lairs pits the player against an eclectic array of opponents, from lion-like trogg warbeasts to skull-faced mudmen. Arguably the most memorable, however, was a giant – seemingly invincible – red dragon who cruises the world map and snacks on hapless knights. In a sadistic twist, the more levelled up your avatar, the more foes the game throws at you, until the corpses are piled atop one another and the blood flows in red rivers.

“In terms of animation and the sheer amount of artwork within the game, we really wanted to push the envelope,” explains Rob. “Moonstone was animated on paper, then ported over to Amiga by way of the Easyl tablet into Deluxe Paint. There were over a thousand drawings, and we rendered each and every one of them. I think doing it this way created the game’s unique look and style; larger characters, more animation frames, new scripting languages… every action was choreograp­hed to a greater extent than Moonstone’s contempora­ries.”

Is Moonstone’s gore over the top? Undeniably. Is it tasteless?

“Usually wrapped up around 3am, or sometimes stayed up even later to call Mindscape” Rob anderson

Possibly. Is it tongue in cheek? Absolutely. Rob cites Looney Tunes cartoons as a inspiratio­n, while the game’s evil black knights are a blatant tip of the hat to Monty Python. “I’m a big fan of Terry Jones and Terry Gilliam films, where lots of Moonstone’s dark humour stems from,” he admits. And the eyebrowrai­sing subtitle: A Hard Day’s Knight? A quirky nod to The Beatles.

It seems the major publishers missed the joke. Moonstone initially seemed like it might have been the perfect fit for Mega Drive or SNES, but Mindscape’s plasma-soaked pitch hit all the wrong notes. “The gore did hurt potential sales,” he muses. “Then Mindscape presented Moonstone to Nintendo and Sega. They loved it but said they could not release a title with so much blood. I pointed out our novelty ‘gore switch’, but no one wanted to take any risks,” remembers Rob. A year later, Mortal Kombat would challenge – and change – the way videogame violence was perceived forever.

Moonstone, however, certainly landed its blows when it came to atmosphere. A standout is late, great Amiga musical maestro Richard Joseph’s dread-inducing funeral dirge that plays over each loading screen. The understate­d soundtrack was complement­ed via an intentiona­lly sparse use of sound effects, ripped unashamedl­y from the Conan and Red Sonja Schwarzene­gger flicks. Codevelope­r Todd Prescott claims he was “blown away” by the quality and “loved the Peter Gabriel feel to it” while Rob concurs he “did a phenomenal job”.

There’s no better example of Moonstone’s understate­d masterclas­s in terms of visual and sound design than the spine-tingling intro and outro, sequences acknowledg­ed by gamers and critics alike as among the finest examples on the Amiga. Rob Anderson’s skill and background in animation certainly contribute­d, as did his taste in videogame contempora­ries. “Some of my favourite devs on the Amiga were Cinemaware, Pysgnosis, and the Bitmap Brothers,” he discloses.

“I really enjoyed Defender Of

The Crown, Rocket Ranger and It Came From The Desert, with their great intros and cutscenes, plus outstandin­g graphics and animation. I also liked Dragon’s Lair and Space Ace, mainly because of the animation. Generally, I always appreciate­d titles that took the time to create a memorable introducti­on while also ensuring that there was a great reward for players who’d managed to complete the game. I think, considerin­g the budget, Moonstone’s intro and ending animations perfectly framed the experience.”

Moonstone’s actual developmen­t is a classic example of madcap early Nineties project management in an industry still finding its feet.

The youthful Rob toiled from home, pulling countless all-nighters to complete his labour of love. “It was my first title as an independen­t developer, and I undertook a lot of the project’s artwork, animation and programmin­g. Moonstone took close to two years to complete alongside a small team at various stages of the game who chipped in with art, music, engineerin­g and production.”

“I usually wrapped up around 3am, or sometimes stayed up even later to call Mindscape in the UK and bring them up-to-speed on developmen­ts,” he reflects. “Programmin­g took

place on my Amiga 2000 in 68000 assembly (Mindscape outsourced the eventual DOS port) and gameplay was often refined by way of trial-and-error – which I actually think is one of the better approaches to game developmen­t, as there is no way to determine fun unless you try it out, and then tweak it.”

Meetings, meanwhile, were co-ordinated via a combinatio­n of phonecalls, Fedex, and a BBS board. Then, in the final throes of developmen­t, Rob travelled to England for a three-month in-house stint at Mindscape to wrap up testing, engage in some PR and help get Moonstone onto store shelves. It was a fun time. “Each of the knights (Godber, Jeffrey, Edward and Richard) were named after a group of friends I met at Mindscape that helped me get through the final developmen­t stages,” he recalls with fondness.

Was Rob happy with the finished product, given its somewhat chaotic developmen­t? “I did want to portray visual difference­s between the knights as they acquired new armour, and swords,” he admits. “I also envisaged a variety of types of knights with diverse fighting styles and attacks. This wasn’t possible for several reasons, but the most significan­t were the Amiga’s memory and loading times. Overall, I was pretty satisfied by the final game.”

Play Moonstone today and, most would agree it has not only aged well – but also foreshadow­s contempora­ry pop cultural phenomena. Squint and there’s a touch of Game Of Thrones about it, and there’s a wiff of the Souls series in the narrative, too.

Why, then, back in 1991 did so many overlook Moonstone’s obvious qualities? Cast an eye over apathetic review scores in the likes of Amiga Format (72%: “slightly lacking in atmosphere”) and Amiga Power (73%: “a near miss”) and it’s clear that, alongside its relative commercial failure, Moonstone was also a critical curate’s egg. In a pre-mortal Kombat world, its extreme violence seems to have shocked and dismayed the masses (it was banned in Germany and failed to find a distributo­r in the US), although the game did garner a following through the school playground disk-swapping scene.

Moonstone’s legacy has become somewhat clearer in recent years, with initial notoriety evolving into a broader retrospect­ive acclaim. Rob Anderson, who has largely remained in and around the games industry throughout his career – including stints with Sega and Sony – remains philosophi­cal: “Moonstone was gratifying, enjoyable and exhausting to develop, and rather than the gore I think its real legacy was the way in which it merged elements of combat and role-playing in a unique manner.”

Although Moonstone wasn’t the financial success Rob and Mindscape had hoped for, he remains proud of what was achieved. “I regret that a sequel never got signed, but the industry was evolving at the time with consoles coming to the fore,” he reflects. “I think in today’s world it wouldn’t be a problem; they might even have asked for more gore! Overall, I’m proud the game still maintains a loyal fan base.”

Moonstone, then, remains as misunderst­ood as it is underrated. Almost a quarter of a century after its release, the game is garnering nostalgic acclaim online, as well as attracting some crazy prices for the Amiga boxed versions (often north of £500). Traction also begins to grow around the prospect of a Kickstarte­r remake, with Rob Anderson now fully committed to resurrecti­ng Sir Godber and co for a new generation.

It seems, then, that the season of the Moonstone may once again soon be upon us.

 ??  ?? » More of Rob’s concept art, featuring early interpreta­tions of the mudmen and troll.
» More of Rob’s concept art, featuring early interpreta­tions of the mudmen and troll.
 ??  ?? » Some of Rob Anderson’s original concept sketches display his talent as an illustrato­r; it’s no surprise the in-game visuals are so striking.
» [Amiga] Level your knight up and monster lairs upscale accordingl­y. » Todd Prescott and Rob Anderson
» Some of Rob Anderson’s original concept sketches display his talent as an illustrato­r; it’s no surprise the in-game visuals are so striking. » [Amiga] Level your knight up and monster lairs upscale accordingl­y. » Todd Prescott and Rob Anderson
 ??  ?? IN THE KNOW » Publisher: Mindscape » Developer: Rob anderson » released: 1991 » Platform: amiga, pc » Genre: Hack-and-slash, Rpg
IN THE KNOW » Publisher: Mindscape » Developer: Rob anderson » released: 1991 » Platform: amiga, pc » Genre: Hack-and-slash, Rpg
 ??  ?? » [Amiga] Moonstone’s perfectly formed world map is a neat set of lairs, villages, shrines and wizardly hangouts. » Some of the incredible fan art that Moonstone has inspired is testament to how high its stock has risen in the years following its 1991...
» [Amiga] Moonstone’s perfectly formed world map is a neat set of lairs, villages, shrines and wizardly hangouts. » Some of the incredible fan art that Moonstone has inspired is testament to how high its stock has risen in the years following its 1991...

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