Podcasts about The Bitmap Brothers

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The Bitmap Brothers

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Best podcasts about The Bitmap Brothers

Latest podcast episodes about The Bitmap Brothers

ATARITECA PODCAST - Il blister di videogiochi
Ep.156 - La storia dei BITMAP BROTHERS

ATARITECA PODCAST - Il blister di videogiochi

Play Episode Listen Later Mar 26, 2025 37:25


[ Vota Atariteca tramite la app di Spotify ] Dove l'Omone arriva esausto al crocevia della vita e crolla in ginocchio davanti all'imponente statua dei Bitmap Brothers#bitmapbrothers #commodore #amiga #videogiochi #retrogamingQui sotto le musiche che puoi ascoltare durante l'episodio:Life's What You Make It - Talk Talk (MIDI)Xenon (Xoldin' Out For A Xero Remix)SpeedballXenon 2 MegablastSpeedball 2 - Meeting Surge RemixGODS(HardCopy)Se desiderate supportarmi: https://ko-fi.com/ataritecapodcastIl gruppo Telegram del Vintage People NetworkIl canale YouTube dei Vintage People La sigla di Atariteca è stata gentilmente offerta da BluefixxerPer tutto il resto c'è il sito di ATARITECA### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Omone su InstagramSpreakeriTunesGoogle Podcast SpotifyFeed

The Retro Hour (Retro Gaming Podcast)
465: ZX Spectrum, GamesMaster & Retro Nostalgia with Rose Tinted Spectrum - The Retro Hour EP465

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Jan 31, 2025 89:16


This week, we chat to Dave from the wonderfully nostalgic Youtube channel Rose Tinted Spectrum.  From growing up in the arcades of Blackpool to his love of ZX Spectrum budget games, his hilarious takedowns of classic gaming TV, and why he really isn't a fan of The Bitmap Brothers! Rose Tinted Spectrum: https://www.youtube.com/@RoseTintedSpectrum Contents: 00:00 - The Week's Retro News Stories  39:45 - Rose Tinted Spectrum Interview Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com The Retro Hour Book: https://retrohour.myshopify.com/ We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ X: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Bluesky: https://bsky.app/profile/theretrohour.com Twitch: https://www.twitch.tv/theretrohour Show notes New AVGN game: https://youtu.be/ffmrpIeHLzU The Retro Tap: https://tinyurl.com/3etpych9 Heavy Recoil Mega Drive port: https://tinyurl.com/3ew6zcr8 The end for Blu-ray/Minidisc?: https://tinyurl.com/ycyerkv3 Atari Karts re-run: https://tinyurl.com/575jhu6c

Podcast – Spieleveteranen
#386: Speedball 2 – Brutal Deluxe

Podcast – Spieleveteranen

Play Episode Listen Later Nov 23, 2024 97:47


Spieleveteranen-Episode #386 (48-2024) Besetzung: Heinrich Lenhardt und Jörg Langer begrüßen Gastveteran Sebastian Gerstl Aufnahmedatum: 19.11.2024 Laufzeit: 1:37:47 Stunden (0:00:15 News & Smalltalk – 0:44:50 Speedball 2: Brutal Deluxe) Fairplay ist überbewertet: Statt bunter Karten gibt's Bonuspunkte, wenn man bei Speedball 2 Gegenspieler auf die Bahre befördert. Hinter der rauen Schale steckt ein faszinierender spielerischer Kern, die rasante Sportart der Zukunft packt enorm viel Action in 2 x 90 Sekunden Matchlänge. Was ist die Erfolgsformel des Kultspiels der Bitmap Brothers, wie viel Spaß macht die Amiga-Version heute noch? Die Spieleveteranen-Altherrenmannschaft wird durch Sebastian »Unchained« Gerstl verstärkt, der sich an intensive Kollegstufen-Turniere erinnert und auch von der jüngsten Speedball-Neuauflage berichtet. Bevor die Eisverkäufer ins Stadion gelassen werden, diskutieren wir zu Beginn der Sendung bemerkenswerte News, Spieleneuheiten und Hörerpost-Erkenntnisse. Unterstützt die Spieleveteranen und hört das volle Programm: https://www.patreon.com/spieleveteranen 0:00:15 News & Smalltalk 0:04:08 Gemischte News: Valve feiert das Half-Life 2-Jubiläum mit Update und Dokumentation, bei Xbox denkt man (immer noch) über Mobil-Hardware nach, Blizzard belädt die Warcraft Remastered Battle Chest, Epic gibt Community-Versionen von Unreal und Unreal Tournament seinen Segen. 0:18:59 Was haben wir zuletzt gespielt? STALKER 2: Heart of Chornobyl, Little Big Adventure: Twinsen's Quest (Demo). 0:35:01 Hörerpost von Oliver Klee (hier der Link zum Spiegel-Artikel über schwedische Personalpronomen). 0:38:15 Wir begrüßen Gastveteran Sebastian Gerstl, der sich derzeit mit Fallout London und Billy the Kid beschäftigt. 0:44:50 Das alte Spiel: Speedball 2 – Brutal Deluxe 0:45:10 Bereits 1988 eröffneten die Bitmap Brothers ihre erste Speedball-Arena. Zwei Jahre später folgte der verbesserte Nachfolger, der längst als Amiga-Kultspiel gilt – warum eigentlich? 0:56:09 Deluxe-Spaß gibt es vor allem im Zwei-Spieler-Modus, Solo-Speedballer werden durch Liga-Modus und Team-Management motiviert. 1:11:18 Bislang konnte keine Neuauflage dem 1990-Spiel das Wasser reichen. Was ist Sebastians erster Eindruck vom 2024-Speedball, das seit kurzem im Early Access erhältlich ist? 1:22:08 Der historische Pressespiegel mit einem Wertungsmysterium, gefolgt vom Veteranenfazit. 1:35:21 Abspann.

Retro Titans - the Evercade podcast
#20 Inside Blaze Entertainment HQ and Evercade's 'Hit, Miss and Maybe' for 2024, with Crazy Burger

Retro Titans - the Evercade podcast

Play Episode Listen Later Jul 31, 2024 63:31 Transcription Available


Earlier this month, Retro Titans was invited to a special media day for journalists, influencers and creators, to get a rare opportunity to meet the people who run Blaze Entertainment and try out the new devices and games. We were under embargo until the end of the month, so this interview recorded with Crazy Burger reveals the highlights of the day and our revised take on new launches, like the Alpha, Tomb Raider and Bitmap Brothers 2.  Crazy Burger also gives us his take on all the releases and announcements so far in 2024, playing a game of 'Hit, Miss or Maybe'.   

Retroutcast
Speedball 2: chi mangia il gelato? | Retroutcast

Retroutcast

Play Episode Listen Later Jun 28, 2024 91:43


Altro che gli Europei di calcio, qua si fa gol pestando duro. Infilate il casco e preparatevi a prendere tante mazzate con il classico dei Bitmap Brothers, Speedball 2: Brutal Deluxe. Buon ascolto! Soundtraccia: Odd Theme - Fabio Bortolotti / Tanaka - Alessandro Mucchi / Notti fotoniche - Fabio Bortolotti Vuoi darci una mano? Abbonati su Twitch: https://www.twitch.tv/outcastvideo Fai acquisti su Amazon: https://amzn.to/3pGObEq Fai acquisti su Fusion Retro Books: https://fusionretrobooks.com/?ref=pzxtr4vyfzsy Usa il codice outcastlive su Epic Games Store. Compra le nostre felpe e magliette: https://outcastlive.threadless.com/ Supportaci su Patreon: https://www.patreon.com/outcast?ty=h

DOS Game Club
Speedball 2: Brutal Deluxe

DOS Game Club

Play Episode Listen Later Jul 31, 2023 162:41


The original Speedball from 1988 was already a highly acclaimed futuristic sports game, lauded for its action-packed arcade-style gameplay and superb audiovisual presentation. But when the Bitmap Brothers released the sequel in 1990 for Amiga and Atari ST they truly outdid themselves. Both horizontal and vertical scrolling at a blistering pace was an achievement rarely […]

amiga speedball atari st bitmap brothers brutal deluxe
Amigos: Everything Amiga Podcast
Brutal Futuristic Action Unleashed - Speedball Review on The Atari ST Show 18

Amigos: Everything Amiga Podcast

Play Episode Listen Later Jun 13, 2023 33:28


Atari ST Show
Brutal Futuristic Action Unleashed - Speedball Review on The Atari ST Show 19

Atari ST Show

Play Episode Listen Later Jun 13, 2023 33:28


This Game Where
Ep.101 - Xenon 2: Megablast (Sega Master System)

This Game Where

Play Episode Listen Later Mar 24, 2022 35:23


Have you ever wanted to blast your way through a flurry of protozoic lifeforms with little to no narrative reason for doing so? That's exactly what Chris and Ashley have been doing this week with the help of the Bitmap Brothers and their game, Xenon 2 for the Sega Master System. A fast-paced, chaotic take on the shoot'em up, the game apparently has the player leaping across epochs to thwart the destructive plans of the Xenites who, at least in the Master System version of the game, aren't really mentioned outside of the manual. But none of this is to say that the game can't be good, but is it? Listen in and find out! Come join us on all the usual socials - follow, like, share, subscribe, rate, review and all that, if you please: Twitter YouTube Instagram Facebook Music for this episode is by Stevia Sphere from the album Cell Division. You can find that and many more great tunes on their Bandcamp here: https://steviasphere.bandcamp.com/

The Tech Addicts Podcast
Sunday 24th October - A Top Notch Podcast

The Tech Addicts Podcast

Play Episode Listen Later Oct 24, 2021 132:28


With Gareth Myles and Ted SalmonJoin us on Mewe RSS Link: https://techaddicts.libsyn.com/rss iTunes | Google Podcasts | Stitcher | Tunein | Spotify  Amazon | Pocket Casts | Castbox |  PodHubUK Feedback and Contributions: Chris Clayton on GTA Trilogy “Pricing already confirmed at $60. So maybe £50? I'll easily get 50 hours out of these three games so I'm ok with that. PS5 and Xbox are 4k60fps. No word on switch yet. I hope they can hit 1080 60fps. If it's capped at 30 I may have to rethink” --------------------- Someone's Got an Evercade VS and Reviewed it! You don't know the right people! Interesting that the carts save progress on the VS so you can switch to handheld on-the-fly. The Nintendo stuff looks interesting for me - Bitmap Brothers and Codemasters. Did you know about Amazon Trade-and-Save? £52 for a Switch Lite, £80 for a Samsung Galaxy S9+, £142 for Pixel 5 - you can do better elsewhere, but didn't know they did this. Hardline on the hardware: Facebook could no longer be called Facebook as of next week Apple announces 14-inch and 16-inch MacBook Pro: new design, display notch, 120Hz, M1 Pro chip, HDMI, MagSafe, more Raspberry Pi CM4 Retropie console project Analogue OS revealed, offers save states and other features for the Analogue Pocket Juno Linux laptop range with AMD and Intel options launches from $1,150 Ted's Nokia XR20 Review Lenovo TAB6 5G Tablet Unveiled ZTE ZPad 10-Inch Tablet Traffic Lights in the Pavement in South Korea  HDMI: A standard with a lot of untapped potential  Canon shows first footage from its unusual RF 5.2mm F2.8 L Dual Fisheye lens First Samsung Galaxy Tab S8 renders leak Neighbour wins privacy row over smart doorbell and cameras Flap your trap about an App: Android apps are now available on Windows 11 in the Beta channel  How to Run Windows 11 on a USB Drive (and Take it With You)  Sysinternals Nerdy Geek Tool for Windows Nvidia will rent you a RTX 3080 in the cloud for GeForce Now Pixel 6 series only getting three major Android updates up to 2024  Google Docs gets @ menu where you can insert formatting, pictures... almost anything  Hark Back:  Shareware, Adware, Crippleware, Trialware, Donationware, Nagware, Freemium, Freeware, Postcardware, Beerware Bargain Basement: Best UK deals and tech on sale we have spotted Sades Spirits are £17 (down from £30) OPPO Find X2 Pro 5G £799 - £200 off and £66/month/12 Oppo Find X3 Pro £91/month/12 too) Panasonic 2021 58 inch JX850BZ 4K LED HDR Smart TV - Was: £899.99 Now: £589.00 SanDisk Ultra 1 TB microSDXC Memory Card (U1) £159 or £32/month/5 SanDisk Extreme Pro 1 TB microSDXC Memory Card (U3) £230 or £46/month/5 Kingston A400 SSD Internal Solid State Drive - Was: £78.99 Now: £69.98 Soundcore 3 by Anker Soundcore £55 - 24% = £41 Anker Soundcore Liberty 2 Pro True Wireless Earbuds -  Was £109.00 Now: £49.99 Microsoft Surface Duo 128GB £583 Logitech MX Keys £85 from £99 Main Show URL: http://www.techaddicts.uk | PodHubUK Contact:: gareth@techaddicts.uk | @techaddictsuk Gareth - @garethmyles | garethmyles.com Ted - tedsalmon.com | Ted's PayPal | Ted's Amazon | tedsalmon@post.com YouTube: Tech Addicts The PodHubUK PodcastsPodHubUK - Twitter - MeWe PSC Group - PSC Photos - PSC Classifieds - WhateverWorks - Camera Creations - TechAddictsUK - The TechBox - AAM - AAWP - Chewing Gum for the Ears - Projector Room - Coffee Time - Ted's Salmagundi - Steve's Rants'n'Raves - Ted's Amazon - Steve's Amazon - Buy Ted a Coffee

Amigos: Everything Amiga
Is The Chaos Engine the Bitmap Brothers' Finest Hour? Amigos: Everything Amiga 320

Amigos: Everything Amiga

Play Episode Listen Later Oct 9, 2021 87:20


The first Bitmap Brothers title to be developed for the Amiga first, The Chaos Engine represents what could be called their most complete effort from an artistic, musical and gameplay perspective.

Amigos: Everything Amiga Podcast
Is The Chaos Engine the Bitmap Brothers' Finest Hour? Amigos: Everything Amiga 320

Amigos: Everything Amiga Podcast

Play Episode Listen Later Oct 9, 2021 89:21


The first Bitmap Brothers title to be initially developed for the Amiga, The Chaos Engine represents what could be called their most complete effort from an artistic, musical and gameplay perspective.

This Game Where
Episode 62 - Pipe Mania (Acorn Archimedes)

This Game Where

Play Episode Listen Later May 20, 2021 37:30


One more from the vaults, this week's episode sees Chris treat Ashley to a bit of Pipe Mania, a game developed by The Assembly Line who were, at the time of this game's release, also working with The Bitmap Brothers. Not on this, though. This was entirely their own fault. Listener's Note: This episode was recorded some time in Summer 2020 and sounds a bit different to recent episodes as a result. Come join us on all the usual socials - follow, like, share, subscribe, rate, review and all that, if you please: Twitter YouTube Instagram Facebook Music for this episode is by Stevia Sphere from the album Cell Division. You can find that and many more great tunes on their Bandcamp here: https://steviasphere.bandcamp.com/

mania bandcamp pipe assembly line cell division bitmap brothers acorn archimedes stevia sphere
Video Game Newsroom Time Machine

Nintendo goes 16 bit in Japan Blockbuster tries to pull some political strings, and The Bitmap Brothers go Renegade These stories and many more on this episode of the Video Game Newsroom Time Machine This episode we will look back at the biggest stories in and around the video game industry in November of 1990. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Links: Corrections: https://en.wikipedia.org/wiki/Activision 1990: Super Famicom launches in Japan! https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System Michael Katz is out and Tome Kalinske is in at Sega Playthings Nov 1990 https://videogamenewsroomtimemachine.libsyn.com/michael-katz-interview-part-2 https://en.wikipedia.org/wiki/Tom_Kalinske 3rd parties are rumored to be developing for the Genesis https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20016%20%28November%201990%29/page/n25/mode/1up https://www.mobygames.com/game-group/ninja-gaiden-series/offset,25/so,1d/ https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20016%20%28November%201990%29/page/n92/mode/1up https://www.mobygames.com/game/nes/batman-the-video-game_ https://www.mobygames.com/game/genesis/batman-the-video-game___ https://www.mobygames.com/game/turbo-grafx/batman First rumors of the Atari Panther surface https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20016%20%28November%201990%29/page/n25/mode/1up https://en.wikipedia.org/wiki/Atari_Panther EGM previews Double Dragon 3 https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20016%20%28November%201990%29/page/n30/mode/1up https://www.moviemistakes.com/picture121043 Blockbuster lobbying to get Video Game Rental exception Toy and Hobby World, November 1990, pg. 19 https://itlaw.wikia.org/wiki/Computer_Software_Rental_Amendments_Act_of_1990 https://www.govinfo.gov/content/pkg/STATUTE-104/pdf/STATUTE-104-Pg5089.pdf#page=46 Renegade Software is born https://en.wikipedia.org/wiki/Renegade_Software https://archive.org/details/CommodoreUserIssue861990Nov/page/n5/mode/1up Activision Uk isn't quite done yet... https://archive.org/details/computer-and-videogames-108/page/n7/mode/1up https://www.mobygames.com/game/hunter https://www.youtube.com/watch?v=RgFPnocmf7Q https://www.mobygames.com/game/deuteros-the-next-millennium https://www.mobygames.com/game/amiga/beast-busters/credits https://en.wikipedia.org/wiki/Ubisoft https://www.mobygames.com/game/rayman Infocom reborn... on the NES? https://archive.org/details/RAZE_Issue_01_1990-11_Newsfield_Publishing_GB/page/n17/mode/2up https://www.mobygames.com/game/nes/tombs-treasure https://www.mobygames.com/company/nihon-falcom-corp https://videogamenewsroomtimemachine.libsyn.com/joe-morici-interview https://www.patreon.com/posts/michael-part-1-44335732?utm_medium=social&utm_source=twitter&utm_campaign=postshare Recommended Links: Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Sound Effects by Ethan of History of How We Play.

DOS Game Club

In August we played Z, one of the hardest-to-google games on the planet. Unless you know it's from the Bitmap Brothers, which you now do! But is the game also noteworthy for it's quality gameplay and fancy FMV cutscenes telling an exciting story? Well, find out! Joining hosts Martijn ("Tijn") and Florian ("rnlf") in this […]

florian fmv bitmap brothers
Outcast Sala Giochi
HyperBrawl Tournament è uno sport che vedrei bene su DAZN | Outcast Sala Giochi

Outcast Sala Giochi

Play Episode Listen Later Sep 8, 2020 12:57


Mettete insieme Speedball dei Bitmap Brothers, Windjammers e Overwatch: quello che vi verrà fuori avrà più o meno il sapore di HyperBrawl Tournament, sport 2 VS 2 tutto schiaffi in faccia, poteri speciali e tiri a effetto sotto l'incrocio di porte minuscole, a delimitare arene di forme bizzarre, disseminate di barriere architettoniche. Frenetico, adrenalinico, dotato di controlli levigatissimi, è un'opera che nell'immediato conquista e diverte tantissimo, con qualche riserva, però, sulla capacità di intrattenere nel lungo periodo, che in un gioco fortemente incentrato sul multiplayer online è sempre qualcosa da tenere in conto. Buon ascolto! Godhood è in arrivo durante l'autunno su PC, PlayStation 4, Switch e Xbox. Noi abbiamo avuto modo di provarlo grazie a un codice Steam fornitoci dallo sviluppatore. La pagina di Outcast Sala Giochi. Il feed di Outcast Sala Giochi.Outcast Sala Giochi su Apple Podcasts.Outcast Sala Giochi su Podbean.Outcast Sala Giochi su Spotify.Outcast Sala Giochi su Stitcher. Il feed di tutti i nostri podcast.Tutti i nostri podcast su Apple Podcasts.Tutti i nostri podcast su Podbean.Tutti i nostri podcast su Spotify.Tutti i nostri podcast su Stitcher. Il nostro canale su Youtube. Per contattarci:Scrivi ad Outcast - podcast@outcast.it

Checkpoints
Rebroadcast - Episode 91 - Daniel Cook

Checkpoints

Play Episode Listen Later May 4, 2020 109:47


My guest today is Daniel Cook, chief creative officer at SpryFox, creators of Triple Town, Alphabear, Road Not Taken and many more. Previous to Spryfox Daniel worked at the brand new Epic Mega Games (later simply Epic games) before spending a few years at Microsoft. He has also maintained his incredible design blog Lostgarden for over a decade. We talk about how much he loved the Amiga, Bitmap Brothers in particular, growing up in rural Maine, his work in the demo scene in the mid nineties, his deep love of deluxe paint and how he got his start in games thanks to an unsolicited portfolio sent by his friend. He also shares some incredible insight into the business of making games, how much he loved MUDs, the frustration he felt at Microsoft and why flash portals convinced him to get back into game design. "We're not going to open a newspaper one day and read about you being eaten by a bear, are we?" PATREON - patreon.com/checkpoints iTunes HERE - SUBSCRIBE / RATE / REVIEW Games discussed: Triple Town, Steambirds, Zaxxon, Donkey Kong, Faerie Tale Adventure, Hitchhikers Guide to the Galaxy, StarGlider 2, Tyrion, Quake, Animal Crossing, Pikmin, Tetris, Counter Strike, Star Fox Adventures, Thimbleweed Park, Peggle, 1 vs 100, Realm of the Mad God, Hidden Kingdom, Journey

Männerquatsch Podcast
Männerquatsch #65 (Star Trek: Picard, Streets of Rage 4, Epic Store vs. Steam)

Männerquatsch Podcast

Play Episode Listen Later Feb 16, 2020 52:55


In dieser Folge des Podcast sprechen wir über die Übernahme der Marke The Bitmap Brothers von Rebellion, Nintendo's Switch Pro Pläne in 2020, wie Nintendo ordentlich Umsatz mit mobile games macht, die Xbox Live Games With Gold im Februar 2020, weitere Microsoft Game Pass Highlights, die Playstation Plus Titel im Februar 2020, weitere Playstation Now Highlights, die Switch Online Service Spiele von Dezember 2019 bis Februar 2020, neues zu Streets of Rage 4, über den Zwischenstand des Duells Epic Store vs. Steam, über Star Trek: Picard auf Prime Video, welches endlich verfügbar ist. In der Pre-/Postshow für unsere Unterstützer sprechen wir u.a. zusätzlich noch über den Super Bowl 54, unsere Meinung zu Star Wars: Der Aufstieg Skywalkers, über die Byleth Amiibos, unsere Meinung zu Once upon a time in Hollywood, den Teslas Wächtermodus und Autopiloten, die Atari Hotels, virtuellen Stau auf GoogleMaps, den Witz der Woche "Maik vs. Hörer" und einiges mehr. Dazu genießen wir “Maya Mate Ice Tea". Viel Spaß beim Anhören! Übersicht: Männerquatsch#65 Die kompletten Sendungsdetails mit allen Links und Fotos zur Sendung findest du auf unserer Webseite: www.maennerquatsch.de/podcast/season-4/folge-65/ Genussmittel: (01:49) Björn: “Maya Mate Ice Tea" Maik: “Maya Mate Ice Tea" Themen: (03:06) Rebellion übernimmt Marken von The Bitmap Brothers (05:55) Nintendo's Switch Pro Pläne in 2020 (09:29) Nintendo macht ordentlich Umsatz mit mobile games (14:35) Xbox Live Games With Gold im Februar 2020 (15:55) Microsoft Game Pass Highlights (16:43) Playstation Plus Titel im Februar 2020 (20:20) Playstation Now Highlights (21:07) Switch Online Service Spiele im Februar 2020 und Dezember 2019 (24:45) Streets of Rage 4 bekommt physische Version (25:50) Epic Store vs. Steam 2, 3 (38:12) Endlich da: Star Trek: Picard (Prime Video) Was geht ab?: (48:02) Angespielt: Asterix und Obelix XXL 3 (Switch) Pre-/Postshow: (Unterstützer Content) - Unsere Unterstützer erhalten jede Folge exklusiv die Pre- und die Postshow (ca. 20-30 Min.) zusätzlich. Hier hört ihr persönlichen Geschichten und Neuigkeiten, so wie weitere auch lustige Inhalte und natürlich den Witz der Woche. - Warm-up - Super Bowl 54 - Angeschaut: Star Wars: Der Aufstieg Skywalkers - Byleth Amiibo? - Angeschaut: Once upon a time in Hollywood - Teslas Wächtermodus und Autopilot - Atari Hotels - Virtueller Stau auf GoogleMaps - Witz der Woche: Maik vs. Hörer Dieser Podcast von zwei quatschenden Männern für Alle über Retrospiele, Videospiele, Filme, Serien, Technik und Gadgets bietet dir handverlesene Neuigkeiten und viele Hintergrundinformationen, damit du gut informiert bist ohne selber zu viel Zeit zu investieren. Neue Folgen erscheinen jeden 1. und 3. Montag im Monat. Für Feedback und Kommentare nutze gerne unseren Discord Channel: discord.gg/4n35eHU Wenn Du uns unterstützen willst, dann schau doch mal auf unserer Unterstützerseite vorbei: www.patreon.com/maennerquatsch Oder nutze für Deine Einkäufe bei Amazon unseren affiliate-link: amzn.to/2uVop1y

Arcade Attack Retro Gaming Podcast
The Bitmap Brothers

Arcade Attack Retro Gaming Podcast

Play Episode Listen Later Feb 13, 2020 65:33


Rebellion have recently acquired the back catalogue of The Bitmap Brothers so we thought it fitting to pay the defunct company a tribute. Well, Dylan and Adrian anyway. Yep, it's one of those heart-to-heart episodes you "love" so much! From Speedball to Chaos Engine, Xenon to Gods, the lads have a good ol' chinwag about the East London dev house with Attitude. They also cover their hopes for what Rebellion will come up with for this IP. A VR Speedball? We can only hope. And yes, the capital A was totally on purpose. Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK or catch us on facebook.com/arcadeattackUK All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use’ for the purposes of comment or critique.

Spelskaparna
91 Dan Malone and Mattias Kylen (Artist | The Bitmap Brothers)

Spelskaparna

Play Episode Listen Later Feb 11, 2020 71:01


In this episode we get to hear the story of how the Amiga classics Speedball 2 and The Chaos Engine came to be from the legend Dan Malone himself. Co-hosting this episode is Mattias Kylen who was a guest in Spelskaparna in episode 52. We get to know what Dan is doing today, if he would ever would make a new Speedball game, the secrets behind his amazing pixel art and much more! Enjoy! Länkar Palace Software Speedball 2 2000 AD ZX Spectrum C64 Super Thief Sacred Armour of Antiriad Cauldron Bullfrog Pat Mills Bitmap Brothers Scala Cinema Atari ST Color Palette Amiga Anti-aliasing The Bitmap Brothers Universe Action Replay The Chaos Engine Amiga 1200 Z Magic Pockets Renegade Software System 3 Last Ninja Rebellion Developments Son of Jams Speedball 2 Evolution Dave Gibbons Watchmen Ideaworks Game Studio System Rush The Incredible Art of Dan Malone Code the Classics (Raspberry pi book with art by Dan Malone)

artist malone amiga mattias speedball bitmap brothers spelskaparna
Arrggh! A Video Game Podcast from The Waffling Taylors

Remember that you can always get in touch with us on our Facebook page or on Twitter.In this very special episode of The Waffling Taylors Podcast, we were joined by G (aka #dontCallMeAudrey) and Stoio Cambridge. If you've ever played Cannon Fodder, or any of the Sensible games then you'll know his work.We set G the task of coming up with some deep, philosophical, and technical questions, and I think you'll agree that he did swimmingly. We also discuss Stoo's impact on the UK video gaming scene, Cannon Fodder, some probing questions for him, and the potential impact of Rebellion buying the back catalogue of the Bitmap Brothers games.All this and more, in episode 62 of The Waffling Taylors Podcast: It's Good to Be a Leg-End!Full show notes, links to related stuff, music credits, and a full size version of the art work we've had done, check out: https://wafflingtaylors.rocks/2019/12/13/its-good-to-be-a-leg-end/The Waffling Taylors is a proud member of Jay and Jay Media. If you like this episode, please consider supporting our Podcasting Network. One $3 donation provides a week of hosting for all of our shows. You can support this show, and the others like it, at https://ko-fi.com/jayandjaymedia ★ Support this podcast ★

New Game Plus TV
News Game Plus Podcast #32

New Game Plus TV

Play Episode Listen Later Dec 12, 2019 36:30


Dermie and Jason bring you all the gaming news for the week: - Forza now has a Battle Royale mode because all games will eventually have one - Untitled Goose Game is coming to Game Pass - Minecraft is finally cross play on PS4 - Rebellion aquires the rights to Bitmap Brothers games - will we finally see Speedball Online? - Which console is being used to watch porn on and what are its users searching for? The answers may disturb you - Dermie wants to know why YouTube is being turned into TV to keep advertisers happy instead of the other way round

The Retro Hour (Retro Gaming Podcast)
201: Utah Saints: Atari STs and Golden Joysticks - The Retro Hour EP201

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Nov 29, 2019 68:29


Utah Saints: http://www.utahsaints.info/ Please visit our amazing sponsors:Get 6 months of Retro Gamer magazine for just £25 – and get a beautifully retro-styled 8bitdo controller worth up to £30, absolutely free!https://myfavouritemagazines.co.uk/retro8bitdo Donate to the show and help us continue into 2020: https://theretrohour.com/support/Get your Retro Hour merchandise: https://bit.ly/33OWBKdThanks to our amazing donators this week: Gareth Hamer, Daniel James, Roy Giliotti, Michael Roach RSS feed: https://audioboom.com/channels/4970769.rssJoin our Discord channel: https://discord.gg/GQw8qp8Website: http://theretrohour.comFacebook: https://www.facebook.com/theretrohour/Twitter: https://twitter.com/retrohourukInstagram: https://www.instagram.com/retrohouruk/Events we'll be at:RCM Christmas Party: http://www.retrocomputermuseum.co.uk/Amiga Ireland: http://amigausers.ie/Play EXPO Manchester: https://www.playexpomanchester.com/Show notes:Rebellion buys Bitmap Brothers: https://bit.ly/2OPJGkS Electronic Theatre: https://bit.ly/34B4bZq New Super Mario Land SNES: https://bit.ly/2OWWHcB Shenmue 3 charts: https://bit.ly/34tAb1f Brits thought Internet was a phase: https://bit.ly/35JJAC2  Retro Picks:Dan: Owning an Amiga in USA: https://youtu.be/8l2_tgwl8GU Ravi: Radio Workshop: https://bit.ly/2XXFEer Joe: Minit: https://minitgame.com/ Utah Saints on GamesMaster: https://youtu.be/xX3IyGuxTz4

One Life Left's Podcast
One Life Left -- s20e11 -- #396 -- That’s Al In The Corner

One Life Left's Podcast

Play Episode Listen Later Nov 27, 2019 58:18


War? Huh? What is it good for? Giving videogame podcasts an easy introduction when they're a bit stuck for ideas. And now it's a good idea for a card game. We had Ivar and Gundi in from 1939 Games to talk about Kards (with a K), a card game based on World War II. It allows alliances to be made across the divide, and friendship is always the main aim of One Life Left. Just ask Keith Stuart and Simon Parkinson for proof. Ivar and Gundi told us how 1939 Games was started, how easy is it to get a grant from the Icelandic government, and what it was like moving from CCP Games to 1939 Games. Kards has been in early access since April, but will be officially launched in February. It's going to have a physical card version as well as a computer one. It was a super full studio this week as Ann didn't have secret work to do, Simon wasn't doing secret work in Tenerife and Ste didn't have to lecture any sleeping students. We also tried to work out the mysteries of the University of Chichester, remembered how good looking the Bitmap Brothers were, and clarified how comfy Everyman cinemas were. Cheerio! Team OLL x Links: https://twitter.com/KARDSccg https://twitter.com/1939GAMES https://www.kards.com/ https://blog.counter-strike.net/ https://www.eventbrite.co.uk/e/maraoke-christmas-party-tickets-82942185309 Reviews: https://www.ea.com/en-gb/games/fifa/fifa-20 https://www.minionmastersthegame.com/ https://rival-games.com/tot/ https://www.ea.com/games/peggle/peggle-blast https://www.playstation.com/en-us/games/marvels-spider-man-ps4/ https://noitagame.com/ https://www.capybaragames.com/Grindstone/ https://store.steampowered.com/app/1076880/Air_Marty/ Tracklist: Tsuwami - After Dark https://chipmusic.org/Tsuwami/music/after-dark Shirobon - On The Run https://shirobon.bandcamp.com/album/dimensions

All Vorbe
#142 Diablo 3 Book Club

All Vorbe

Play Episode Listen Later Nov 26, 2019 103:45


Edgar a înnebunit de tot, ne-a luat pe toți ostatici și vorbim efectiv 50 de minute despre povestea lui Diablo 3 și cât de incredibil de bine scrisă e. Vorbim vreo 5 minute și despre știrea secolului, anume că Valve s-a apucat să facă jocuri. Timestamps: 3:39 Paul s-a jucat Crysis 2 26:16 Edgar s-a jucat povestea lui Diablo 3 1:16:28 Poșta Redacției 1:21:07 Știri: Half-Life: Alyx Confirmed! In The Valley Of The Gods are o soartă incertă; 1:29:41 Amy Hennig are un studio nou; Raphael Colantonio la fel, dar altul; 1:35:05 Shenmue 3 a apărut; Detroit: Become Human are dată de lansare pe PC; Wrath: Aeon of Ruin e în Early Access; Rebellion a cumpărat Bitmap Brothers; Phil Spencer promite RPG-uri The Final Hours of Half-Life: Alyx https://www.youtube.com/watch?v=-9K0eJEmMEw YouTube: www.youtube.com/channel/UC6bvYQKQxMGIYsPc0McgSeg SoundCloud: https://soundcloud.com/allvorbe iTunes: https://podcasts.apple.com/us/podcast/all-vorbe/id1331438601 Spotify: https://open.spotify.com/show/3RFgOJDgyEnpvkUQoSh0Tc?si=7A0VG-hjTDi32z-mhIuDig Facebook: https://www.facebook.com/JocSiVorbe/ Tip Jar: https://ko-fi.com/jocsivorbe RSS și linkuri de download: http://feeds.soundcloud.com/users/soundcloud:users:281506836/sounds.rss

GameLoop
GameLoop #GL28A: Amiga, Breathless e Alberto Longo!

GameLoop

Play Episode Listen Later Sep 17, 2019 100:20


Parliamo di Amiga con Alberto Longo, lo sviluppatore di Breathless! 0:01:37 Inizio 0:03:00 Excursus storico 0:09:06 Farstar (C64), pubblicato intorno al 1987 (Ready 64) 0:10:28 L'uscita dell'Amiga 1000 (1985) 0:24:29 I PC a fosfori verdi 0:26:21 I primi giochi per Amiga 0:28:10 Niente console in Italia negli anni '80 0:29:08 I giochi per C64 col loro tetro sfondo nero 0:31:00 La tecnologia odierna che evolve senza rivoluzionare 0:34:21 I giochi 2D su Amiga 0:36:58 Amiga in ambito professionale: il Video Toaster e Babylon 5 0:39:07 Monkey Island (1990), Alien Breed (1991), i Bitmap Brothers, DMA Design (oggi Rockstar), Project X e Wolfenstein 3D nel 1992 0:41:59 Commander Keen di Id Software, Wolfenstein su VGA 0:44:21 Il chipset AGA (1992) 0:47:49 Amiga 4000 e Amiga 1200 (1992) 0:50:55 Arriva l'Amiga CD32 ed esce Doom su PC (1992) 0:54:48 Gli sviluppatori reduci su Amiga 0:56:22 La grafica in bitplane, Akiko, e il chunky copper 0:59:56 Le tecniche chunky to planar 1:00:27 Breathless (1995) 1:01:17 Gli FPS Amiga all'epoca (Link) 1:03:30 La demo del juggler (Link) 1:05:20 Lo sviluppo di Breathless (abime.net) 1:07:42 T-Racer (1994) (abime.net) 1:08:09 Dynabyte (Wikipedia) 1:10:39 Le BBS 1:12:08 Gli esperimenti con routine C2P, raycasting e texture mapping 1:15:23 Le ottimizzazioni sugli Amiga potenziati 1:16:00 La prima demo di Breathless per TGM (Aminet, YouTube) 1:17:54 L'editor per le mappe in Aztec C 1:19:19 Il team di Breathless 1:20:10 La programmazione in assembly 1:21:54 Le ispirazioni estetiche di Breathless 1:25:39 Come si sono conosciuti i membri del team di Breathless 1:29:48 La ricerca del publisher 1:32:55 I risultati economici 1:38:27 I progetti dopo Breathless Le note dell'episodio complete: https://gameloop.it/2019/09/18/gameloop-podcast-gl28a-amiga-breathless-e-alberto-longo/ Link: Sito | Discord | Gruppo FB | Forum Supportateci: Patreon | PayPal | Humble Store Il link Amazon per i vostri acquisti (potrebbe arrivarci una commissione): http://amzn.to/2r2XHT5

Nerdwelten Podcast
Folge 44: Speedball 2: Brutal deluxe

Nerdwelten Podcast

Play Episode Listen Later Jul 26, 2019 80:41


Mit den Bitmap Brothers werden viele Retrofreunde zahllose warme Erinnerungen an durchzockte Wochenenden und Ferien verbinden. Die englische Spielschmiede veröffentlichte etliche Spiele, die grade auf dem Amiga und dem Atari ST zu den allerbesten zählen. Ihre Titel zeichnen sich durch gute Spielbarkeit, ihren sehr individuellen und markanten Stil, sowie ihren beinharten Schwierigkeitsgrad aus. Einer ihrer … Weiterlesen Folge 44: Speedball 2: Brutal deluxe →

Retropodden
Speedball 2 om sommeren i 1994 og piratkopiering i Vadsø

Retropodden

Play Episode Listen Later May 15, 2019 30:43


Vi snakker om sommeren 1994 og The Bitmap Brothers fantastiske Speedball 2. Piratkopiering på 90-tallet og hvordan spillene reiste oppover Norge fra diskett til diskett og by til by.

La Caz' Retro
#132 : Speedball 2 Brutal Deluxe (1990)

La Caz' Retro

Play Episode Listen Later Apr 16, 2019 107:40


Retrouvez le conducteur et toutes les infos sur lacazretro.fr

1990s atari amiga retrogaming speedball bitmap brothers brutal deluxe
Björeman // Melin
Avsnitt 150: Fundamentalt neutral (korrekt version)

Björeman // Melin

Play Episode Listen Later Jan 2, 2019 136:14


Fredrik slutar leva i synd, Jocke hackar Jekyll och utöver detta diskuteras året som gått, hela processen bakom hur denna podcast blir till, och utöver det tas all heder av John Wick-filmerna och hur man blandar en tomtegrogg. Länkar Intromusiken är titelspåret från Speedball II Den store Gatsby Jekyll Retrodatorer Ruby gems Avsnitt 139 - Sudo är en förolämpning IAB-riktlinjerna - en standard för hur nedladdningar av poddar ska tolkas Isola Ösmo XLR Dongletown port authority Røde podcaster Røde NT1-A PSA1 Thomann Neumann TLM 103 studio set PSM1 shock mount Shure SM 7 B Zoom H2n Yeti Samson Q1U Marble-hubben Byword Audio hijack Sublime Hindenburg Audacity Podcast chapters Cue-formatet cuegen Safari-flikar till Markdown Seriously simple podcasting ATH-M50X - Fredriks hörlurar Wordfence Hugo The seal Drupal mirrors.unixpro.se John Wick-filmerna VIC 20 i John Wick 2 Gris - en spelrekommendation! Gods Gods remastered Into the wonderful Bitmap brothers Speedball II Moonstone Amiga forever Cloanto Hyperion Morphos Vortex race Fredriks Pok3r Vortex race på Maxgaming Mactracker Holedown Do by Fridays julavsnitt Mailspring Electron Två nördar - en podcast. Fredrik Björeman och Joacim Melin diskuterar allt som gör livet värt att leva. Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-150-fundamentalt-neutral.html.

Noclip
#02 - The Return of Theme Hospital

Noclip

Play Episode Listen Later Aug 29, 2018 41:49


We talk to Bullfrog and Lionhead legends Gary Carr and Mark Webley about the design of PC cult classic Theme Hospital, and how their careers twisted and turned to see them return to create a spiritual successor. Learn more about Two Point Hospital: https://www.twopointhospital.com/ Play Theme Hospital: https://www.gog.com/game/theme_hospital Download CorsixTH: http://corsixth.com/ iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rss Google Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Episode transcription: http://noclippodcast.libsyn.com/02-the-return-of-theme-hospital Learn About Noclip: https://www.noclip.video Become a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyer Funded by 4,197 Patrons. -------------------------------------------------------------- TRANSCRIPTION; - [Danny] Hello and welcome to Noclip, the podcast about video games and the people who make them. On today's episode, we pay a much needed visit to the video game doctor, as we celebrate the return of a PC cult classic. Bullfrog are synonymous with a wonderful period in time for games development in the United Kingdom. Producing many cult classics including Populus, Dungeon Keeper, Syndicate, and Theme Park. But to me, the jewel in Bullfrog's crown has always been their lesser-known follow up to the theme park management game. While becoming an instant classic in the UK, Theme Hospital is much lesser known here in the United States. So it was quite the surprise to me when, on a date with an American, the girl across the table from me mentioned it as one of her favorite games ever. I think that was the moment I decided I wanted to marry you, was when you mentioned you liked Theme Hospital. - [Lindsay] Oh yeah, that's, like, an important aspect of our relationship. - [Danny] Yeah, what do you remember about that game? - [Lindsay] I remember all the little goofy components of it, like how the people look, and how you can pop heads, and how you can deal with a million Elvis' and the helicopter comes in and has a thousand people on it, and the fancy man comes around with his top hat. - [Danny] Oh yeah, I forgot about the VIP. - [Lindsay] The fancy man. - [Danny] Yeah. And you had to make sure that he didn't, like-- - [Lindsay] See all your rats and shit, like-- So you be, like, "This way, Sir." - [Danny] Or somebody would get sick right in front of him. He kind of looked like the Monopoly man. - [Lindsay] Yeah, he was so fancy. And he, remember when he stopped by all the wards and looked in all the windows, he peaked in. He'd be like, "Oops, not that one, "no one works in there." - [Danny] I wonder how much it mattered. Because when he was walking around, I always thought, oh, I better make sure that wherever he walks we have fire extinguishers. - [Lindsay] Totally. - [Danny] But I bet it was just, like-- - [Lindsay] It was predetermined before he even landed on his helicopter or however he got there. - [Danny] I think this might be the first time I've ever worked on a Noclip project which is a game that you care about? Is that true? I guess Rocket League you liked. - [Lindsay] Rocket League I liked for a few minutes. None of the other video games you've ever done a podcast on, I mean done a documentary on, I've ever even heard of. - [Danny] Yeah. You're not a final fan of C14 fan? - [Lindsay] I've heard of Final Fantasy. I didn't know there were 14 of them, but-- - [Danny]There's way more than 14 of them. - [Lindsay] I've heard of it. Oh, really? - [Danny] Yeah. And since it is the first time I've kind of worked on something that you actually have a deep knowledge of-- - [Lindsay] Oh, I'm excited. - [Danny] If you had any questions, let me be those sort of the translator between you and the developers. What would you ask if you had any questions? - [Lindsay] Well my big question is when they are going to make a sequel. Because as fun as it is to play that pixelly thing, they better make a sequel. My real questions are about the silly things, like how the handyman could smell cabbage or just little silly components that they put in there. - [Danny] It's the doctors, isn't it, it smells faintly of cabbage. - [Lindsay] It smells faintly of cabbage, yeah. - [Danny] When you were hiring them. Oh yeah, I guess the handyman, too. - [Lindsay] Anybody could smell like cabbage in real life. Anyone could smell like cabbage. So I had that question, and also about shooting rats. Like, what that's about and sometimes you could unlock that secret level where it was just rat shooting. And that was really cool. - [Danny] It was kind of random, though. - [Lindsay] Yeah yeah, it was just like-- - [Danny] Like, why does this happen? - [Lindsay] Right, I have some experience in hospitals and I've never once shot a rat, but they thought it was important that we have that component. - [Danny] I can answer the first question. - [Lindsay] Oh, when the sequel's coming out? - [Danny] Yeah, so I decided I wanted to do this a while back, and it took a while for me to hunt down the two main dudes who worked on Theme Hospital. It turns out both of them ended up having really prolific careers and getting to the top of Lionhead Studios, who made a bunch of games. - [Lindsay] The Movies. - [Danny] They made The movies, I remember you love, which is so funny, you love The Movies because it's probably Lionhead's most obscure game. - [Lindsay] The Movies was really hard. I've never made any progress at all in that game. I think I'm doing something wrong, actually. - [Danny] And the guys who, I think both of them actually worked on The Movies as well. - [Lindsay] Well then I have further questions for them of how you achieve anything in that game. - [Danny] We'll have to leave that for another podcast. - [Danny] But I ended up finding them because they're working on a spiritual successor. So after, I think it's been eight, 19 years? Around two decades, and finally you can play a new hospital management game, it's coming out really soon, so-- - [Lindsay] Yes. - [Danny] Let me ask the questions and I'll get back to you. - [Lindsay] Report back. - [Danny] Like report back to you-- - [Lindsay] Thank you. - [Danny] On the condition of our patient. - [Lindsay] Of our fair game. - [Danny] Yeah. - [Mark] Yeah, I'm Mark Webley, I'm one of the founders and I guess I'm game director at Two Point Studios. - [Gary] I'm Gary Carr, I'm also a founder and I'm creative director at Two Point Studios. - [Mark] I kind of heard about Bullfrog, I didn't really know that much about them until I saw this EA poster, a friend of mine worked at EA, and it was a poster with all their games on, it kind of looked like interesting games. You saw this one in the middle, which is, looks incredible, I said, "What the hell was that?" And it was Populus, and I thought, wow that just looks insane, I mean, you kind of looked back at it and you might not see it, but at the time it was, in my view, whoa that looks so different and cool. - [Gary] I think I started a couple years before Mark, I think I started in 89. - [Mark] Yeah, you were definitely before me. - [Gary] So I done my first game at Bullfrog was Powermonger, I was there at the back in the Populus and I did a little bit on the data disks but not very much if I'm honest. I did a little bit actually on Syndicate, but it was called Cyber Assault when I worked on it. - [Mark] I thought it was called Quaz at one point. - [Gary] It was called Bub as well. - [Mark] Bub? Yeah. Just something easy to type. - [Gary] That's the game that we could never actually decide what it was going to be. It was in production forever. - [Danny] Back in the early 90's, the team at Bullfrog was only around eight people led by the excitable hand of a man called Peter Molyneux. The studio operated out of a makeshift office crammed into an attic above a stereo shop and a flat occupied by a chain-smoking old lady. Peter had used his charm to persuade Commodore to lend them a suite of Amiga's and it was on these computers that the team worked on games, games like Powermonger, Syndicate, Magic Carpet, Flood, and Dungeon Keeper. Gary, an artist, left for a time after they had completed the iconic Theme Park. He went to work at famed UK developers the Bitmap Brothers for a number of years before being tempted back to Bullfrog by a devilish dungeon keeper. - [Gary] Yeah, Peter has got a great way of, kind of, sort of making people believe that these things are going to be what they want them to be and he's brilliant at that and I loved the guy for it. But I wanted to come back and do something that wasn't Theme, so I kept saying, "Could the game idea possibly be a dungeon-y game?" And he sort of said, "Could be." What he meant was it could be, but it's not. So I came back, but actually it was the best decision of my life, it really was because it was great to work with Mark. We're very different people, and we both have sort of different things we bring together and we had-- - [Mark] We argue a lot. - [Gary] We argue a lot and we had total freedom. I mean, back then there was only about three or four people that had the luxury to sort of take an idea and own it, and we were one of those few. So it was a great time in our careers, we were at the right time, I think, to sort of build a team together and make that game. When Mark and I were probably at similar age and different types of experience, I'd had a bit more games experience at the time, Mark had had a lot more management experience at the time. - [Mark] But I was a lot smarter. - [Gary] Yeah, I think so. But at this point in time, I think it was when Bullfrog was splitting up into creating teams within Bullfrog because we'd gotten a little bit bigger. So Mark kicked off what was called Pluto, believe it or not, which was the design and series team that was gonna do all the theme games and I was brought in to sort of partner with Mark on this game, we had no idea what was going to be coming and it ended up being Theme Hospital. - [Mark] Well at that time, it was just me and you to start with, it was just, I mean, the team at its maximum size was probably about five or six. So it was pretty small teams, there's no producer, there's no designer, so I was programming, Gary as doing the art and-- - [Gary] And we were kind of making it up as we went along so that process kind of carried on for a while and I think that kind of originally it was a game about a hospital, a game about a theme park was kind of great, you got rides and exciting things and lots of fun just without even having to go outside the box. - [Gary] Try too hard. - [Mark] And then afterwards it was different. We kind of thought about the flow of the game the patient, the diagnosis, and the treatment of patients, but the sticking point was after. In fact, we were on the research back in Gilford, it's right next to the hospital, so we'd often spend out lunchtime walk around Dart U we'd probably get choked out now. - [Gary] Trying to get inspiration, weren't we? - [Mark] Yeah, just walking around the corridors, and just kind of seeing what's in the hospital. We're going to have lunch in the cafeteria and it was, it came to a point where I think you just, you said, "This is it, isn't it. "There's nothing more, it's just "boring corridors and plain walls." - [Gary] They're all very similar, it doesn't matter if it's the US or the UK, I think hospitals share, they always have the same floor tiles. They have these slightly curved floors where obviously they're easy to wash in up corners so the floors slightly curve, they have this kind of shiny, painted up to about waist-high where I think that can be washed down as well. - [Mark] Hosed down. - [Gary] Hosed down. And they have a few machines with little screens on them and they all sort of makeshift beds that seems to be some sort of crash unit near it. And that's it, and we just suddenly thought, Oh my God, how does this compete with things like roller coasters, and water fluids, and all that kind of color? And we got really scared and we also spent about, and this has been said many times, but we spent about a month in different hospitals trying to do some research, trying to find a game out of all that. - [Mark] Integrate on the street. - [Gary] On the street, we went to Brimley and Rolsory, and we just spent time in all these hospitals and we just kind of got so weary. - [Mark] Gary even got circumcised. - [Gary] No, I didn't. We viewed operations, we were invited to go and look around the morgue and we went into business meetings about how one hospital could strategically beat another hospital to people that have been in injuries. And it just sounds like, oh god this is so grim. - [Mark] We were setting up the ambulance. - [Gary] That's right. Do you remember that? - [Mark] Yeah yeah. - [Gary] And then we sort of went for lunch and again in the canteen that looked very much like a real canteen, they have lots of really unhealthy food. And, uh, we just suddenly I think just landed on this idea at the same time to sort of just let's just make it up. Because we actually knew nothing about hospitals, we didn't know how they really worked. - [Danny] Mark and Gary did their game design due diligence and visited hospitals all around the Greater London Area. They were kicked out of an operation for distracting a surgeon once, and almost visited a morgue before losing their nerve. It was these experiences that brought the boys to the conclusion that they were better off distancing themselves from the grim reality of hospitals as much as they could. They knew that the subject matter wasn't really the focus of the gameplay experience. It wasn't like people who played Theme Park all wanted to run Theme Parks, and the same could be true here. Through their experience they understood that the drive of this game came from the problems players would encounter and the ways in which they would solve them. So they didn't have to make a game about running a real hospital, they just had to make a game that was fun and challenging. It was around this time that Bullfrog was acquired by Electronic Arts. And when their new bosses turned up to see what the team was working on, they were, a bit confused. - [Gary] And when they'd come to the studio and have a look at all the games, it's kind of like, a hospital game? No, I don't get it. It's like, oh, think about ER and things, we were trying to jazz it up. It's actually a really popular, exciting show. They'd say, "But this isn't like ER, is it." - [Mark] I guess that's the problem. I think everybody probably would assume science fiction or fantasy-- - [Gary] Or killing or blowing up. - [Mark] Making some sim game around that would be the best possible subject matter, but I think coming up with, if we stay in kind of reality, and relatable subject, but then you twist that into something else is, makes it way more interesting. - [Danny] EA was right. It wasn't really ER. For one, Theme Hospital didn't have any real illnesses. The people in this world suffered from conditions like Slack Tongue, Bloaty Head, Kidney Beans and Third Degree Sideburns. One condition originally called Elvitus had to be changed when Elvis' estate got wind of it. The character art, which did look a lot like Elvis, was slightly changed, and the condition was renamed King Complex. Another legal faux-pas came with the original box-art of Theme Hospital, which carried a red cross. The Red Cross wasn't too happy about that, so they changed it to a green star. The guys were starting to warm up so I figured it was probably about the time to ask Lindsay's questions. First of all, what was with all the doctors that smelled faintly of cabbage? Who wrote this stuff? And why did Theme Hospital have a rat shooting mini game? - [Gary] One thing I think Lionhead and Bullfrog haven't probably promoted enough is the great writers who have actually made us look even, well, made us look way better than we actually are. Because it's actually, it's interesting, there wasn't that many visual illnesses in Theme Hospital, but a lot of people remember the wonderful names and they paint their own pictures. - [Mark] Yeah, and the descriptions of how they're contracted, so. - [Gary] So I think, but the writing was really important to us. - [Mark] There was a guy called James Leech. - [Gary] But James Leech did the original, but James also worked with a guy called Mark Hill throughout, on and off through the Lionhead days, and that was something we wanted to bring, keep that consistency of writing. So, it was probably Mark, probably is, he's really strong. - [Mark] Yeah, if you've got enough, if you've shot enough rats in a level, you could unlock a secret in between levels, you rat shoot. And it was basically just a lot of rats. You had a certain amount of time to kill as many as you can, and if you kind of chain them together, if you've got enough, if you've got a streak as it were, you could level up your weapons. - [Gary] That's right. - [Mark] And they were really difficult, I think the rat was two by one pixels, you know it was some of my best work, and you had to get a headshot. So you literally had to be almost pixel perfect, certainly in the harder levels. - [Gary] It was hard, yeah. - [Mark] And it's weird, things like that used to happen because we didn't have design documents. We didn't have, you know, we weren't scheduled to do, this week we're on this, next week we're on that. So, you know, this is just when developers just start dicking about really. - [Voiceover] Could people please try not to be sick in the corridors. - [Danny] Theme Hospital was a critical and commercial success, but once they were done post-acquisition Bullfrog saw an exodus of developers as Peter Molyneux left to form a new studio, Lionhead. Mark followed his old boss to Lionhead while Gary was part of another group that founded the studio Mucky Foot. There, he worked on the art for Urban Chaos, Startopia, and Blade 2, and left once the studio closed in 2003 whereupon he joined Lionhead to work on The Movies. By this stage the two friends found themselves in lead positions at the company. They shepherded many games through the studio during this time including Black and White, Fable, Kinect Sports, and unreleased projects such as Project Milo and "BC". They worked together at Lionhead for a decade, but as time passed the job became less like the good old days. Microsoft had acquired Lionhead in 2006 and the now 200 person studio had run into financial difficulty. So as the years wore on, the influence of their parent company was having an erosive effect on the team's creativity. Gary found it especially difficult to get his ideas to gain traction, and so he decided to leave. - [Gary] I guess the thing I enjoyed most of the Bullfrog era was definitely Theme Hospital. It just was, because it was a point when I was ready to do more than just the artwork on a game. So I felt I was much more stepping into being a kind of a co-creating role rather than just making things look as pretty as I could. Then, I enjoyed my period with Mucky Foot, which was a company I sort of helped formulate, and we had some great years there. Lionhead, I guess the challenges were always working with Peter on such ambitious ideas because Peter would, I was in a team that wasn't Fable, so my part of that was Peter would throw some incredibly outlandish ideas around and it was kind of my job to get a little group of people together to try and realize that ambition. And it was really exciting, I mean, we literally went from making things on Kinect or things like Milo and Cabige, which was a bit nice for a while, it was just weird and wonderful opportunities to try and make a difference and do something strange and interesting, so I enjoyed that, too. - [Danny] By the time Mark's tenure was coming to a close, Peter Molyneux had long left the company and Mark was creative director of Lionhead. His final act at the studio was to help get Fable: Anniversary out the door, and it was then that he stepped away from a job where he'd spent most of his adult life. - [Mark] Yeah, I mean, I was there from the beginning, and my tenure was 15 to 16 years. - [Gary] It was 16 nearly, I think. - [Mark] Yeah, I left in the beginning of 2013. But it was a long and anxious period that I was kind of working through. I mean things had changed, obviously Peter had gone, and the kind of vision for Lionhead was, well, a vision for the Europe Microsoft was free to play console stuff and it wasn't really, I wasn't really enjoying it anymore. I think that's the best thing to say. You know, I kind of, if I was going to do it again, I wanted to fall back in love with making games and-- - [Gary] You're quite an emotional person, if you don't like something, you let people know about it. - [Mark] And I sulk about it. - [Danny] Mark and Gary were free agents and worked odd jobs here and there for old friends. They enjoyed the easier workload after years of grind at the top of one of the UK's largest developers. Perhaps it was then, given the benefit of hindsight, that the two remembered just how much fun they had had working on those old games together. So it was then, one evening, when Mark was picking up pizza, Gary pitched him an idea about starting a small, independent studio, and working on games sort of like they used to, in a cramped old flat stuck above a stereo shop and a chain-smoking old lady. - [Gary] Yeah, I kind of didn't think. I thought, well who'd be interested in, you know, revisiting-- - [Mark] Two old farts you know, making old games, who's interested in it? And I think that was kind of-- - [Gary] We had to go on a journey of discovery. And actually it was when we started sort of talking to some people when we were still trying to find a partner to make this, we certainly realized there was a lot of interest. - [Mark] We did a tour, didn't we? - [Gary] We did a tour, we sort of went on the roads, and met up with a bunch of either, we were looking to either sell publish, initially, maybe do a kickstarter, or partner with a small publisher. We didn't know, you know, who would go for this. So we just sort of started looking into it. And we just literally got in the car, booked into a sort of cheap hotel, motel-type places, and just knocked on doors and that's how we started. Which was great fun because this was a couple of 50 year old guys, basically in a band back together again. - [Mark] And going on tour, so we just, our wives probably thought, look at them, they're pathetic. What do they think right now? - [Danny] Mark and Gary thought there might still be a thirst for their old sim games. The classic Bullfrog titles were still selling well over on GOG and new games like Prison Architect and City Skylines were creating a whole new generation of fans. They had considered crowdfunding the project at one point, but they were warned away by some of the developers they talked to during their road-trip. So, they wrote a pitch for a new hospital game that would evolve the ideas of a game they had made almost two decades earlier. They knew they needed financial help. The guys were experienced and understood the type of game they wanted to create would require more money and time than they personally had. They shot the pitch around to publishers, and while some were receptive, there was one in particular that seemed very keen: SEGA. They negotiated terms with SEGA from the end of 2015 right up to the summer of 2016. And as it happens, right as the deal was signed, news broke that Microsoft would be closing Lionhead Studios. So, somewhat ahead of schedule, Gary and Mark rushed to hire their new team. - [Gary] We kind of imagined we'd take them over a period of time, but Lionhead closed, and it was suddenly these brilliant people were out of work. - [Mark] Tons of brilliant people. - [Gary] And they weren't around for long. - [Mark] No, we were going to lose them. - [Gary] Companies were coming to Gilford doing presentations just going, "You should come work for us." And we, you know, we had to kind of promise-- - [Mark] That was a risky thing to do. Because obviously we had to sort of lay out a huge amount of our expenditure earlier than we would ordinarily do it, but the point thing is we made a huge advancement in the development in the game and also this team, I wouldn't swap them for the world. They're amazing bunch of people. - [Gary] Some of them have worked with us for over twenty years. But Alan, who's sat behind Mark right now, I think he was your best mate at school, wasn't he? - [Mark] Pretty much. I mean Pram, Pram reminds me of Chris. Pram literally knocked on the door, and one of the guys we've worked with for over twenty years, I hired him out of college. And now he's absolutely integral to this team. So that's the kind of things we like to do. It's to build those relationships. - [Danny] Mark and Gary founded Two Point Studios, and over the coming years built a team of 16 people to help make this game. Some were old friends and colleagues, others new kids on the block. Their game was going to be called Two Point Hospital. The spiritual successor to a Bullfrog classic. But it wouldn't be enough to simply re-make an old game. For one, Theme Hospital was a 2D game. When Edge Magazine came to visit the studio in the mid 90's, they barely took notice of it, as gamers were far more interested in 3D screenshots of games like Dungeon Keeper. But time would prove to be kinder to Theme Hospital. While those early 3D games aged quickly as 3D technology improved, 2D games have a sort of timeless, inviting quality to them. Plus, to create these sophisticated sandbox they were aiming for, Two Point Hospital would have to be in 3D. - [Gary] We knew how Theme Hospital had done better over 20 years and some of it's contemporary. - [Mark] So we needed to come up with a style which incorporated something that felt like it was fresh and up-to-date, but we felt if the game does have legs, if people do love this game and we can keep it around for long enough, won't look out of sorts in two, three, four years time. So, we went for something quite organic feeling, it doesn't feel like it's rendered, it feels more like it's made of clay or plasticine, and it feels drawn rather than engineered, - [Gary] And I think also that that art style back then was, with was certainly Theme Park and Theme Hospital had, we had quite a big proportion of female players, which back then was certainly unheard of for our types of games. Obviously something like the sims, which came later, it just blew their market wide open. But I think we didn't have an art style that was-- - [Mark] Exact not footing. - [Gary] Yeah, it kind of, it was accessible, I'm not going to be patronizing and suggest that, you know, we made something that was appealing to girls, Because I wouldn't even have a clue how that would, you know-- - [Mark] I think it felt accessible, it felt like it wasn't aimed at any particular type of gamer. - [Gary] Because you're looking at the game not from a fixed angle, you could be above or sort of, like, low down, you could kind of twist the camera. So a lot of these kind of considerations were kind of worked through and then, - [Mark] And then the US, is it Where's Wilbur in the US? Where's Wally? - [Danny] Oh yeah, Waldo they say over here. - [Gary] Waldo, that's it. And we, you know, to make something readable when you've got so much on screen, and I don't know if you need a screenshot with some of the later levels where you've got absolutely vast marks with hundreds of people on screen. To get a clean read and not get it to look noisy and kind of, I don't know, slightly put you on edge because everything's moving and they've been shimmering because everything's trying to fight for your attention was a real consideration for us. In fact, I've seen some footage that's just gone out last night, and the guy's captured all his footage top down. - [Danny] Right. - [Gary] Imagine being a designer or an artist trying to design a game that looks good from anything possible conceivable angle. It's really difficult. - [Danny] Theme Hospital was accessible, not just with both men and women, but with gamers and non-gamers, and young and old too. It was one of those games that was effortless to pick up. But after the first few missions, Theme Hospital's rough edges began to show. First of all the game got rather hard really quickly. And secondly, there just wasn't any interesting progression. Each level in Theme Hospital was almost identical to the previous one. So to combat this, the team created a world where each hospital takes places in a unique region with its own biome and its own unique needs. - [Gary] Because the regions are very different, the people in that area are very different, some are rich, some are poor regions, and some of the challenges are different. In some cases, you may be running a hospital that's actually funded rather than you get paid for curing people from the individuals, they don't pay, you just get a budget at the beginning of the level. And that just makes the plagues spin completely different, so we wanted to kind of make it stay fresh as much as possible. And also give people the opportunity to circle back and go back and do things that they probably struggled earlier on and keep that fresh by putting new challenges in there. - [Mark] And you have the ability to progress through the county reasonably easy. But if you really want to max out the game, you can kind of return to earlier hospitals, you can unlock things in later levels, you can do research, maybe unlock certain qualifications, come back to one of the earlier hospitals and train the staff in those things, upgrade those machines. - [Gary] So the game doesn't have that pinch point, which the original game had where it just got too hard for me, I think I got to about level seven and would find it a real struggle. And we didn't want to do that again. - [Danny] When I ask the guys about the features that excite them most, there's one that immediately stands out. Two Point Hospital features characters with a variety of personality traits that are not only affected by the world around them, but also by the people around them. They want you to care a lot more about your employees in this game, but more than that, this system has the ability to create wonderful emergent moments as doctors and patients clash with both each other, and the rules of the world. M This is what's real new cutting edge stuff is we've got this, the brains the little people now, is they've got these traits and of course they also have the conditions they're under combined to make quite unique animation blends, which means they do things, they react almost uniquely. It doesn't feel like it's pre-canned. You see somebody walk up to somebody and they'll respond completely different to the next person based on how those two people feel about each other. - [Danny] Could you give an example? Like is it, if two doctors don't like each other, or if they have a tough patient, or how does that sort of manifest? - [Gary] It's just patient is a good example, I mean, they as well as the personality traits, the things that are going on, if doctors has just treated a patient and they die, that has an effect on their happiness, they go on a break to the staff room, and that could end up in an argument with another doctor, and then just that argument could just-- - [Mark] And it's not all emotional, sometimes it's just that the habitual things, like you have a fantastic doctor who may just never wash his hands when he goes to the toilet. - [Gary] Right, now that has an impact on the game. It's not just funny, it actually has an impact and in fact, there was somebody who was showing the game to in San Francisco the other week, and this person has an amazing hospital, doing really well, but when you put the filter on to look at hygiene, the hospital is really clean, but all the staff are really filthy, and I mean you couldn't work it out, and she'd built this massive facility with a toilet which only had two cubicles and she put no sinks in it and no hand dryers and put no sanitizer units anywhere in the hospital. So all these doctors were working on all these patients, filthy. And we put this kind of filter over it and showed her all the instants of filth trails in the game, and Mark just went, I can see your problem. He said, "Do you ever wash your hands "when you go to the toilet?" And this girl was just so embarrassed and immediately went and put this bathroom, a sink into the bathroom, to the toilet. And all the staff just ran to cure, to wash their hands, it's that stuff. - [Mark] Everything in the game affects something else so the people, the machines, the way and the sick, and everything in your world is important. - [Gary] If you have a brilliant surgeon but he's an angry man or woman, right, your job is to try and work out how to diffuse that situation to get them to do even better. And that's kind of the fun depth that the game has. Maybe this person just needs more caffeine in their life. Maybe this person needs more weird executive toys in the office. Those kind of things, it's just you getting that extra ten percent out of their performance which is the real depth I think this game supports. - [Danny] As Gary just said in Two Point Hospital you can have an angry surgeon, man or woman. Another evolution from games past that shows not only just how far games have come in terms of representation, but also in terms of technology. If there's one thing I keep hearing when I interview designers today, it's that technology provides, it provides answers. Many design problems that used to exist in the past have been rendered moot by the advancement of technology. And Two Point's character variety is a perfect example of this. The original Theme Hospital had four main character types: A nurse who was a women, a doctor who was a man, a receptionist who was a woman, and a janitor who was a dusty-looking old man. So I asked Mike and Gary, why? - [Mark] It covered respective times people have said that we made a sexist game, but we had to make the game run in four megabytes. I mean, it was a time and memory, and it wasn't a question of, like, well doctors are just men and nurses are just women, it was just a question of like, we had to make a call with it, and I think you had new, you had different heads, but it was pretty much the same body, different jackets and stuff, and we couldn't have made-- - [Gary] I was really keen on skin tone was important. I did not want to have a particular skin tone, but we just did not have the time or the memory, mainly the memory. - [Mark] The character variation was important to us back then, and it was only 21 years ago but you very rarely got very different clothing variations and we did manage to get an element of that in. But the basic model of the man and the woman, that was the huge memory part of this. You know, so rightly or wrongly, I could have made a male nurse and a female doctor, I could have made a young janitor, I could have made a male reception administration staff. All of those things are absolutely true. You know, 20 odd years down the line it just seems critically incorrect but it wasn't our intention, I'd like to think we're quite right on. But the decision was made that the doctors were male and the nurses were female, rightly or wrongly, it was a call I made but I certainly didn't mean the offend anybody. - [Danny] But it sounds like that's something that's been changed for Two Point? - [Mark] Totally. - [Gary] Absolutely. I mean, you know, that would have, that's absolutely goes without saying, he's not trying to correct anything, it's just that we had no choice back then to make a decision, rightly or wrongly, but it was just never going to be a situation. I mean, we've got so many more other types now of staff anyway, and what they do is very different. I mean, and thank God our initiative stuff in this game do all sorts of things, they're not just manning, I mean the little bit of footage you've probably seen, it may look like, oh look, there's somebody on the reception desk again. They do all sorts of different roles. - [Mark] Yeah so we've got a marketing department which you open up later in the game, so the assistants can work, if they have the qualification, they can work in marketing, - [Gary] They're kind of civil-servant-y type people, aren't they. They do a cross of different things, but the other things is we've taken a variation to a ridiculous level now. You can have hundreds of people, in fact, somebody took a fantastic screenshot within the studio, it's on our Twitter feed, and it's just about three hundred people just jammed into section and no two, they're all completely different characters. We've got this amazing modular system which puts on things such as steam goggles if it wants to, you know, boots, every component can be different and it just randomly generates them. So you really are lucky if you see two characters that look vaguely similar. Certainly more similar people in Yorkshire than there are in our game. - [Danny] What excites me most about Two Point Hospital isn't replaying a style of game that I enjoyed in my youth, it's that this game seems to be free of the technological restrictions of its predecessor. It's full of neat little features like teaching janitors to vacuum up gDannys. So even that old dog has a new trick. The guys are busy finalizing the game so I didn't want to take too much more of their time. But before they left, I had to ask them the most important question: What new illnesses could we look forward to treating in Two Point Hospital? - [Mark] Turtle Head is an affliction where the head shrinks down to a very small and it has to be a, I'm only saying that because I know it's on our website. - [Gary] There's another one where the guy's foot is like a camel's foot and it's called Camel Toe and that has to be, that's not in there, it's just hardly been-- - [Mark] That was one of my favorites ones. I thought you liked it. - [Gary] Mark, he's trying to get that in the game. I have to say as well-- - [Mark] I say we've talked about it now in the press, so we have to put it in. - [Danny] Lads, you sound like you're having a great laugh. This sounds like a very professionally exciting period in your lives. Is that fair to say? - [Mark] I mean, 21 years ago, releasing Theme Hospital, that was an amazing time. We had such good time, and just kind of starting a studio and going "Wouldn't it be cool to be able to "recapture some of that kind of--" - [Gary] Actually we started our families. I mean, we both got married, you might have been before me. Side having your family at the beginning, I think-- - [Mark] Yeah, I hear you, Sam was born just as we started. - [Gary] There's a story: Sam actually worked with us here. Sam's Mark's firstborn, was born right at the beginning. - [Mark] Pretty much as we started. - [Gary] As we started, and he's one of the engineers and creatives on this, it's very odd, it's very strange, but that's what makes it fun, right, because we got to a stage in our careers where we just want to actually enjoy coming into work, not have to be some, the problem with games is you get promoted, that's the problem with games. And when you get promoted, you stop making games. You start becoming that person nobody likes. You have to get a game done, and it has to be done like this, and nobody likes people telling people what to do. So we've basically set up this company so nobody, we don't have to tell people what to do and no one tells us what to do and yeah, it's great fun coming into work everyday. I don't think we've had one day where I haven't felt this is the best thing I've done in my life. - [Danny] Two Point Hospital should be available to purchase on PC, Mac, and Linux around the time you hear this podcast. You can learn more about the game at twopointhospital.com. If you're interested in playing the original Theme Hospital and you should be, it's really good, it's available on GOG.com. If fact, if you're a fan of GOG, you should check out our documentary on the company and their game preservation efforts over on our YouTube channel: YouTube.com/Noclipvideo. I'd also like to recommend a patch for that game: Corsix TH. It's a tremendous community-created wrapper that updates the GOG version of Theme Hospital to work with modern resolutions with sharper graphics and updated menus. A wonderful testament to the fan passion that has surrounded this game for 19 years. As ever thanks to our Patrons for supporting our work. You can support our documentaries, this podcast, and more by joining up at Patreon.com/Noclip. You'll also get access to this podcast early via a special RSS feed. Thanks so much to Gary and Mark for their time, Lauran Carter over at SEGA for setting the whole thing up, and my wonderful wife for chatting to me about one of our favorite games. Sorry for the delay in getting this episode number two out. It was supposed to be up about six weeks ago, But then my baby girl decided to come a couple of weeks early. So we've been rather busy here in the O'Dwyer household. We have a bunch of fun podcasts planned for between now and the end of the year, so of course, keep this feed running. Until then, play some games. We'll talk again soon.

Björeman // Melin
Avsnitt 115: Fattas 40 procent av tangenterna?

Björeman // Melin

Play Episode Listen Later Mar 9, 2018 64:13


I ännu fartfyllt avsnitt av allas favoritpodcast: Folk återvänder till Microsoft Nästa stora liveavsnitt: 7:e april - Åhs, Björeman och Melin lagar bastar, chili och dricker öl i Jönköping. Och Albert kommer! Jocke försöker löda. Gick åt helvete. Köper lampa med förstoringsglas (Biltema, 429 kronor) Fredrik är glad: Worms lever än! (Team 17 också!) Borde vi sätta upp en spelserver av något slag? Mutant, Year Zero blir datorspel Fredrik köper fler begagnade och klickande tangentbord. Jocke letar exakt rätt version av Logitechtangentbord Jocke har byggt ett databaskluster och ska hacka Pascal. Ska bara städa diskettstationen först … Fredrik blir Nasist - han har köpt en Synology Diskstation DS918+ Bromsskivor och glasögon Jocke puffar för Homeland Självplockning av prylar hos Jocke Fråga till lyssnarkretsen: vilka högtalare borde Jocke köpa? Länkar Länkar Folk återvänder till Microsoft Satya Nadella Google wave Tesla: nu som likbil Christian Åhs Vår Discord-kanal Terrible fire Worms Amiga format Worms: W.M.D. Ocean Bitmap brothers Sierra Infocom Cinemaware Sensible Software Jon Hare Retrogathering Digital illusions Mutant: år noll blir datorspel Cherry MX blue Das keyboard - Fredrik har pratat om det överallt Vortex pok3r 60%-tangentbord Logitech K750 med solceller Pacemaker DS918+ Superduper Rymdkapsel Byta bromsskivor på Volvo XC70 Homeland Weller WECP-20 M-audio Marco Arments högtalare verkar vara Paradigm atom Yamaha NS10 Thomann Tim Berners-Lee Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-115-fattas-40-procent-av-tangenterna.html.

Quarter to Three Games Podcast
Qt3 Games Podcast: Ginger Yellow and Speedball 2

Quarter to Three Games Podcast

Play Episode Listen Later Jan 12, 2017 72:30


Among the many ways Americans aren’t worldly is that we don’t know Bitmap Brothers games like Speedball 2. Chris, aka Ginger Yellow, attempts to address that gap in my cultural knowledge. He also talks about less pertinent things like hard seating, freckles, and the global financial crisis. The post Qt3 Games Podcast: Ginger Yellow and Speedball 2 appeared first on Quarter to Three.

Quarter to Three Games Podcast
Qt3 Games Podcast: Ginger Yellow and Speedball 2

Quarter to Three Games Podcast

Play Episode Listen Later Jan 12, 2017 72:30


Among the many ways Americans aren’t worldly is that we don’t know Bitmap Brothers games like Speedball 2. Chris, aka Ginger Yellow, attempts to address that gap in my cultural knowledge. He also talks about less pertinent things like hard seating, freckles, and the global financial crisis. The post Qt3 Games Podcast: Ginger Yellow and Speedball 2 appeared first on Quarter to Three.

One Life Left's Podcast
One Life Left -- s13e21 -- #302 -- Brothers Gonna Work It Out

One Life Left's Podcast

Play Episode Listen Later Nov 16, 2016 60:13


To paraphrase Adam and The Ants: Don’t bang. Don’t swear. Obey these two rules and you’ll do fine as a Super-Special Guest. And as Darren Wall from Read-Only Memory was on for his fourth appearance there’s no way that he would break those rules. Right? Darren was promoting Read-Only Memory’s latest book which is about the Bitmap Brothers universe. After a brief history lesson for Ann we started to find out more details about them and tried to determine if the Bitmaps produced the first ever cool games. And how did Woolworths play into their creation? Unfortunately Darren failed to announce the next book that he’s working on, but we give him some great ideas. Mostly involving us. Away from our SSG we named a bear (using a joke that The Caretaker made about a year and a half ago in a podcast description), Ste had a gym induction, Ann got a great gasp from one of her GOOD NEWS stories and Simon got distracted by the smell of the book. And Sega Badawi failed to get the GOOD NEWS ONLY memo. Cheerio! Team OLL x Links: https://twitter.com/iamdarrenwall https://twitter.com/romalerts https://www.eventbrite.co.uk/e/one-life-left-friends-christmas-party-tickets-29372236149 Track list: 1. Kazzy - Defragment http://chipmusic.org/Kazzy/music/defragment 2. This Is Embr - Sixteen Bit http://chipmusic.org/this-is-embr/music/sixteen-bit

Retro Gaming Discussion Show
The Music Of The Bitmap Bros

Retro Gaming Discussion Show

Play Episode Listen Later Sep 1, 2016 22:48


Welcome to another fun filled episode of RGDS " The Music Of" The Bitmap Brother Today making his RGDS debut is the amazing Paul "The Drisk" Driscoll. Drisky chats about his memories of the Bitmap Brothers and he chooses some of his fave tunes from some of his fave Bitmap Bros games. Also don't forget to check out Pauls amazing new book https://www.amazon.co.uk/VIDEO-GAME-YEARS-PRESS-Before-ebook/dp/B01KEMHQW8 You can follow The Drisk on Twitter @TheDrisk If you enjoyed the show, please feel free to comment and please leave us an iTunes review if you haven't done so already. You can follow us on Twitter @RGDSPodcat Rgds is also now available on iTunes at https://itunes.apple.com/gb/podcast/retrogamingdailyshows-podcast/id954142242 Or the RSS feed http://retrogamingdailyshow.libsyn.com/size/2 Also please take a few moments to check out our amazing sponsors Use promo code "RGDS" for a 5% discount at www.retrotowers.co.uk and at Www.funstock.co.uk Use Promo code "RGDS"(PM abeadscstart on facebook) and get a 10% discount. Abeadscstart on Facebook. Also please check out our new sponsor for this month which is http://www.thefuturewas8bit.com Plus don't forget to check out our friends over at http://gamesyouloved.com And last but not least head on over to http://www.playexpo.net the greatest retro gaming show on the planet

music gaming retro bros www amiga pauls driscoll bitmap bitmap brothers rgds rgds podcast drisk
The Retro Hour (Retro Gaming Podcast)
The Retro Hour - Episode 7 (The Bitmap Brothers - Mike Montgomery)

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Feb 19, 2016 64:14


We're joined by Mike Montgomery from The Bitmap Brothers this week! Why should he have cancelled Chaos Engine 2 and how serious was the rivalry with Sensible Software? Show notes: Growing The 8 Bit Generation documentary released: [http://www.8bitgeneration.com/](http://www.8bitgeneration.com/) Project dream funding themselves: [http://bit.ly/1OjXzxH](http://bit.ly/1OjXzxH) Play Windows 3.x games in your browser: [https://archive.org/details/softwarelibrary_win3_games](https://archive.org/details/softwarelibrary_win3_games) Amiga Future magazine: [http://www.amigafuture.de/](http://www.amigafuture.de/) MineCraft Boris Johnson: [http://www.wired.co.uk/news/archive/2016-01/19/london-games-festival-announced](http://www.wired.co.uk/news/archive/2016-01/19/london-games-festival-announced) Bitmap Brothers CD32 collection: [http://www.indieretronews.com/2016/02/the-bitmap-brothers-collection-amiga.html](http://www.indieretronews.com/2016/02/the-bitmap-brothers-collection-amiga.html) Sinclair Vega Portable console: [https://www.indiegogo.com/projects/the-sinclair-zx-spectrum-vega-plus-console#/](https://www.indiegogo.com/projects/the-sinclair-zx-spectrum-vega-plus-console#/) Coleco Chamelon public preview: [http://toyland.gizmodo.com/colecos-chameleon-is-a-retro-gaming-console-every-80s-k-1759157058](http://toyland.gizmodo.com/colecos-chameleon-is-a-retro-gaming-console-every-80s-k-1759157058) Board games making comeback: [http://www.edinburghnews.scotsman.com/news/monopoly-cards-against-humanity-lead-gaming-comeback-1-4030840](http://www.edinburghnews.scotsman.com/news/monopoly-cards-against-humanity-lead-gaming-comeback-1-4030840) Sonic The Movie: [http://bit.ly/1TqMem9](http://bit.ly/1TqMem9) Amiga Tennis Champs returns: [http://toucharcade.com/2016/02/08/tennis-champs-returns-trailer/](http://toucharcade.com/2016/02/08/tennis-champs-returns-trailer/) Take video games seriously: [http://www.theguardian.com/technology/2016/feb/15/naomi-alderman-take-video-games-seriously](http://www.theguardian.com/technology/2016/feb/15/naomi-alderman-take-video-games-seriously)

Retro Asylum -  The UK’s No.1 Retro Gaming Podcast
Episode 130 - Bitmap Brothers Special

Retro Asylum - The UK’s No.1 Retro Gaming Podcast

Play Episode Listen Later Nov 6, 2015 177:47


The Bitmap Brothers were UK gaming's first Rockstars. They appeared in our computer magazines looking more suited to the cover of NME rather than the bedroom coders we'd become accustomed to. Their video games had a look and style all of their own that when combined with their cutting edge dance music collaborations and savvy marketing created not only a loyal following among gamers but also influenced future generations of game makers. In this episode we focus on their 16-bit era and the games which dominated not only our gaming memories but also the charts and award ceremonies of the time. We couldn't let such legendary game makers go by without marking the occasion as best we could. So, the Drisk has been at it again created another huge 222 page companion book which goes into even deeper detail about the games, stories and images around the Bitmap Brothers' canon. You can download the book for free from castaway.media/retroasylum

uk rockstars nme bitmap brothers drisk
Retro Crew
Retro Crew S06E16: BITMAP BROTHERS

Retro Crew

Play Episode Listen Later May 4, 2015 37:26


Into the wonderful. Ketil Espenæs og Jostein Hakestad bruker en halvtime på å snakke om Amiga- og PC-legendene Bitmap Brothers, som sto bak unike og visuelt minneverdige spill som Z til PC, og Gods ikke minst Speedball til Amiga. Bitmap Brothers eksisterer faktisk ennå, men i gullalderen til Amiga var de blant de mest vågale […]

gods pc amiga speedball bitmap brothers jostein hakestad retro crew ketil espen
Dangerously Unprepared
W1S1 23 – The Chaos Engine

Dangerously Unprepared

Play Episode Listen Later Jan 1, 2015 41:27


In which our heroes talk, briefly, about a Bitmap Brothers classic; the top-down 8-way shooter, The Chaos Engine. They even manage to completely forget to mention the band ‘Chaos Engine’ and the fact that Jack and Troy now live in the same building as the frontman of said band. In their collective defence, it was an incredibly hot day. Better late than never!

chaos engine bitmap brothers
BitNote
Bn059 - Sport is finally fun!

BitNote

Play Episode Listen Later Jan 21, 2013 29:55


From brutal sports to poignant puzzle adventures. This is BitNote! Music by: Intro by Russell Shaw from Theme Park by Bullfrog Productions; Main theme by Nation 12/Simon Rogers (coded by Richard Joseph) from Speedball II: Brutal Deluxe by Bitmap Brothers; Iris (Instrumental) by Tomohito Nishiura (sung by Salyu) from Professor Layton and Pandora's Box by Level-5.

music theme parks pandora's box professor layton russell shaw simon rogers bitmap brothers richard joseph salyu tomohito nishiura
Silence on joue !
Silence on joue! Crayon physics, the Bitmap Brothers

Silence on joue !

Play Episode Listen Later Jan 14, 2009 30:55


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