The lead programmer of Marko's Magic Football had left Domark and there was no-one to finish the game so we were given the contents of the hard drive and asked to finish it. We reconstructed the game, solved some of the problems that had been experienced and, as it had gone so well, we went on to write it for the Mega CD as well. We didn't think that it had ever been released but we found an American producer who actually recalls buying it. We don't have a copy of it and as we've never seen a real box so the picture here shows a mock-up.
Domark soon got the rights to convert Bullfrog games to the Megadrive & Mega CD and having just written Marko we were the obvious choice to convert Theme Park & Syndicate.
We'd learnt a lot about how to get a game from cartridge and loading into limited memory in lots of small chunks from the vast storage area the CD offered.
There was a new Sylvester Stallone movie coming out, and while Probe developed the SNES & Megadrive versions we developed the 8 bit versions of Judge Dredd.
We were desperate to get back into creating original games but the only work we were being offered was for conversions which paid the wages but weren't very rewarding to write. We finally got our big break though with publishers BMG to produce Firo & Klawd.
It was originally designed as an isometric game that would work on Megadrive. The game was based on the classic 'good cop, bad cop' theory. You chased the crook across New York playing isometrically-viewed levels which were full renders streamed off CD with rendered clips between levels. The game was also released in Japan which was interesting particularly with all the dialogue and voice-overs in the game. We were delighted to get this contract.
An original game, and a chance to make our way back to the top.
Leading on from this game we won a prestigious contract with MGM to produce a game of the cult 80s film WarGames which is really where Interactive Studios (later renamed to Blitz Games) got back into mainstream games.
After this the teams of artists and programmers that we employed wrote the games while we managed the business and development side.
It's been a rough, roller-coaster ride to get Blitz Games to the position it’s in today but although we’ve had low points it’s still been great fun and we’re still just as excited about creating great games as we've ever been.