Revenge of the Titans is a game with a long, convoluted and simply amazing history. It is perhaps the most incredible story never told in the entire history of computer games. In years to come a small group of distinguished historians and academics will undoubtedly discuss its development with Melvyn Bragg on BBC Radio 4’s ‘In our Time‘.
Okay, that was a lie – got a bit carried away there. But it has taken a long time.
Our tale begins nearly four years ago. Basking in the financial glow of the success of Titan Attacks we devise a plan for a new game, a game that will have all of the great bits of Titan Attacks, like shooting things and buying upgradey stuff in some kind of a shop, but that will be playable completely with a mouse. We hope freeing players from the shackles of using ‘keys’ will make a more accessible game, and spread the joy of making pixelly things explode in a glowy manner to a more ‘casual’ audience.
Work begins in earnest in the spring of 2006, with Cas beavering away in his secret underground base, deep below the Quantocks, and myself working poolside upon my Bangkok penthouse. With multi-coloured spotlights attached to computer controlled turrets tracking a variety of daft pixel monsters, the game begins to develop an odd 70’s disco feel to it. Not a bad thing at all. The below screenshots really don’t do it justice, honest…
And we decide to call the game Monster Mash. A banner is produced declaring confidently ‘COMING SOON!’…
But then, disaster strikes!
To be continued…