While playing Crimewave for the
Saturn recently, it surprised me that the coding for this
game was done by a single person; Jim Blackler. By doing the regular google search,
I ended up at the website of the Black Cactus studios
game Warrior Kings battles.
After an email session it soon became apparent that I was dealing with a
very
experienced SEGA hardware programmer (and a real nice person, I must add)
.
Enjoy this detailed interview!
S.F: Please tell about your past
developments, was Crimewave the
only title you worked on that was planned for release
on a SEGA format? Could you tell us about the other projects?
(if any)
J.B: I also worked on Prince
Of Persia (Megadrive), Bloodshot (Megadrive/Mega
CD) and Theme Park (Mega CD). All at Domark software. Bloodshot
was my own design, the others
were conversions.
S.F: On Prince
of
persia
; What are the main differences between the Megadrive
and
PC versions?
J.B: Richard Walker the lead programmer rewrote the
entire game from scratch. The code was rewritten in 68000, we
used the original C as reference. The graphics were mainly
retouched versions of the Mac graphics (they had already been
enhanced for Mac). The levels were rebuilt by playing the
original PC game. I also added some new levels that I designed
myself. Other than that they are pretty similar.
S.F: On Bloodshot;
Was the game engine written from scratch for Megadrive
hardware?
J.B: Yes, the whole thing is written in 68000 entirely by
myself.
S.F:
Bloodshot is one of the only 3d games for the
Megadrive. How powerful was the Megadrive when it came to
doing 3D games?
J.B:
Not at all. It is a bodge based on the character-based
hardware. You had about enough characters to uniquely map
about a third of the screen. The ‘polygons’ were inspired
by the Wolfenstein 3D approach, they are all made from
vertical strips. You might notice that the walls are
effectively ‘reflected’ about the centre line using the
character map. This is so only half of the walls actually
needs to be drawn. I used a palette effect to disguise
the reflection, and sprites for the ceiling light to further
hide it. The rasterisation was done with about 750K of
pre-generated code in order to reduce the cycle-time per pixel
and to draw it all in time. It was quite an innovative effect
in my opinion, and as you say it is fairly unique to have 3D
on the Megadrive.
S.F: Bloodshot
was released in
Germany
as 'Battle Frenzy' , what was the initial reason for the
name change? What are the differences between the two?
J.B:
There
was a law preventing violent games from being released in
Germany
, and the distributor thought the name was too violent (!).
The problem is there could be only one cartridge image for all
territories. You will notice that the language screen comes
first – if you select German the game is called Battle
Frenzy, and other language Bloodshot. Battle
Frenzy was the name in the
USA
by the way, as there is a comic book by the name of Bloodshot
in
America
.
There are no
other differences if I recall correctly.
S.F: What are the main
differences between the Megadrive and Mega-CD versions of Bloodshot/Battle
Frenzy?
J.B: The first thing is music. The Megadrive version only had
ambient sounds, the MegaCD version had an excellent soundtrack
by composer Mike Ash. Technically, the Mega CD had much
less main RAM than the ROM of the cart, so I had to adapt the
game to get it in the lower memory. (You can of course load of
the CD but we didn’t have time to do that during the game,
plus we were using the CD for the music). I dropped the sample
rate of the sound effects for instance. I also redid the
levels a bit so that each level was under the target RAM, so
there are fewer types of enemy per level. However we were able
to include an enemy that we hadn’t had memory to fit on the
Megadrive version. The Mega CD had a faster CPU but because I
couldn’t have the great big block of pre-generated code I
had to go to a slower manual main loop for the renderer, so I
think the effect was it was about the same speed.
S.F:
Zero Tolerance uses
a cable for link up gaming, does Bloodshot
support this cable or was it planned? Was there any
correspondation between Accolade and you for the use of
it?
J.B: Zero
Tolerance was of great interest to us during development
as that was the only other Megadrive FPS being done that we
were aware of. I never saw a link cable or had the SDK.
I think my view at the time was that split screen mode was
better for arcade games.
S.F: On Theme
park; What enhancements does the Mega-CD version of Theme
park has?
J.B: Music streamed from
CD, plus full motion video, plus it’s a bit quicker because
of the
faster CPU.
S.F: What format was
used for the added cut scenes in the Mega-CD version of Theme
park?
J.B: We used a custom format done for us by developer Interactive
Studios, now known as Blitz.
S.F: The
Mega-CD had a internal memory function, why wasn't it used for
saving? Was the amount of data too large to fit?
J.B: Yes, this was the
subject of a heated debate between myself and producers at Acclaim.
I would have loved to have used the internal memory for saving
but I think I only had about 100K to use and the saves were
going to weigh in at several megabytes. Digital compression
wasn’t going to be effective enough unfortunately.
S.F: Did you also work
on other Megadrive/Mega-CD releases that were cancelled?
J.B:
Funnily enough no, I was quite lucky there.



^Just some of the games Jim worked on
S.F:
Could you tell a little more about Saturn Crimewave,
was it an all new game or a port of
an earlier version?
J.B: It was an all
new game, designed by the team (myself, Joe Groombridge and
David Banner) specifically for the Saturn. The reason it was
on the Saturn is that the devkits were cheaper so we
couldn’t get a PlayStation kit at the time. The idea was to
do an isometric type game with 3D hardware. Because the
perspective was fixed we could pre-render the cars as sprites
(we used 3D Studio). I though that was a neat idea but
everyone was doing full 3D then and the isometric view was
never all that popular. I really liked driving combat games
and large environments which is where the idea for the
streaming continuous environment came from. It is fair to say
the game didn’t come out the way I liked – the team was
too small to do what we wanted. I made a lot of mistakes on
the project.
S.F:
One of the main criticisms Crimewave
got was the low frame rate it ran on. Why was this?
Was it a lack of RAM or main processor speed? Does it use both
SH2 processors?
J.B: It’s a fair criticism. I
made a bad decision to attempt to stream the graphics from
disk without limiting the quantity of graphics in each sector.
I worked for months on trying to improve the frame rate but I
had tied my own hands on the early decisions. I was really
unhappy with the frame rate and the stalling.
S.F:
Crimewave sports a two player mode which uses
split screen, wouldn't the Saturn link-up
cable be something that could've been used to great extend
here?
J.B:
It would’ve been, unfortunately the view is it wouldn’t
have added enough sales.
S.F:
The Japanese copy of Crimewave supports the
Arcade racer and
Mission
stick but wouldn't the analogue pad have been a better option?
What are the other notable differences between the different
versions?
J.B: I agree, I
didn’t get an analog stick to work with until we had
finished the game. The reason there is a little bit more in
the Japanese version is this one had several months
development over the other versions.




^Clockwise from top left:: Prince of
Persia (MD/Genesis) , Bloodshot
(Mega-CD) , Theme park (Mega-CD)
and Crimewave (Saturn)
S.F:
Crimewave
features a screen rotation option; a nod at the days of
vertical arcade cabinet screens?
J.B: Absolutely.
It was just a silly idea I came up with and implemented, we
left it in the game on
a cheat code for fun. I wouldn’t recommend having your
monitor in its side for too long though, they don’t seem to
benefit from it.
S.F: What was working with the
Saturn hardware like for you and which equipment was used
during Crimewave
development?
J.B: I liked the
Saturn but it is a hellishly complicated machine to work with,
with the dual processors and everything. I didn’t even use
the Sega libraries (which was typical of the way I used to
program back then). To be fair though it’s probably no more
complicated than the PS2 to work with but there was only me
working on Crimewave for the most part. The equipment used was
one of the original Saturn devkits and SNASM if I recall
correctly.
S.F: Any tidbits? Artwork, early screens, missing featuring we should know
about?
J.B: There’s
nothing hidden in the game other than the cheats which are
widely available. Pretty much everything we modeled made it
into the game, apart from a train that I couldn’t work out
how to program in time. The only thing to mention is the shop
fronts in the red light district areas that feature risqué
artwork. The artist Joe Groombridge used to see how far we
could go before they’d tell us to take it out – and they
never did. We did have to take out a confederate flag on
top
of a car for the American release because they thought some
people might be offended.
It is worth mentioning that the levels were made by the artist
and designer David Banner on an ordinary Saturn using a built
in level editor. We used to save to a 128K memory cartridge. I
toyed with the idea of leaving that in on a cheat but
didn’t.
S.F: Which game (out of
all projects on SEGA machines) are you most proud of?
J.B: It
would have to be Bloodshot because there was so much
innovation in the way it was programmed.
S.F: Tell us about the games
have you worked on since Crimewave, such as Warrior
Kings: Battles?
J.B: Many thanks
for your interest. After Crimewave I designed a game at
Eidos but since Crimewave tanked they didn’t
want me to do it, so I left and went to Sony where I
worked on the original This Is Football (PlayStation),
mainly on the physics. I then went to Black Cactus and
worked on Warrior Kings. After that I had a spell at Climax
on a great game called The Final Option (multi
platforms) but the client ran out of money and the game was
cancelled.
S.F: What can we expect from Jim
Blackler in the future? Any next generation console
titles planned?
J.B:
I’ve been working at
Criterion on RenderWare since The Final Option was cancelled.
I don’t rule out a move back into games in the future.
Many, many thanks to Jim for this interview.
For more information on Warrior Kings: Battles
visit Http://www.warriorkingsbattles.com