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| MONTY PYTHON'S FLYING CIRCUS |
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| Published | ||||||
| October 1990 | ||||||
| Publisher | ||||||
| Virgin Games | ||||||
| Developer | ||||||
| Core Design | ||||||
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| My Role | ||||||||
| Atari ST | Programming, Graphics and Design | |||||||
| Commodore Amiga | Programming, Graphics and Design | |||||||
| Commodore 64 | Graphics and Design | |||||||
| Sinclair Spectrum | Graphics and Design | |||||||
| Amstrad CPC464 | Graphics and Design | |||||||
| PC | Graphics and Design |
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How do you develop a game based upon Monty
Python's Flying Circus? |
The foot of
Venus from Bronzino's classic Allegory,
carefully crafted in exquisite pixel detail... |
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After spending a whole weekend solidly watching the entire output of the Monty Python team and taking many notes, a solution was proposed. The game was to be a side-scrolling blend of arcade adventure, platform and shoot 'em up games in which Mr. D P Gumby (the only character that had been played by all members of the Python team) literally loses his mind and embarks on a quest to retrieve it. And all drawn in a unifying style inspired by Terry Gilliam's distinctive cartoons. |
Irrelevant Caption Number 17: The Cheese Elevating Moment. |
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The device of detaching Gumby's head and gluing it to a variety of bodies gave us the surrealism we needed and put mastering a variety of different control systems at the centre of the game. On the first level, players had to get to grips with 'fish control' in which the swimming Gumby (with the body of a large halibut) had to be navigated through a number of pipes and drains. The second, more traditional level saw Gumby reunited with his body navigating a surreal landscape made entirely of body parts. Level three saw Gumby's head on a chicken's body, fighting gravity with some 'Mr Heli' style blasting, and finally the fourth level saw Gumby in human form again leaping across platforms inside a giant machine while throwing fish at rather camp soldiers. To finish off, Spam-bonus sub-screens had Gumby's head bouncing around on a spring with a boot attached to it, collecting, Spam, Eggs, Sausage, Beans and yet more Spam. |
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Add to that an 'Argument' Sketch sub-game at the
end of each level, a scoreline that counted backwards from 99999999 (the
maddest suggestion of the lot from the guys at Virgin, that although
made a mockery of the score seemed to underline the insanity of the
game), a 'Cheeselok' protection system that required you to identify
cheeses to gain access to the game and in excess of 100 individual
Python references. |
| Additional Credits | ||||||||
| Dave 'Ken' Pridmore | Music, Amstrad and Spectrum Programming | |||||||
| Chris 'Egon' Long | Commodore 64 Programming | |||||||
| John Kirkland | PC Programming | |||||||
| Bob 'Goth' Churchill | Additional Design |
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| TEXT © SIMONPHIPPS 2005 |
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