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| WOLFCHILD |
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| Published | ||||||
| Feb 1992 - May 1993 | ||||||
| Publisher | ||||||
| Core, JVG, Virgin | ||||||
| Developer | ||||||
| Core Design | ||||||
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| My Role | ||||||||
| Atari ST | Utilities, Scroll Programming, Graphics and Design | |||||||
| Commodore Amiga | Graphics and Design | |||||||
| SEGA MegaCD | Graphics and Design | |||||||
| SEGA Megadrive | Graphics and Design | |||||||
| Super Nintendo | Graphics and Design | |||||||
| SEGA Game Gear | Graphics and Design | |||||||
| SEGA Naster System | Graphics and Design |
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Wolfchild began as a concept in November 1990. At
the time it was for me an intentional break with style - having worked
on plenty of cartoon style games, I wished to test my graphical
abilities with something altogether grittier. Inspired perhaps oddly by
the inscription 'Wolfchild' that appeared on a belt worn by fellow Core
employee Bob 'Goth' Churchill the game originally saw a 'man-wolf'
stalking across a post-apocalyptic future world inhabited by giant
mutated insects. (Of course... ) |
Level 1: Fighting birdmen amongst the rigging of a flying space galleon. |
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By the time we embarked on this new revision of
the game, Capcom's Strider had made its mark, so we changed tack
somewhat and with that devised a new scenario that saw our lycanthropic
hero, Saul Morrow storming a futuristic take on the Island of Doctor
Moreau (ahem). |
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The principal gameplay came from being able to boost the main character's health up beyond a certain level at which point he would transform into a man-wolf that would then be able to fire a variety of projectile weapons. This proved to be a most useful mechanic as it really pushed the player to work to conserve their health at all times during the game with the transformation into the more powerful werewolf being a suitably satisfying in-game goal. |
It was compulsory at this point in any magazine feature to quote the old line that I used to be a werewolf but is all right noooooowww... |
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Then came a SNES variant with even more colours to contend with. Finally there was a SEGA Game Gear conversion that saw the whole lot being cut-down, resized and hacked into all manner of odd shapes under the ingenious direction of programmer Sean Dunlevy (who made the Game Gear do things that, quite frankly, the Game Gear was never designed to do). |
Level 4: And a classic action beat-em-up staple - the runaway elevator. This time populated with sharkmen on jet packs. |
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| Additional Credits | ||||||||
| John Kirkland | Atari ST, Amiga, SEGA Megadrive/Mega CD Programming | |||||||
| Sean 'Gilbert' Dunlevy | SEGA Game Gear, SEGA Master System Programming | |||||||
| Bob 'Goth' Churchill | Additional Level Design | |||||||
| Billy 'Bli' Allison | Invaluable help with animation |
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| TEXT © SIMONPHIPPS 2005 |
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