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 WOLFCHILD
Published
Feb 1992 - May 1993
Publisher
Core, JVG, Virgin
Developer
Core Design
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

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... )
 
 I was all set to go - for the first time given a proper development system to code on (previously all my other projects had been coded on the Atari ST and squirted blind down the printer port to an Amiga). However, as it turned out other projects appeared and with the job of producing graphics for games getting increasingly more time-consuming I had to step aside from coding tasks to concentrate more on graphics and design. A number of projects later I was paired up with John Kirkland to make the project a reality.
  
 

Level 1:  Fighting birdmen amongst the rigging of a flying space galleon.

 

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). 
 

 

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...

 

 

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.

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
TEXT © SIMONPHIPPS 2005
www.simonphipps.com