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“we were trYing<br />

to enCoUrage<br />

plaYers to<br />

eXplore and not<br />

JUst take tHings<br />

at faCe valUe”<br />

John Rowlands<br />

» [C64] Mayhem’s high-speed charge attack is considerably slower when performed in underwater sections.<br />

One downside of Mayhem’s charge, however,<br />

was that it let him take out any opponents in his path,<br />

which made it pointless to give the game’s big foes<br />

huge hit-counts, as Steve acknowledges. “In charge<br />

mode, Mayhem was pretty much invincible, apart<br />

from falling into gaps. So if you could stay up on the<br />

platforms you could just kill everything. It’s just that you<br />

had to know the level layout before you got to the big<br />

monsters so you could charge them.”<br />

But in order to make their game more than a<br />

high-speed monster mash, the Rowlands brothers<br />

hid bonuses, such as extra lives and time, around<br />

Monsterland. “We were trying to encourage players<br />

to explore a bit and not just take things at face value,”<br />

John reasons. “It wasn’t just charging around at 100<br />

miles per hour, it had elements of exploring and being<br />

rewarded for that. And also at that speed you would be<br />

missing out things in the landscape that went past in a<br />

blur if you were charging.”<br />

Another consideration for the brothers was their<br />

game’s soundtrack, which Steve remembers using<br />

to give audio cues to reflect the nature of Mayhem’s<br />

upcoming challenges. “We just wanted to make it<br />

reflect the area you were in. So if you were going<br />

towards something it would impact what was coming<br />

up. A whole section would have slow stuff, say, and<br />

when you came up to it, it would change into slow<br />

music. So you knew you should be taking it a bit easy<br />

and not be charging around.”<br />

An equally innovative system came in the form<br />

of optional, rather than obligatory, restart points,<br />

although John views these more as an evolution.<br />

“With Creatures, we had the restart points fixed; with<br />

Mayhem, it was taken to the next level. And playing<br />

Mario, at the time, sometimes could feel frustrating.<br />

You would die and then you were all the way over<br />

there. So we wanted to avoid that.”<br />

the brothers also devised a novel<br />

ending for the colourful versions of<br />

their game’s levels, where Mayhem<br />

was required to run – or skilfully skid<br />

– over a chequered section in order<br />

to complete them. “A lot of people would just run<br />

across the line,” Steve notes. “It was hard to time<br />

the skid to get across them, but it was something to<br />

do right at the end. Another little bonus.” John adds:<br />

“And the chequered line – the look of that – was easy<br />

to identify. Whatever the world looked like, as soon as<br />

you saw the black and white checks you knew that<br />

was where you had to go to. And obviously you<br />

saw it in sad versions of the levels, so you thought:<br />

‘Right, I know when I complete the happy version<br />

where I’m going to.’”<br />

Final touches to the Rowlands’ seemingly everevolving<br />

game, by this stage known as Mayhem<br />

In Monsterland, included atmospheric pre-level<br />

animations depicting forthcoming terrains. “The ‘Get<br />

» [C64] Mayhem bounces on the back of a passing owl in order<br />

to reach a high platform.<br />

32 | RETRO GAMER

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