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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