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34:00
Kit form so maybe they might have
34:02
like, you know a less destructive solution
34:04
They're just showing this as a as
34:07
a proof of concept Yeah,
34:09
I mean if it's if it's based on that, I mean,
34:11
I imagine if it this is like a retailer that's doing
34:13
it I mean, I'd imagine you give
34:15
them your wonder swan They'll open it up
34:17
They'll do the mod for you and by the looks of it
34:20
They'll put some kind of video output on there whether
34:22
it's HDMI whatever so you can plug it into your TV Which
34:25
is how I imagine they'll do this. But um,
34:27
yeah, I mean I always like seeing Handheld
34:30
systems because it is interesting when you see them
34:32
actually hooked up to a TV I was finding
34:34
interest in the sort of a Gameboy player. Yeah,
34:36
it's gonna blew my mind. It's like weird It's
34:38
cool. And so I do like seeing that and
34:40
apparently I was wondering kind of
34:42
how because you mentioned about that aspect ratio change
34:45
I wonder how you do that But
34:47
apparently hold down like start on the super Nintendo controller and
34:49
that changes it into vertical mode So
34:51
that would work on the screen. So yeah,
34:53
I mean it does look quite cool I
34:55
didn't realize quite how many the sell 3.5
34:57
million wonders ones. Yeah So
35:00
pretty well, it's just never got released elsewhere
35:03
Interestingly, but yeah, like I say as a teenager
35:05
my mate had them. It's so random So if
35:07
I get this fitted though, gotta have a trip
35:09
up to Tokyo, but you know, she wouldn't mind
35:11
that Joe You've loved it there didn't you? I
35:13
did I did love it there and we're all
35:15
about going again Maybe
35:19
wonder swans are much more available there and and
35:21
a bit less of a rare item Do
35:24
you remember pricing Joe? Did you see any of them when you're out
35:26
there? No, I can't remember seeing any
35:28
but I wasn't really on the hunt for them
35:30
But yeah looking on eBay if you want to
35:32
buy one in the UK about a hundred pounds
35:34
if you want to get one From Japan and
35:36
get it, you know shipped over you're looking about
35:38
50 quid plus shipping. Oh, okay. Cool Well,
35:41
if you've got one and you want it Hooked up
35:43
TTV looks like they're gonna be doing that throughout June and
35:46
July I'll link that tweet up if you can read Japanese
35:48
near in the area might be handy now
35:50
this one final story before we hop into our
35:52
chat with Ian Oliver and This
35:55
is something else I always like seeing as
35:57
well when someone takes a previously very popular
35:59
popular game mechanic and you know, franchise everybody
36:01
loved and kind of turns it on its
36:04
head and Swaps it around
36:06
a little bit because someone's actually
36:08
made Contra into a third-person shooter.
36:10
This is a Contra Reforged
36:13
this is very interesting. It's a
36:15
why I say it's a mod of Contra It
36:17
looks like it's been built from the ground up
36:19
Rob. Yeah in some sort of on
36:22
real engine or something like that but very
36:24
reminiscent of a very early
36:26
ps1 game graphically but
36:28
they've taken the graphics of
36:32
Contra one and kind of rebuilt them Into
36:36
a 3d third-person shooter. It kind of reminds
36:38
me of them You remember not Duke Nukem
36:40
3d, but like the one that came after
36:42
the theft auto Did you ever see that
36:45
which was you know, the grand theft auto
36:47
above you but in Duke Nukem 3d I
36:50
never saw that no, but it really reminds
36:52
me of Duke Nukem Well,
36:55
it reminded me of Duke Nukem anyway the
36:57
third time to kill time to kill about
36:59
with it Yeah, and it's a
37:01
recreation of the first level and
37:03
it looks really really interesting. They've used
37:05
all the sound effects
37:07
and Recreated the textures etc. And
37:10
you know you play as the blue Contra
37:12
guy. I can't remember their names running
37:15
around from behind and it's interesting because this
37:17
looks really playable and it looks really fun
37:19
and Contra has
37:22
never really had
37:24
the you know quite the Successive
37:27
on 3d platforms as it did on
37:29
2d platforms in the 80s and 90s
37:32
And obviously it uses all the original kind of
37:34
music and sound effects, which is hilarious actually
37:36
here in the area sound effects Yeah,
37:39
the only thing that annoys me a
37:41
little bit about it is I don't
37:43
understand why they've done this They've made
37:45
it auto-aim So as long as I
37:47
don't mind that as long as the enemy is within the
37:50
rather large Crosshair
37:52
circular crosshair of your gun, then
37:54
your gun will lock onto that enemy But when
37:57
it locks on it sounds like a microwave beeping
38:00
at you and it really takes
38:02
me out of the game. Uh, but
38:04
this is available to download for free and
38:06
you know, it's just the first level. It's about 10 minutes
38:09
long, but yeah, I think they've done a
38:11
better version of a 3d contra
38:13
than Konami ever did. Um,
38:15
I think it's been made by somebody
38:17
called retro lead and available on
38:20
itch right now. Looks really fun,
38:22
really daft, really easy as well
38:24
with the auto lock on. There you go, Dan. So
38:27
you've got a CRT filter as well, which
38:29
is quite nice to see. And obviously it
38:31
is a Konami title, so. They're
38:34
not charging anything for this. Obviously it's
38:36
only one level demo available for Linux
38:38
and windows. Um, yeah, it
38:40
does look like, wouldn't it be great if
38:42
they ported that to like the N64 or
38:44
something? Yeah. Honestly, it reminded me of early
38:46
PS1 graphics. Yeah. Yeah. Yeah. N64, anything like
38:49
that. Evercade would be nice to see. So
38:51
if you want to get a hold of that and have
38:54
a little play, bit of a giggle this weekend, I'll link
38:56
that up. And of course, everything else we talk about, you'd
38:58
have to Google around. I save you the job every week.
39:00
Just check the notes on your podcast app or head to
39:02
the website. You can click straight through from the article at
39:04
the retro hour.com. All
39:06
right. Then before we chat to Ian Oliver, let's
39:09
take a quick moment to give a massive thank
39:11
you to one of our
39:13
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39:32
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39:35
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39:41
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You know, you need those these days because nobody carries cash
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41:00
the show notes and get ready
41:02
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41:05
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41:07
lot more of this. Alright
41:11
then well thank you so much for checking out the news
41:14
this week. We'll have more for you next Friday. A little
41:16
reminder and I know we ask this a lot but it
41:18
is a really easy way you can help
41:20
us out because we appreciate reviews don't
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we on podcast apps and it's not just to mass
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our jar ego although I will admit when we do
41:26
get a nice review which is you know thankfully
41:29
most of them Ravi always
41:31
takes a screenshot and sends them over and
41:34
you know whatever we're doing Geoff I mean you're out at work and you
41:36
just read that. There's a lot of spring in your
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step doesn't it? A little smile on your face. Absolutely. Well
41:40
you're hard at work so we do appreciate those
41:42
but really the main reason that we like getting
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their five-star reviews and nice comments is that it
41:47
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41:49
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if you can't support the show on Patreon we completely appreciate
41:56
it. Everyone can. That's another way that you can really help
41:58
us out so we'd hugely appreciate that. local
1:14:00
hotel with loads of machines
1:14:02
set up, testing and testing and testing. They
1:14:05
couldn't give us any practical help. We carried
1:14:07
on using the PDS system, which was really
1:14:09
great on 8-bit. But when
1:14:11
it was adapted for 16-bit, it was
1:14:15
not adapted enough, so it was creaking at
1:14:17
the seams. So whenever we made a change,
1:14:19
it was taking us five minutes to see
1:14:21
the outcome of that change, which
1:14:23
is too long, really, in my opinion.
1:14:26
So we were struggling a little bit there. I
1:14:29
just remember the last few months of development as
1:14:31
being immensely painful. Partly
1:14:35
because we were trying to do something fairly
1:14:37
ambitious. Also, there were some bits we didn't
1:14:39
really know that well how to do and
1:14:42
we'd left them till the end, of course. And
1:14:46
we were having to do
1:14:48
the really, really difficult bits under immense strain.
1:14:51
Yeah, it had quite advanced AI
1:14:53
and strategy elements to it as
1:14:55
well for its time. It
1:14:57
did. And there had been some
1:14:59
remakes and I don't think any of the
1:15:01
remakes have ever fully captured what we were
1:15:03
doing there. Graham
1:15:05
and I were into the
1:15:08
fantasy role playing games, rolling
1:15:10
the 20-sided dice kind of thing. And
1:15:14
all of the kind of supply
1:15:16
structure, the links between the islands
1:15:19
and the routing of supplies
1:15:21
and the tactics of the enemy carrier,
1:15:23
they're all done for real. And
1:15:26
battles on islands are done for
1:15:28
real twice. If you're
1:15:31
at an island, we
1:15:33
unpack all of the structures
1:15:36
to do with the resource of the island and put
1:15:38
it into 3D and the battle occurs in 3D. And
1:15:41
if you then leave the island, we take all
1:15:43
of those 3D assets and we pack it down
1:15:46
to everything needed to carry on
1:15:48
doing it in a kind of stochastic, rolling
1:15:50
the dice way. And
1:15:52
there was a lot of effort involved
1:15:54
in that. And the enemy carrier was
1:15:56
making decisions on where to go to
1:15:58
be for supply lines. when
1:18:00
you move in between islands. PC
1:18:03
version, we had time
1:18:05
to work on all of the strategy
1:18:08
and really improve the AI and
1:18:11
et cetera, et cetera, and add a lot of new features.
1:18:14
But with it being a PC
1:18:16
in the very early days, the sound sucked. So
1:18:19
I actually worked a year or so back
1:18:21
with a guy who did
1:18:23
the entire right spy out of carrier command
1:18:26
with one of his guys to put
1:18:29
some more modern sound. OK,
1:18:31
by more modern, I mean, 90s sound into...
1:18:34
Not the PC speaker, yeah. Not the
1:18:36
PC speaker, no. To actually
1:18:38
do one of the very early sound
1:18:41
card support in there and fixed a
1:18:43
few codes in a code base. I
1:18:45
hadn't touched with 35 years, which
1:18:47
was great fun. You know, it's interesting, as
1:18:49
well, you mentioned about doing the ports there. That didn't
1:18:51
even cross my mind. That game came out on seven
1:18:54
different platforms, even the Mac. Are you
1:18:56
guys doing all the ports it has, then? The only one
1:18:58
we didn't do was Commodore 64. Yes,
1:19:00
we did them all. I
1:19:02
think I did the Mac version single-handed, including
1:19:07
modifying a Mac to have the development
1:19:09
interface, you know, piggybacking
1:19:11
chips inside it. Yeah,
1:19:14
we did them all. The
1:19:16
Z80 versions were done by Andy
1:19:19
Onions, and what a heroic
1:19:21
effort that was. I didn't think
1:19:23
he could do it, but he got
1:19:25
stuck in and he did the Spectrum 128
1:19:27
version. Yeah, we did loads of
1:19:29
versions. I've still got the contract for Carrier Command,
1:19:33
and we said we'd do it
1:19:35
in six months on eight platforms, and I can't remember
1:19:37
whether I signed it on the day
1:19:39
after or the day before my 24th birthday, but
1:19:42
yeah, that's how young we
1:19:44
were, and we'd already got an awful lot of released
1:19:46
games under our belts by then. Oh,
1:19:48
after real time, you founded a company
1:19:51
called Cross Products. What
1:19:53
kind of led you there? Well, there was
1:19:55
actually massive overlap. I
1:19:57
mentioned before we were struggling with
1:19:59
PDMs. on the 16-bitters. So
1:20:02
were Vector Graphics,
1:20:04
who were fairly
1:20:06
close to us in Leeds and ended up in the same
1:20:08
building. And I
1:20:11
think it was Andy Craven said, are we going to
1:20:13
be in the same situation in a year's time? Or
1:20:16
are we going to take control of our own destiny?
1:20:19
So I said, yeah, let's do our
1:20:21
own development system from scratch. And
1:20:25
we used some subcontractors, and we threw some
1:20:27
money in a hat. And we
1:20:30
started off cross products in
1:20:32
88, 89, basically
1:20:35
saying, let's take a completely different approach to all
1:20:37
of this and do it on
1:20:39
a PC and use
1:20:42
a far better way of doing links
1:20:44
to the computer using SCSI
1:20:46
links, it was, which is what
1:20:48
actually I added to a Macintosh. I added
1:20:51
a SCSI interface. So there was a massive
1:20:53
overlap between cross products and
1:20:56
real time. But real time, we were kind
1:20:58
of tilling it off a little bit, and
1:21:01
cross products were taking more and more of my time.
1:21:03
I think the one project I remember where
1:21:07
they kind of came together must have been in 1991. We
1:21:11
had got a contract
1:21:14
with Sega of America to
1:21:17
port a couple of Electronic
1:21:19
Arts PC games to the
1:21:21
Genesis slash Mega Drive. And
1:21:24
the games were Abrams
1:21:26
Battle Tank, which we completed, and
1:21:30
what was this San Francisco Racer 1? Racer
1:21:32
around San Francisco, something like that. Streets
1:21:35
of San Francisco, I think it was called, which
1:21:38
we didn't do because we just can get enough speed out
1:21:40
of the machine for racing
1:21:42
around skyscrapers. So we
1:21:45
got the contract. We got
1:21:47
some information from Sega. I
1:21:49
very quickly extracted the 68,000 CPU from
1:21:51
a Genesis and
1:21:56
added a piece of homemade hardware of
1:21:58
my own. You'll find pictures of it. of it on the
1:22:00
web. I did some big
1:22:02
stacks of RAM, I mean literally stacks of
1:22:05
RAM sold on top of each other in
1:22:08
place of a mask ROM and a SCSI
1:22:10
chip and wrote the code and got back
1:22:12
working with our own development system and
1:22:15
started working on the game. You
1:22:18
know, a few things were happening at once. I was
1:22:20
doing that Abrams battle tank game and
1:22:22
forging close to the solution with Sega of
1:22:24
America. We were
1:22:28
taking my hand built
1:22:30
prototype piece of hardware and making it into
1:22:32
a commercial product. And
1:22:34
I was getting close to the end of
1:22:37
Abrams. And this is the second project where
1:22:39
you felt it's almost writing itself. I
1:22:42
did it single handed. It
1:22:44
came together really quickly. I mean,
1:22:46
it was a port of a PC 3D game
1:22:49
to the Genesis. So it was never going to
1:22:51
be, you know, the next
1:22:53
Shinobi or the next Sonic the Hedgehog.
1:22:55
But it did very well. I'm quite
1:22:57
early on for Sega of America. And
1:22:59
in a book
1:23:02
that's been published about Sega of America, they can
1:23:05
both those are their credit to it was being the
1:23:09
Genesis game that
1:23:11
convinced that Sega of Japan. Well, actually, maybe these
1:23:13
guys do know what they're doing. Maybe there are
1:23:16
some decent coders out in the West. So
1:23:18
yeah, that came together well. But I
1:23:21
went out to San
1:23:23
Francisco for 10 days,
1:23:25
10 to three weeks to
1:23:28
finish the game. Took my,
1:23:30
you know, hand built load of junk
1:23:32
with me and sat
1:23:35
in the inevitable cubicle there and started coding
1:23:37
away, working on the bug list and adding
1:23:39
new features and what have you. And
1:23:42
people come back and go, Oh,
1:23:45
I shot this tank here with this weapon
1:23:47
and something disappeared. There was no explosion. It
1:23:49
was like, Oh, okay. Well, let
1:23:51
me have a look. And I went, well, the
1:23:54
reason for that is because I'm a muppet and
1:23:57
the piece of code for what happens when that hits that.
1:24:00
registers its died but doesn't do an explosion. So I'll cut
1:24:02
it all up, I'll just take that one there, put that
1:24:04
in there, da da da da da. And
1:24:07
I said, right, if you stay there and grab the
1:24:09
joystick, I've taken you to that level with invincibility, play
1:24:11
it again and check it works. And the
1:24:13
guy was like, what did you just do? And
1:24:15
I was like, Cody, Cody, Cody,
1:24:17
press button, code now running on console,
1:24:19
you test. He was like, that quickly,
1:24:21
he was like, yeah. And he went, okay,
1:24:24
I'm gonna go and get Bob. So
1:24:27
he goes off and gets Bob. So everybody ended
1:24:29
up coming by my cubicle to chat with the
1:24:31
strange English guy and see how the hell it
1:24:33
was I was coding so quickly for it. What
1:24:36
a great advert for your product though. It
1:24:39
really was. So over the next
1:24:41
few months, Sega
1:24:43
became my biggest customer for
1:24:46
Genesis Development Systems. We
1:24:49
had a close working relationship which
1:24:51
got even closer under really
1:24:54
strange circumstances. You
1:24:56
know, you've been running
1:24:58
your own small companies as a
1:25:01
scruffy engineer in Leeds
1:25:03
in the grim North for a decade.
1:25:07
And something strange
1:25:09
happens, which is electronic
1:25:11
arts get in touch and said, can you come and see
1:25:14
us down in somewhere grim like
1:25:16
slough? I can't remember. Cause we want to
1:25:18
talk about strategic relationship. So
1:25:20
we popped down to see them and we went, actually
1:25:23
the strategic relationship is we want to
1:25:25
buy your company. We're like, okay,
1:25:28
fair enough. Let's talk about
1:25:30
it. Oh, we can't. You need to go out to America
1:25:32
and talk to them. So,
1:25:34
well, actually we
1:25:36
are there next week. So yeah, we'll pop in and
1:25:38
see them. We'll see if anything happens. So
1:25:41
we're out in California the next week and we
1:25:43
popped into CEA and
1:25:46
I got in touch with a few of the people in
1:25:49
the Bay area, customers, et
1:25:52
cetera. And I spoke
1:25:54
to Joe Miller at Sega. I said, hi,
1:25:56
Joe, we're in the area. She
1:25:58
would pop in and said, oh, definitely. to
1:26:00
talk about strategic relationship. I thought,
1:26:02
okay. So we went to see
1:26:04
EA in the morning and EA
1:26:06
kind of went, oh yeah, we wanted to
1:26:09
buy your company, but you need to do all
1:26:11
the business plan and cashflow analysis to show that
1:26:13
it's gonna be a good idea. And
1:26:15
I kind of thought, I'm not sure it works that
1:26:17
way. It's like, why do we need to do that?
1:26:20
Well, we want to buy your company, but CD management
1:26:22
are convinced. And the easiest way is if you just
1:26:25
do a good presentation to show it's a good app. We
1:26:27
were like, okay. So
1:26:29
we said, we'll go for lunch. We might be back.
1:26:31
We didn't go back. And we
1:26:33
went to see Joe Miller at Sega in the
1:26:35
afternoon. He said, actually this strategic relationship is we
1:26:37
want to buy your company. And
1:26:39
here's the sum we had in mind. We're like, well,
1:26:42
that's more how it's supposed to be done. Some
1:26:47
professionalism finally. Yeah, some professionalism.
1:26:49
So yeah, in
1:26:51
94, Sega bought cross products
1:26:53
from us. Real time was
1:26:55
pretty much shut down by then. Abrams
1:26:58
was the last game I
1:27:01
personally worked on because
1:27:03
I was far more into cross products, which was
1:27:05
ramping up very quickly. And then
1:27:08
I went from being the aforementioned scruffy
1:27:10
engineering leads who'd always run his own
1:27:12
company to reporting into
1:27:15
Sega of America. And
1:27:17
they had bought us to do
1:27:20
the development tools for, we'd
1:27:23
already done Mega CD on top of Genesis
1:27:25
and things like that. And they wanted us
1:27:27
to do 32X and Saturn. They'd
1:27:30
made a start themselves and
1:27:33
some parts have gone well and some parts have
1:27:35
gone not so well. And they really
1:27:37
needed us to fix all of the not so well
1:27:39
parts, which we did. And
1:27:42
the tools kind of worked, but not as much as
1:27:44
if we'd had a blank canvas. But
1:27:47
I got on well with all of
1:27:49
the Sega of America people. I engaged
1:27:51
fully and was out there once
1:27:53
or twice a month and
1:27:56
was there all the way through the 32X and
1:27:59
the Saturn time. Were
1:28:01
those difficult times at SAGIX and other products
1:28:03
were even though they were innovative? Obviously they
1:28:05
didn't quite have the success in the West
1:28:07
that I imagine they hope. Yeah, there is
1:28:09
a book, I think it's called Gaming at
1:28:12
the Next Level, about the whole history of
1:28:14
SAGRE America and all of the struggles
1:28:17
and disagreements and nobody
1:28:19
quite knowing the right thing to do, but everybody
1:28:21
wanting to do the right thing. It
1:28:23
all comes out in the book. There were
1:28:25
difficult times, competition
1:28:28
was hot and in retrospect
1:28:30
you go, well, it's obvious they were going to be
1:28:32
the major competition and it wasn't obvious at the time.
1:28:35
And should SAGRE have done this,
1:28:38
should they have done that, should they have
1:28:40
gone straight for Dreamcast, this kind of thing?
1:28:42
Well, maybe. I don't have fond
1:28:44
memories of 32X and Saturn. We've
1:28:47
got development systems working for
1:28:49
them, but there were a big
1:28:52
muddle of a machine with lots and lots of processes
1:28:54
and buses and it was just a bit of a
1:28:56
mess. And Saturn
1:28:58
was never designed to do 3D and it
1:29:00
could be persuaded to do it,
1:29:02
but not easily and not efficiently and not
1:29:04
the way everybody else was
1:29:07
doing Polygon 3D. It
1:29:09
was made for those 2D arcade games
1:29:11
already. It was 2D, 2.5D. So, I
1:29:13
mean, you could do games like Sega
1:29:15
Rally Championship, but you had to be
1:29:17
really, really good. An awful
1:29:21
lot of companies did not have engineers who were good
1:29:23
enough to do that kind of thing. So
1:29:27
Dreamcast, it was a different
1:29:29
approach. There was, again,
1:29:31
an awful lot of disagreement in the early
1:29:33
days. And what
1:29:36
was interesting was there have
1:29:38
been earlier machines suggested
1:29:40
based around SH3E, which is an SH3
1:29:42
with a floating point unit, and we
1:29:44
actually started work on a
1:29:47
machine there. But then, you know,
1:29:49
the SH4 was mooted and Hitachi was
1:29:51
still in the design stage. And
1:29:55
the American side wanted to
1:29:57
put together a machine. based
1:30:00
on SH4 and the 3D effects
1:30:02
chipset. And the Japanese
1:30:04
side were far more in bed with
1:30:06
NEC who had a relationship
1:30:08
with PowerVR, you know, imagination technologies
1:30:11
as they became. And
1:30:14
both sides were courting us to do
1:30:16
the development system, which seems
1:30:18
strange because we were part of Sega. So you'd have thought,
1:30:20
well, we were part of Sega, so obviously we're
1:30:22
going to do it. Well, it wasn't that way. You
1:30:24
know, the Japanese side, it took quite a while to
1:30:26
convince that actually our way of doing things
1:30:29
was the right way to do things. So
1:30:31
we were working with both sides. So,
1:30:33
you know, we were getting prototypes of
1:30:35
things based on 3D effects from
1:30:38
one side and later on, actually
1:30:40
much later on prototypes based on NEC from
1:30:42
the other side. And, you
1:30:44
know, I wish I had that prototype with 3D effects
1:30:47
chipset in it. I went to find it to say,
1:30:49
I'm going to put this in my loft and sell
1:30:51
it on eBay in 30 years. And it disappeared from
1:30:53
wherever it was. Somebody else had a way with that
1:30:55
one. But I was going to say,
1:30:57
that'd be interesting to see because it's kind of a
1:31:00
proto dream. It would. But, you know, to
1:31:02
say it was a bunch of hardware just
1:31:04
to shake out the silicon, the SH4 at
1:31:07
the time, the floating point registers were right
1:31:09
only in that you could write to them,
1:31:11
but there was no read path, which isn't
1:31:13
that useful. So, you know,
1:31:15
it was early days for the chips, but
1:31:18
it became inevitable. The Japanese side were going
1:31:20
to win in
1:31:22
97. The ownership of cross products moved
1:31:24
to Sega of Japan. So rather
1:31:27
than me being scruffy engineer
1:31:29
reporting into an American company, I was
1:31:31
reporting into the Japanese side. So rather
1:31:34
than going to America once or twice a month,
1:31:36
I started going to Tokyo once or twice a
1:31:39
month. We started working
1:31:41
like Billio on
1:31:43
the Dreamcast development system. So
1:31:46
we were in all of the early
1:31:49
meetings where we
1:31:51
were feature stuffing the SH4 to add everything we needed
1:31:53
to do the job. So we added 20% to the
1:31:55
SH4 die size in kind of Sega
1:31:59
products. private features and going
1:32:02
through the whole fairly
1:32:04
painful Dreamcast development process really.
1:32:07
The development system wasn't painful, but
1:32:10
just everything had to be
1:32:12
done so quickly on Dreamcast and everybody
1:32:14
working on the silicon was having problems and
1:32:16
the GD Drive was a problem. But
1:32:20
we ended up doing all of the
1:32:22
development hardware, development software, the
1:32:24
emulator for the GD
1:32:26
Drive, the set
1:32:29
five development system, loads of the hardware
1:32:31
boards for that. We did the
1:32:34
code for building together the GD
1:32:37
Drive data structure so people could drop files
1:32:39
in and move things around and then we
1:32:42
did the code for burning that
1:32:44
onto the writable disks and a
1:32:46
mass disk duplicator. Sega were throwing
1:32:49
project after project at me,
1:32:51
particularly if it involved a
1:32:53
mixture of hardware, software, documentation,
1:32:56
you know, matter engineers, bit of software on
1:32:58
the PC, all that kind of thing. So we had
1:33:00
an awful lot going on in the Dreamcast development process.
1:33:04
Did it feel like a lot was riding on Dreamcast because
1:33:06
obviously that was, you know, their exit from the console market
1:33:08
after that didn't compete quite as
1:33:10
well as they hoped with the PlayStation 2, I
1:33:12
imagine. Did it feel like they were kind of
1:33:14
banking the farm on it a bit? It was,
1:33:17
as you say, banking the farm. It was, that
1:33:20
was the only gaming town. It
1:33:22
had to work. It probably deserved to
1:33:24
work. In many ways it was ahead of its time.
1:33:28
But I think relationships
1:33:30
with some of the big software
1:33:33
houses have been soured a little bit.
1:33:36
So Sega was very dependent on Sega
1:33:39
and not many other people for the launch
1:33:42
games. So Dreamcast
1:33:44
did okay. I saw that from memories
1:33:46
of the Dreamcast, but ultimately I think
1:33:48
we have to accept it was a
1:33:50
failure. For me personally
1:33:52
and for cross products, it was a
1:33:54
good time. When the
1:33:56
ownership of cross products moved to Sega, I
1:33:58
was reporting to some people. somebody who got
1:34:00
a tiny office about three levels down in
1:34:02
the building. Because
1:34:05
again, it was like, to
1:34:07
some of the higher levels were a bit of
1:34:09
an unknown quantity with these strange Westerners who'd done
1:34:11
this development system. And, you know,
1:34:14
we're not one of their big partners like
1:34:16
Zach's doing emulators. And I
1:34:18
just kept doing what was asked of me and delivering the
1:34:21
goods. And the
1:34:23
next thing you know, somebody says, oh, you don't report to
1:34:25
me anymore. You report to my boss's boss. And
1:34:29
shortly afterwards, I was reporting to
1:34:31
show it to a remusory who
1:34:34
had been brought in to manage
1:34:36
Sega, who was
1:34:39
president of Honda of America, a very
1:34:41
highly connected guy. So I was reporting
1:34:43
directly to a remusory, a remusory Sam.
1:34:46
And by the time
1:34:48
we shut down Dreamcast on the day we
1:34:50
announced it to the press, I
1:34:53
was fire them reporting directly to Hideki
1:34:55
Sato. And I was having a private
1:34:58
lunch with him in his office on the top floor on
1:35:00
the day we announced it
1:35:02
all. So what
1:35:04
memories have you got of that? Cause that must have been a tough
1:35:06
time. It was a tough time. And I
1:35:09
do wish I hadn't commuted back from the
1:35:11
office where in my Sega Dreamcast jacket was
1:35:13
cigarette across the back. But
1:35:17
that attracted some attention. I
1:35:19
kept having people go, hang on, hang on. Let
1:35:21
me get my microphone out of my backpack. It's
1:35:24
like, no, I'm not allowed to tell you anything.
1:35:26
I'm just a scruffy and engineer from Leeds who's
1:35:28
in the stolen jacket. Go away. It
1:35:31
should have bought a Sony jacket. Yeah. Some
1:35:33
kind of cover. So yeah, I was with Dreamcast throughout. It
1:35:36
was obvious after Dreamcast died
1:35:39
that Sega had
1:35:41
no more use for cross products and
1:35:44
they could have shut us down or they
1:35:46
could have said, break it up, get however
1:35:48
much money you can. And
1:35:50
they actually said, what we want is the
1:35:52
best for you and your team because you've
1:35:54
done everything we asked of you. We
1:35:56
can't give you an infinite amount of time,
1:35:58
but take the time you've got. need to
1:36:01
find a buyer for the company, try and
1:36:03
maximize the amount
1:36:05
Sega will get, but try and
1:36:08
keep your team together, you know,
1:36:10
if it has to be broken up, do
1:36:12
it. So they really worked well with me to find a
1:36:15
new home. It ended up
1:36:17
being with Imagination Technologies who did
1:36:19
the PowerVR 3D chip
1:36:21
in the Dreamcast, and
1:36:23
they had actually worked with me quite a bit.
1:36:26
So as soon as they found out that
1:36:29
we were up for sale by
1:36:32
October 2001, you know, a month
1:36:35
after, you know, the whole
1:36:37
Twin Towers thing, we put the
1:36:39
deal together. So 2001 until 2018, I
1:36:41
was with Imagination Technologies. That's
1:36:47
an incredible ride, you know, what a jet in
1:36:49
the industry. It
1:36:51
really is. I mean, you know, I read this book on
1:36:53
the history of Sega of America, and I was like, I
1:36:56
think I'm first mentioned in a chapter in
1:36:58
page 47, and I remember the whole
1:37:01
way through. So yeah, it was quite a
1:37:03
ride. And nothing planned.
1:37:05
It was just, you know, just, you
1:37:08
know, well, you know, that worked
1:37:10
or that didn't work. What now? And
1:37:12
that's amazing. You know, it's like, people say to
1:37:14
me, Oh, what's it like been a games designer?
1:37:17
I was like, well, my
1:37:19
whole games career is
1:37:22
kind of bracketed by two tank games.
1:37:24
There's Tank Duel in 94. And
1:37:27
there's Abrams Battle Tank in
1:37:29
91. And you know,
1:37:31
that's sort of like a seven year span. So
1:37:33
even being generous that I managed a few games
1:37:36
after Abrams Battle Tank, you know, you can say
1:37:38
maybe I had a 10 year career and you
1:37:40
might count some of the time
1:37:42
I spent doing hardware and software development by
1:37:44
Sega, albeit not on the game side as
1:37:46
part of it. But, you know,
1:37:49
I then spent 17 years with imagination
1:37:51
technology is basically working for a chip
1:37:53
design company. And all the
1:37:55
time, you know, I'm growing the team, you know,
1:37:57
I think the time when we're required by in
1:38:01
94, I think it was maybe 15, 16
1:38:03
people, built
1:38:05
that team up to 30, 40 people. And,
1:38:08
you know, with the magic, took a smaller
1:38:11
team into imagination, but
1:38:13
then they started growing a bigger team
1:38:15
around me. So I ended up with a team of 60
1:38:17
and 70 people on
1:38:19
four continents. And I do not know how
1:38:22
many countries, but when
1:38:24
I had to do my annual pay review spreadsheet,
1:38:26
it was in 11 currencies. You can imagine how
1:38:28
much fun that was. So
1:38:31
yeah, I mean, we talked about, did
1:38:33
I want to be an engineer or a manager? I
1:38:35
started off being an engineer and got lured into doing,
1:38:38
you know, pretty much full-time management, struggling
1:38:40
to be hands-on at work. You
1:38:42
can't avoid those spreadsheets sometimes, can
1:38:45
you? I really couldn't avoid those
1:38:47
spreadsheets. Spreadsheets, PowerPoints, you
1:38:49
know, giving big presentations to hundreds of people, you
1:38:51
know, that's where I ended up. What
1:38:54
are you doing these days, any of you? What am I
1:38:56
doing these days? Well, imagination
1:38:58
hit hard times after Apple
1:39:01
decided to kind of drop
1:39:04
the technology and imagination ended
1:39:06
up being broken up. And my side of
1:39:08
things, because we'd bought MIPS, went
1:39:11
through American venture capitalists who fairly early
1:39:14
on decided to close us down. So
1:39:16
2017, I was made
1:39:18
redundant, but
1:39:21
I'd always intended to retire on my 54th birthday.
1:39:25
And they made me redundant three
1:39:27
months before that. So that was
1:39:30
okay. Worked out.
1:39:33
That worked out, yeah. So that
1:39:35
bought me a Tesla, that was nice. And
1:39:39
since then, I've been happily retired, but
1:39:41
I've been actually getting back down to
1:39:43
far more Hens engineering, a
1:39:45
little bit of coding, but actually
1:39:48
quite a bit more electronics. Back
1:39:50
to your first love. Back to my first love.
1:39:52
So yeah, throwing solder around and trying
1:39:55
to work out why things don't work. But
1:39:58
I try and keep busy doing my work. own projects but
1:40:00
I've also been doing a thing called repair
1:40:02
cafe where you go along to
1:40:04
a community center and people turn up with broken
1:40:07
things and as
1:40:09
quickly as you can you try and work out why
1:40:11
it's broken and get it
1:40:13
working again so you know throwing salt
1:40:16
around swapping components hooking
1:40:18
scopes up to things and generally
1:40:21
learning a lot. Do people
1:40:23
bring many spectrums and Commodore 64s a lot? I
1:40:27
haven't had either of those. I've
1:40:29
had a Genesis. I have the
1:40:31
usual Nintendo switches, Xboxes,
1:40:35
yeah an
1:40:38
awful lot of other handheld ones which were absolute
1:40:40
pain to work on. A
1:40:43
Dreamcast. I actually had a Dreamcast that
1:40:46
wasn't reading its CDs a
1:40:48
couple of weeks ago so
1:40:50
yeah but you never know what's going to come
1:40:52
through the door. It's part of the thrill of
1:40:55
it really is just somebody puts something on your
1:40:57
desk and you either go right I've worked on
1:40:59
one of these before I've got a good idea
1:41:01
or you go please can you tell me what
1:41:03
this is? You can see that of a clue.
1:41:05
You might have
1:41:07
a few of our Yorkshire-based listeners now thinking hang on
1:41:09
I've got a game gear needs recapping. Do you
1:41:12
know if I've actually got my wife's game gear
1:41:14
on my bench next to me that needs recapping.
1:41:16
I heard there are pain are they? No
1:41:19
actually I've looked through the instructions that looks like
1:41:21
a dawglet it's just I haven't got around to
1:41:23
it yet. Well Ian it's
1:41:25
been absolutely amazing to hear you know your incredible
1:41:28
career like I said what a ride that was
1:41:30
so yeah we've crammed a lot into that hour
1:41:32
I really appreciate you coming on and doing some
1:41:34
reminiscing with us it's been incredible to talk to
1:41:36
you. Well thank you thank you very much and
1:41:39
I'll look forward to hearing their hearing the final
1:41:41
thing and seeing how coherent that sounds really. Music
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