Difference between revisions of "Interviews:Roddy"

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This interview with [[Dan Potter]] was taken by [[MetaFox]] for his unreleased DreamOn magazine. We're not sure when exactly this interview was taken - it must have been in late 2003 or in 2004 or 2005.
+
This interview with [[DJGeki]] was taken by [[MetaFox]] for the Dream On magazine #1, which was released at the Midwest Gaming Classic in 2004.
  
'''How did Cryptic Allusion begin?'''
+
'''How did you first become associated with Cryptic Allusion?'''
  
To start all the way at the beginning, I was going to do some web
+
This is a long story, so I'll try to get right to the point:
consulting
+
I met Dan at the University of Texas through a mutual friend who
for a company I was interning with for the summer in Dallas, TX. They
+
wanted to  
advised
+
start a game business within the next few years. Even though that
me that tax-wise, I'd probably end up doing best if I formed a
+
company
company to
+
never got started, Dan's "demo group" named Cryptic
do the consulting through. My task then was to come up with a unique
+
Allusion was just kind of 'there' and we decided to make something of it after we got started on Feet of Fury. FoF was originally planned to be a free-release game, with just a few of my own songs in it. Nothing fancy...but it blew up into a full-size project after we decided that this might be our shot to
name
+
"break into" the elusive boys-club that the industry seems to be.  
that someone else wouldn't have already taken, and Cryptic Allusion
 
was it.
 
I'm still not 100% sure where those specific words came from, but
 
that's
 
what I came up with.
 
  
Cryptic Allusion didn't do any more web consulting after that, and in
+
We're finally starting to see some of the effects of that now (i.e., EGM taking
fact
+
notice of the DC homebrew community), and I'd like to think that the commercial
it didn't do much of anything business related for a long time. It
+
release of FoF had something to do with the rise in interest.
sort of
 
morphed into a label for me plus any current group of friends that
 
were
 
working on something interesting. The membership of that group
 
fluctuated
 
over the years.
 
  
During my years at the University of Texas, I was approached by a
+
'''What was your position for Feet of Fury?'''
group of
 
starry eyed game industry hopefuls trying to draft me into their game
 
making effort. This included a number of people who are some of my
 
best
 
friends now, including Roddy. The original plan was to do a shooter
 
type
 
game for the PS2 (not quite out yet, at that time) and move on from
 
there
 
to an RPG project. We would get some basic stuff worked out and then
 
hunt
 
for funding, which was a pretty sound idea back in those days.
 
  
The long and short of it is that after a very exciting start, the
+
I played quite a few roles.  I was first and foremost the primary
group
+
composer of music and sound effects for FoF.  I did around 20 tracks and loops
more or less melted away. But I was too obsessed with the idea of
+
specifically for the game.  Don't even ask me to count how many sound
starting
+
effects I made. Secondly, I was the business contact and
a game company at that point, being as how it had also been my goal
+
"department head" for all things that involved licensed music.  I also gave a lot of feedback to Dan about gameplay, came up with some ideas for items/attacks
(little
+
present in the game, some menu structures, and other design ideas that never
did they know) since I was about 6 years old.
+
quite got to the "complete idea" phase. :)   I also ended up vetoing
 +
some gameplay along with Dan so that the game would be a more enjoyable experience.
  
When I started getting into DC homebrew, I saw an opportunity arise
+
That was mostly his idea, though... I think I'm a packrat when it comes to
for
+
gameplay options.  I almost never want to get rid of anything!
such a project. I emailed up Roddy and said: How would you like to
 
work on
 
this DC project? I probably can't pay you right now, but it might be
 
a good
 
way to get yourself out there. He responded back saying that he'd pay
 
ME to
 
work on a project, any project. Apparently Roddy felt the same way
 
about
 
all this game stuff.
 
  
Our goal was to produce Tryptonite, the originally planned shooter
+
'''Do you have a preference for the style of music that you make, or do you feel comfortable making music encompassing any genre?'''
game, for
 
E3 and pass it out there as a way to get started. For various reasons
 
we
 
had some organizational and communication issues between ourselves and
 
third party guys we'd pulled in to do parts of the game, so it was
 
morphed
 
into DC Tonic by executive decision about a month before E3.
 
  
This turned out to be a good deal, as I believe DC Tonic still stands
+
Woo...there's a toughie.  A preference for the style of music I
as
+
make...  I'd like to say I don't have a preference.  I enjoy dance
one of the cornerstones of the DC homebrew scene's accomplishments.
+
music in general, but there are specific genres I don't like, and others that
It also
+
I prefer; however, I feel that if I needed to make something specific,
(along with some contacts of one of our members) got us into the
+
I could do the research and make it happen (yes, even country music...FEH!).
invite-only Sega booth (score!)
 
  
I'll continue this below in question 2...
+
As was seen in the bonuses included on the FoF disc, I am capable of composing classical-type music. It may not be John Williams nor Mahler, but I kind of like what comes out of my brain.
  
 +
Now that I've danced around your question, let's see if I can answer it.  I really like Breakbeat.  I'd love to be able to get into doing some stuff that sounds more like it, but right now whenever I let my mind take over the
 +
music-making process, everything becomes jazz-like.  Meaning, there's
 +
no real hook to most of my songs, as the melodic lines just tend to take themselves in whichever direction they please.
  
'''How did the idea for Feet of Fury materialize?'''
+
'''Is there anything that you wish Feet of Fury could have had
 +
if it had a bigger budget and a longer development cycle?'''
  
After E3 we were sort of basking in the glow of the press and industry
+
I think that if we'd had some capital, we might have paid for the
attention we'd attained with DC Tonic. We had also been infected by
+
first run of discs on our own. It's just technically simpler that way than
Dance
+
going through a 3rd party.
Dance Revolution at A-Kon shortly after E3 (I use the word
 
"infected" here
 
because it's the most accurate -- once you catch DDR, you feel the
 
compulsion to play day and night until it's out of your system a few
 
years
 
later). Roddy's a musician who makes some good dance/techno. The
 
wheels
 
started turning -- maybe there's some way we could put Roddy's music
 
into
 
DDR. I said, hey, I've got this nifty DC homebrew stuff sitting here,
 
why
 
don't I see what I can whip up?
 
  
Well, the momentum generated there was a lot more than we expected.
+
More specifically, we had planned for animated characters fighting in
We were
+
mid-screen (a la "Puzzle Fighter"), and a "charge up" mode that could have  
playing DDR and talking about the possibilities of making our own and
+
been extra special.  It's way too involved to describe here, but it
such,
+
would have taken a longer amount of time to program this mode.  It also
and someone (can't remember who, might have been me) said, why should
+
would have removed FoF many steps away from DDR (no pun intended), not to
we
+
mention that it was relatively intuitive, and made gameplay much more
make a DDR clone? Why don't we go way beyond DDR and make the game
+
interesting.  This mode could have replaced "Item Battle"
into
+
as the main mode, but there wasn't enough time or complete ideas to make it happen. 
something new and interesting instead of the same-old-same-old? We'd
+
It broke quite a few rules from the standard DDR-style play.
also
 
been playing a real load of Puzzle Fighter, so the obvious idea was to
 
combine the two and allow players to "attack" by throwing
 
"arrow bombs" to
 
the opponent when they were doing well.
 
  
During our testing it became apparent that the idea of arrow bombs was
+
'''The thing that really makes Feet of Fury stand out from
not enough to make it more interesting than DDR. It needed more. A
+
other music games is the typing of fury mode. What are your opinions on this
weird
+
feature?'''
combination of "eureka!" and a mis-communication with one
 
of our artists
 
was what spawned the idea of having lots of different types of
 
attacks.
 
We knew we were on to something there and had to pursue it.
 
  
Later on we realized also that if we actually finished this thing
+
My opinion is that Dan is a freaky genius. Not a "Freaking
then we
+
Genius" (although he is that), but "freaky". I think he played
might be able to sell it and make money, and that meant a real
+
"The Typing of the Dead" one too many times :D  Excellent, excellent use of the
business
+
existing engine to make up a totally different game.
structure. So in November we filed for an LLC in Texas, and Cryptic
 
Allusion, LLC was born as a "real" company at that point.
 
All of FoF and
 
all of our future productions are now under that banner.
 
  
'''Every time Feet of Fury is shown at game shows it gets a
+
It's way too hard though :)  
rather large presence of people around it. Do you feel Feet of Fury stands
+
It was all his idea, in case you couldn't infer that from my statements, but I really do enjoy getting my butt handed to me by the computer.
up well in arcade like areas with the likes of DDR?'''
 
  
Well, as you probably know, a creator of a work is never entirely
+
'''What are your thoughts on the commercial future of the Dreamcast in
pleased
+
the homebrew realm?'''
with the results. :) I think FoF could have been more than it is.
 
  
Even so, ignoring the new features we've added that have made FoF a
+
The commercial future doesn't look amazing _right now_, but it's by no means going to go away or die.  I think we're just off to a slow start.You give this scene another two years, and I think we may
different game from DDR, I believe the "feel" of FoF is
+
have an explosion of epic proportions on our hands.  I mean, the DC is still
actually better. As
+
new in the way of dead systems. Once our current lot of systems decides to die out, there will be a lull in terms of new games for the new slew of
a long time DDR player, I prefer to play FoF at this point, and given
+
systems.  In that time, we won't see anything interesting minus the  "graphic demo" release titles that we're bound to see.  You know the kind... the ones that "push 3D reality to the next level" and such.  I just
the
+
get this feeling that people are going to turn back to their old
self-criticism I mentioned above, I think that's a pretty important
+
systems (like they usually do) and see that they had something great in the
statement.
+
Dreamcast.  Lots of quality games, the systems are super cheap (when
 +
you can find them), and the accessories are pretty much ubiquitous.
 +
Ooh...I used "ubiquitous"!  (and it made sense!)
  
I won't name any names, but we had some serious interest from a
+
'''There have been talks lately about making producingDreamcast shareware games as were done quite alot for the PC and Amiga in
big-name
+
the early 1990s. What are your thoughts on this?'''
company in an early publishing deal on FoF and they did some testing
 
of the
 
game with some of the DDR scene's biggest players. They were dubious
 
at
 
first but played for quite a while and liked it.
 
  
I believe if we were able to go back and make FoF arcade machines with
+
I'm all for it!  I LOVE shareware. I remember going to high school
real, industrial-strength pads, and tons of music, we could take on
+
(way back in 1992-96) always having a store-bought shareware copy of Doom in my backpack. Any chance I got, I'd install that sucker on an 486 and impress the hell out of whoever was around.
DDR any
 
day. Especially if people could bring their own Swap CDs to the
 
arcade and
 
play their own music, or arcades could provide their own Swap CDs to
 
diffrentiate themselves from competing arcades (we had the competing
 
arcades a lot in Austin). People love DDR but they are tired of Konami
 
delivering the same game over and over with small tweaks in each
 
edition,
 
and increasingly annoying music. I know people who like the DDRMAX
 
series,
 
but most DDR people I know talk about the "good ol' days"
 
of 4th and 5th
 
mix. People are itching for something new and I'm sad that we can't
 
provide
 
that with our current operation.
 
  
'''Is there anything that you wish Feet of Fury could have had if it had a bigger budget and a longer development cycle?'''
+
I used to go to the WaldenSoftware store in our local mall just so I could watch the bad-assness of the demos on the Amiga 500 they had on
 +
display.  That was also the first time I'd ever seen "Shadow of the Beast".  God bless thee, Psygnosis.  Too bad Sony bought them out.  In any  case, I never had an Amiga until around 2 years ago, so I didn't
 +
really get
 +
into the demo scene back then. It looks like it was a good time for
 +
all from what I've seen recently of that era.
  
I think Roddy covered this pretty well in his interview, but
+
Dan is the big proponent of DC shareware, and at first I was opposed to it. What section of the mass-market wants to download something for a console system?  But the more I think about it, the more I like it:
basically we
 
would have liked to have had more music and better graphics (the part
 
I
 
worked on; our character artists were FANTASTIC). We would have liked
 
to
 
have actual animated characters with voice acting, acting out their
 
fight
 
in the background just like Puzzle Fighter or Puyo Puyo. We'd have
 
loved to
 
have an anime intro sequence encoded in high quality Ogg Theora. Most
 
of
 
all I would have liked more time to do several rounds of play testing
 
to
 
flesh out what works well and what doesn't in the gameplay. I think
 
some of
 
that is fairly rough still. I'm somewhat unhappy with the cleanliness
 
of
 
the code as well, but I ended up refactoring a lot of it about 10
 
times,
 
which resulted in some nice free libraries like Parallax and Tsunami
 
for
 
all KOS users.
 
  
It could have been a lot worse, so I think we did quite well within
+
Johnny downloads the shareware, burns it to a disc and goes off to show his  friends.  They like it, so he gives them a copy legally.  Legally?
the
+
Wait a second...that shouldn't be!  Ah, but it is my good consumer.  Eat it
constraints we had.
+
up!  Shareware games don't happen as much as they should these days.  
  
'''How did you come up with the idea for the Typing of Fury mode?'''
+
Let's hope this idea takes off.
  
The real origins of ToF are somewhat apocryphal at this point -- I
+
'''Any insight towards what Cryptic Allusion has planned for the future?'''
searched
 
our email list archives and I honestly can't find the email that
 
started it
 
all, but I know the idea was first presented around the end of
 
September a
 
little after IGF. I think I originally proposed it. It's the sort of
 
twisted
 
thing that would come out of my head.
 
 
 
Typing of Fury was one of those "nooooo freaking waaay"
 
additions to the
 
game that happened kind of late, but I'm very happy we included it
 
because
 
it's extremely original. It really sets us apart from the other rhythm
 
games. As far as I know, no one has ever made a typing rhythm game
 
before.
 
 
 
I am actually happier with ToF than the main FoF "item
 
battle" mode because
 
we got to do a few rounds of tester feedback and improve the gameplay
 
dramatically before it became a huge investment to redo it.
 
 
 
As an aside, an excerpt from our mailing list that I can't avoid
 
throwing
 
in from my friend David, rejected announcer voice ideas:
 
 
 
"YES, my PRECIOUSSSSS...  DANSSSES IT DOESSSS, YESSSS!"
 
 
 
'''What are your thoughts on the commercial future of the Dreamcast in the homebrew realm?'''
 
 
 
There are some really fantastic possibilities there, but there are
 
definitely
 
some stumbling blocks.
 
 
 
I think a lot of it's going to depend a great deal on whether people
 
can
 
feel good sticking with it instead of heading to the "next big
 
thing". By
 
that I mean, do you feel good continuing to make 100% legal and
 
sellable
 
games for a slightly dead system, or do you have to have the newest,
 
like
 
Xbox or PS2? And I think it depends too on whether people continue to
 
buy
 
new homebrew Dreamcast games even though the system isn't commercially
 
produced anymore. I have actually been fairly baffled by the lack of
 
interest in this so far, compared to bigger homebrew scenes,
 
considering
 
that authors are still making loads of cash on very old systems like
 
the
 
Vectrix and Atari 2600.
 
 
 
I can tell you, anyone who is out there thinking about making a DC
 
homebrew
 
title, if you complete it and it looks professional, there are several
 
people who'd be happy to publish it for you. The market is starting
 
slowly
 
and small but it is there.
 
 
 
Another big stumbling block is one that is present in any sort of
 
creative
 
undertaking: deciding when enough's enough. A group of four guys plus
 
a
 
handful of outside musicians produced FoF in our free time, and it
 
took us
 
several years. And FoF isn't such an amazing product for several
 
years'
 
worth of work; we vastly underestimated the required effort. So many
 
DC
 
homebrew projects are started with HUGE ambitions like "create a
 
full RPG".
 
That's a really noble goal, but it's simply not possible, especially
 
as a
 
first project. I think DC Tonic and FoF were way beyond where Cryptic
 
Allusion should have been at the time, and the only way we finished
 
them
 
was by putting in an incredible amount of obsessive effort, lost
 
sleep and
 
sanity, etc.
 
 
 
Developers are going to need to get their teams going reliably and
 
start
 
kind of small. The most important thing is to _finish a project_. Your
 
first completed project is not going to be a masterpiece; it doesn't
 
have
 
to be. The goal is to get momentum going for yourself and your team
 
so that
 
you can work up to greater and greater things, attract more talent,
 
get
 
contacts, and ultimately make that really awesome game you want to
 
make.
 
And hey, who knows, maybe you will have gotten enough attention then
 
to get
 
published on a still-active console.
 
 
 
I urge anyone who's seriously interested in all of this to contact me
 
at
 
dpotter@cagames.com, and I'll be happy to discuss it with you.
 
 
 
'''Do you think that shareware can work in the Dreamcast market?'''
 
 
 
Absolutely. I believe shareware is the way to kickstart the DC
 
homebrew
 
market. I think that what we are really going to have to work on, to
 
make
 
it work right, is the delivery.
 
 
 
There was an argument about this on our forums, but there are
 
essentially two
 
types of shareware:
 
 
 
*1) Download and try a demo; if you like it, send money and you get a
 
full
 
professionally pressed CD and manual in the mail like a
 
"real" game;
 
  
*2) Download a limited version; if you like it, send money and they'll
+
Heh heh...i do i do.  We hinted a bit at the RPG we had been working on (on the FoF disc) until we started in on Feet of Fury.  I'd love to get a team to finish that.  There is so much groundwork laid down, and yet so much  left to do. It's just a project I'd love to take up again.
send
 
you more levels, a code to unlock new areas, etc.
 
  
The first one is easy, but it requires some manufacturing costs up
+
Other than  that, I came up with an idea for an online game that is quite unlike any games we've really seen here.  It would require a relatively large budget (well, relatively large compared to $0.00), though, so don't look forward to that anytime soon. In any case, we do have lots of stuff planned, just nothing has been made solid yet as far as what our next project will
front,
+
be.
which make it kind of less attractive for smaller developers (which
 
still
 
mostly includes us). FoF is proof that the first option is quite
 
feasible
 
if you have some investment.
 
  
What you really want for kickstarting the market is the second
+
I'd be expecting an announcement from us semi-soon, though.  
option, so
+
Maybe not something ground breaking, but definitely something worth looking forward to. Especially if you like old-school games. :D
people can sell little one-off puzzle and fighting games for $5 a pop
 
or
 
something. These make great impulse buys, and you're supporting the
 
game
 
makers you like directly. The problem there is that the decent
 
communications peripherals for the DC are rare, and there was no real
 
persistent storage produced. So you'd need a very reliable and
 
uniform way
 
to burn the games to a CDR on a PC. And as we probably all know, that
 
just
 
hasn't happened.
 
 
 
What it's going to have to happen is that someone needs to make a
 
delivery
 
mechanism that is extremely easy and transparent to use for buying the
 
games and burning these games to the customer's CDRs. Self-Boot
 
Inducer
 
(SBI) and Dream Inducer (DI) are a great start there, but I think
 
there
 
needs to be a more polished and integrated package to handle the whole
 
task, and it needs to support all platforms (PC, Mac, Linux). Ideally
 
something along the lines of iTunes(tm), but for DC games: browse the
 
store, check out preview videos (and maybe demo versions), add the
 
games
 
you like to your cart, and then check out to get your "game
 
bundles".
 
Insert a CD and select the games you want on it, and tell it to burn.
 
Out
 
pops a bootable CD with a professional quality selection menu (or no
 
menu
 
perhaps if the user only burned one game to the disc).
 
 
 
Once you have such a system, the "option #1" games will
 
follow as the most
 
popular authors get a following and earn enough money to fund better
 
games
 
and manufacturing.
 
 
 
'''Any insight towards what Cryptic Allusion has planned for the future?'''
 
  
First and foremost, we are planning to continue to make DC homebrew
 
titles
 
for as long as we can stand it. :) Another project is now in the works
 
which will probably be announced officially by the time this magazine
 
is
 
published.
 
  
Second, I am going to continue to maintain and improve KallistiOS for
+
'''Thanks for taking the time to answer these questions, and sorry for procrastinating so much to get them to you.'''
the
 
community as long as I can, and through me CA will be contributing a
 
lot of
 
code to the community from our projects. Numerous improvements to KOS
 
which
 
have become quite important to the community now (such as the new PVR
 
system, KGL, and the new Maple system) were started so that we could
 
write
 
FoF. Much code has been contributed directly from FoF as well, such
 
as the
 
Parallax and Tsunami libraries. We plan to continue this trend with
 
future
 
projects and eventually release the full sources for all of our game
 
projects under a free license somewhat like ID with the old Wolf,
 
Doom,
 
etc.
 
  
Third, we plan to continue our market building strategies for the DC
+
No prob.  Hope you get these off in time to get them into the mag :)
homebrew community. This involves making and selling more games of
+
Good luck with it, and let us know when it's finished so I can buy a copy
our own,
+
or twelve!  BTW, it seems that Dan never received any questions, are you
and perhaps some of the infrastructure support for the shareware
+
going to interview him as well?
model I
 
mentioned above. I'm convinced that approach would make things really
 
take
 
off, and I'd like to help jumpstart it.
 

Revision as of 02:02, 4 July 2018

This interview with DJGeki was taken by MetaFox for the Dream On magazine #1, which was released at the Midwest Gaming Classic in 2004.

How did you first become associated with Cryptic Allusion?

This is a long story, so I'll try to get right to the point: I met Dan at the University of Texas through a mutual friend who wanted to start a game business within the next few years. Even though that company never got started, Dan's "demo group" named Cryptic Allusion was just kind of 'there' and we decided to make something of it after we got started on Feet of Fury. FoF was originally planned to be a free-release game, with just a few of my own songs in it. Nothing fancy...but it blew up into a full-size project after we decided that this might be our shot to "break into" the elusive boys-club that the industry seems to be.

We're finally starting to see some of the effects of that now (i.e., EGM taking notice of the DC homebrew community), and I'd like to think that the commercial release of FoF had something to do with the rise in interest.

What was your position for Feet of Fury?

I played quite a few roles. I was first and foremost the primary composer of music and sound effects for FoF. I did around 20 tracks and loops specifically for the game. Don't even ask me to count how many sound effects I made. Secondly, I was the business contact and "department head" for all things that involved licensed music. I also gave a lot of feedback to Dan about gameplay, came up with some ideas for items/attacks present in the game, some menu structures, and other design ideas that never quite got to the "complete idea" phase. :) I also ended up vetoing some gameplay along with Dan so that the game would be a more enjoyable experience.

That was mostly his idea, though... I think I'm a packrat when it comes to gameplay options. I almost never want to get rid of anything!

Do you have a preference for the style of music that you make, or do you feel comfortable making music encompassing any genre?

Woo...there's a toughie. A preference for the style of music I make... I'd like to say I don't have a preference. I enjoy dance music in general, but there are specific genres I don't like, and others that I prefer; however, I feel that if I needed to make something specific, I could do the research and make it happen (yes, even country music...FEH!).

As was seen in the bonuses included on the FoF disc, I am capable of composing classical-type music. It may not be John Williams nor Mahler, but I kind of like what comes out of my brain.

Now that I've danced around your question, let's see if I can answer it. I really like Breakbeat. I'd love to be able to get into doing some stuff that sounds more like it, but right now whenever I let my mind take over the music-making process, everything becomes jazz-like. Meaning, there's no real hook to most of my songs, as the melodic lines just tend to take themselves in whichever direction they please.

Is there anything that you wish Feet of Fury could have had if it had a bigger budget and a longer development cycle?

I think that if we'd had some capital, we might have paid for the first run of discs on our own. It's just technically simpler that way than going through a 3rd party.

More specifically, we had planned for animated characters fighting in mid-screen (a la "Puzzle Fighter"), and a "charge up" mode that could have been extra special. It's way too involved to describe here, but it would have taken a longer amount of time to program this mode. It also would have removed FoF many steps away from DDR (no pun intended), not to mention that it was relatively intuitive, and made gameplay much more interesting. This mode could have replaced "Item Battle" as the main mode, but there wasn't enough time or complete ideas to make it happen. It broke quite a few rules from the standard DDR-style play.

The thing that really makes Feet of Fury stand out from other music games is the typing of fury mode. What are your opinions on this feature?

My opinion is that Dan is a freaky genius. Not a "Freaking Genius" (although he is that), but "freaky". I think he played "The Typing of the Dead" one too many times :D Excellent, excellent use of the existing engine to make up a totally different game.

It's way too hard though :) It was all his idea, in case you couldn't infer that from my statements, but I really do enjoy getting my butt handed to me by the computer.

What are your thoughts on the commercial future of the Dreamcast in the homebrew realm?

The commercial future doesn't look amazing _right now_, but it's by no means going to go away or die. I think we're just off to a slow start.You give this scene another two years, and I think we may have an explosion of epic proportions on our hands. I mean, the DC is still new in the way of dead systems. Once our current lot of systems decides to die out, there will be a lull in terms of new games for the new slew of systems. In that time, we won't see anything interesting minus the "graphic demo" release titles that we're bound to see. You know the kind... the ones that "push 3D reality to the next level" and such. I just get this feeling that people are going to turn back to their old systems (like they usually do) and see that they had something great in the Dreamcast. Lots of quality games, the systems are super cheap (when you can find them), and the accessories are pretty much ubiquitous. Ooh...I used "ubiquitous"! (and it made sense!)

There have been talks lately about making producingDreamcast shareware games as were done quite alot for the PC and Amiga in the early 1990s. What are your thoughts on this?

I'm all for it! I LOVE shareware. I remember going to high school (way back in 1992-96) always having a store-bought shareware copy of Doom in my backpack. Any chance I got, I'd install that sucker on an 486 and impress the hell out of whoever was around.

I used to go to the WaldenSoftware store in our local mall just so I could watch the bad-assness of the demos on the Amiga 500 they had on display. That was also the first time I'd ever seen "Shadow of the Beast". God bless thee, Psygnosis. Too bad Sony bought them out. In any case, I never had an Amiga until around 2 years ago, so I didn't really get into the demo scene back then. It looks like it was a good time for all from what I've seen recently of that era.

Dan is the big proponent of DC shareware, and at first I was opposed to it. What section of the mass-market wants to download something for a console system? But the more I think about it, the more I like it:

Johnny downloads the shareware, burns it to a disc and goes off to show his friends. They like it, so he gives them a copy legally. Legally? Wait a second...that shouldn't be! Ah, but it is my good consumer. Eat it up! Shareware games don't happen as much as they should these days.

Let's hope this idea takes off.

Any insight towards what Cryptic Allusion has planned for the future?

Heh heh...i do i do. We hinted a bit at the RPG we had been working on (on the FoF disc) until we started in on Feet of Fury. I'd love to get a team to finish that. There is so much groundwork laid down, and yet so much left to do. It's just a project I'd love to take up again.

Other than that, I came up with an idea for an online game that is quite unlike any games we've really seen here. It would require a relatively large budget (well, relatively large compared to $0.00), though, so don't look forward to that anytime soon. In any case, we do have lots of stuff planned, just nothing has been made solid yet as far as what our next project will be.

I'd be expecting an announcement from us semi-soon, though. Maybe not something ground breaking, but definitely something worth looking forward to. Especially if you like old-school games. :D


Thanks for taking the time to answer these questions, and sorry for procrastinating so much to get them to you.

No prob. Hope you get these off in time to get them into the mag :) Good luck with it, and let us know when it's finished so I can buy a copy or twelve! BTW, it seems that Dan never received any questions, are you going to interview him as well?