Classic Movie Games (That Ignored the Movie) – Vidjagame Apocalypse 499

Some games based on movies try to faithfully adapt the events of the film; others invent new scenes to pad out their runtime. And a select few throw the script in the garbage and invent their own version of events, and it’s that last category that Chris Baker joins us this week to discuss. Then we’ll talk more about Pokémon Scarlet and Violet; get into Gungrave GORE, The Devil in Me, and Evil West; and take a last-minute look at Black Friday game deals and the Nintendo franchises you think are due for an overhaul.

Question of the Week: What’s a plot-discarding movie game you think we should have talked about in our Top 5?

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One thought on “Classic Movie Games (That Ignored the Movie) – Vidjagame Apocalypse 499

  1. No QoTW here, but an interesting half-remembered third-hand account!

    At PAX Australia 2016 there was a bloody awesome panel on the history of early game development in Australia, specifically Beam Software. Dr Andrew Davie was on hand to regale the listeners with stories of the 80s, and defend his reputation as a programmer and creative. It was he who was forced to port “Bad Street Brawler” to the NES as a quick means of shoving the Powerglove software on the cart like a parasite so that earlier NES games could be controlled with it. The game was a legendarily terrible port, and Dr Davie really opened his heart up with his side of the story. Another brilliant tale from the panel was on how Beam Software effectively made their own NES dev kit and was awarded a publishing license by Nintendo to keep them from selling the dev kit as it was better than their own! At the end he even signed and auctioned off his own cartridge of Bad Street for charity.

    ANYWAY, sadly only a portion of the panel was filmed but I recall distinctly the Hunt for Red October NES was part of his tale on what it was like to adapt movie tie-in games. The story was along the lines of if they were lucky they’d get a complete script ahead of time along with promo art and photographs, and if not then just a very rough plot outline. Then it was up to the programmers (and maybe an artist or sound guy if they were lucky) to simply come up with an idea and get to work on it. Of course the time frames were often *not* generous. So there’s the very short story, young programmers told to crack on with it and just trying their best with limited resources!

    I wish I could recall more of his stories as the panel was a fascinating look into the nascent scene of a niche industry in a small country.

    Cheers fellas,
    Probably listening while driving heavy machinery on a mine site in the Australian desert
    Wood Duck

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