Interplay's cancelled RPG, Meantime

November 18th, 2019 10:26 AM
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I spend more time consuming game news than I do playing games, which means I learn a lot about games well before they're released. Alas, not all games that are reported to be in development ultimately enjoy a public debut. From Scalebound on the Xbox One to StarCraft: Ghost on the Nintendo 64 to SimCity on the Apple IIGS, games that are more than a concept and are anticipated by fans nonetheless get axed for a variety of reasons: too complex a development process, insufficient budget, or too late in a platform's lifespan.

Still, I was surprised to find an early Apple II game on GameRant's list of "10 Canceled RPG Games You Never Knew Existed". As I haven't played many role-playing games in the last twenty years, I found GameRant's list to be aptly named: I hadn't heard of a single one of these titles.

But one of them, Meantime, I feel like I should have:

Following 1988's Wasteland, Interplay (again) wanted to publish a follow-up, and Meantime was put into development for the Apple II. The game was deep into development when a couple of detrimental things occurred. For one, key player Liz Danforth left the team. For another, the team realized that the Apple II was declining in relevance and sales. The team attempted to port the progress over to the MS-DOS, but lead Bill Dugan lost morale upon seeing the incredible graphics of Ultima VII. Knowing that his product was vastly inferior and out-of-date, he decided to cancel the project for good.

Wikipedia has an entire page about the game, elaborating that Meantime was to be set in the same universe as Wasteland, also by Interplay, but with a plot more akin to Bill & Ted's Excellent Adventure:

The basic premise was that the player would travel through time, and recruit famous historical figures to the player's party. For example, Amelia Earhart joins the party when she is rescued from a Japanese prison camp, and Wernher von Braun does when he is helped to escape the Soviets at the end of World War II. Each character would also have a particular specialty; Cyrano de Bergerac, for example, would have an expert fencing skill. The party would attempt to repair damage caused by a similar party of time-traveling villains, attempting to alter the course of history by influencing events.

Will we ever see a hint of what the game might've been, like we did with SimCity GS? In short, no. Not only does the website JustAdventure.com state that no screenshots of the game exist, but it gets worse, according to Wikipedia:

When Interplay finally did create their spiritual successor to Wasteland, Fallout, none of the Meantime code was used and the only Meantime designer involved in the creation of Fallout was Mark O'Green. No copies of the source code are believed to currently exist.

And yet the Wasteland universe persists: Wasteland 3 was announced just last week as being released on May 19, 2020.

Maybe Interplay will harken back to its lost heritage in an Easter egg still to come.

Battle Chess & Space Quest return

May 14th, 2012 5:27 PM
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Tim Schafer, what hath you wrought? The extravagant funding his unidentified adventure game received via crowdfunding site Kickstarter has opened the floodgates to a resurgence of vintage franchises: Wasteland, Leisure Suit Larry, Shadowrun, and more.

The latest Apple II licenses to seek resurrection via Kickstarter are Space Quest and Battle Chess. The former, dubbed "SpaceVenture" (they apparently couldn't get the rights to the original name), will be produced by Scott Murphy and Mark Crowe, aka "The Two Guys from Andromeda", the two designers who created the series for Sierra On-Line in the first place. The development seems to be pretty well outlined, with several notable voice actors having signed on, though I've seen no assets from the game as of yet. The final game will be installable on PC, Mac, Linux, iOS, and Android, or playable in Google's Chrome Web browser. A preorder will cost you $15 and get them that much closer to the usual half-a-million goal before the June 12, 2012, deadline.

By contrast, the Battle Chess project couldn't be more different. Subdued Software, developers of no games I've ever heard of, have licensed the Battle Chess name and have essentially completed production of an update to the classic strategy game. All that remains before its October 2012 release is to add Internet support, for which they are asking for a paltry $100,000:

… implementing a full featured online experience, like the one we have planned, will take several months. A list of features include; Skilled Based Matchmaking, Statistics, Leaderboards, Achievements and in-game chat. We also needed to factor in the cost of fulfilling rewards and running this campaign. We have carefully planned out the costs of staffing the programmers, artists and testers necessary to complete online multiplayer feature and arrived at this amount.

This modest ambition extends to the scale of the release: $100K will secure a PC-only release, with additional funding promising ports to Mac, iOS, Android, and Xbox 360. If you're counting on support for one of those platforms, one course of action is to pledge your dollars to the project — and, if they don't collect enough funding for additional systems before the June 1 deadline, withdraw your pledge. (Selfish, no?)

The lack of accessibility to Battle Chess brought to mind a potential alternative. Longtime readers of this blog may remember my discussion of a similar game, Battle vs. Chess, originally scheduled for release on Sep 28, 2010, then pushed back to Spring 2011. To date, Battle vs. Chess has still not been released in the United States, according to Wikipedia, "due to an injunction by Interplay Entertainment for trademark infringement due to its similarity to Interplay title Battle Chess." In February 2012, I received this update from Robin Kunimune, Community Manager of publisher TopWare Interactive:

… Battle Vs. Chess has not been released in the USA, yet. If it were in our power, we would do so in a heartbeat, but sadly the publishing rights remain with a company with which we no longer associate. We are currently waiting for said company to fold and declare bankruptcy (at which point we would regain the publishing rights and release the game) or to go ahead and release the game themselves.

In the meantime, the "true" Battle Chess is looking pretty polished, with plenty of neat death sequences — although the outcome is determined in accordance with the rules of chess, it's still fun to watch the characters duke it out, with each potential matchup of pieces and winners resulting in a unique encounter. Check out these three gameplay videos:

Whether you support an ambitious game that's still in the planning stage and not coming out until 2013 but for a variety of platforms, or a game that's all but finished with a meager fundraising goal and target platform — or both — is between you and your wallet. Happy funding!

Wasteland sequel to hit Kickstarter

February 20th, 2012 1:28 PM
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Back in September, I called Martin Haye on Juiced.GS business. In this day of Twitter, Facebook, IM, and IRC, it's unusual for me to make a phone call to an Apple II user, and I'm always cognizant of the likelihood for intrusion when I do. In this case, I knew Martin was soon leaving on a camping trip, and I didn't want to interrupt his packing. Nope! He was playing Wasteland, Interplay's post-apocalyptic spiritual precursor to Fallout. "Oh," I said, "so this is a bad time to be calling." "Well, it's not like it's the kind of game that demands uninterrupted attention," he laughed.

Here's something that does deserve your attention, Martin: having recently developed Choplifter HD, original Wasteland co-designer Brian Fargo of inXile Entertainment is looking to reboot the franchise with a new, Kickstarter-funded game. The possible Wasteland 2 would be faithful to its origins by "focusing on top-down, probably isometric, party based, skill based — where if you'd just finished playing Wasteland and moved onto this you'd feel comfortable." But it'll stray from its roots by being for PC only, though an iOS edition would be considered.

Wasteland box art

All this for the cool price of one million dollars — that's how much Fargo estimates it'll take to fund the project. That's ambitious but, as of last week, not unprecedented. Still, it's a ton of dough to pony up for a game that's known to modern gamers more by name than by experience. Is Fargo daydreaming? He revealed his intentions after only 48 hours of consideration, after all. Or will we put our money where his mouth is when the Kickstarter campaign supposedly launches next month?

Will you support such a campaign? What's a new Wasteland worth to you?

(Hat tip to Andy Chalk)

Another World for iOS

November 10th, 2011 10:54 AM
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I don't mean for this to be "iOS Gaming Week" here on Apple II Bits — the impressive Touch Arcade already has the corner on that market. But I do want to follow up on a post from last March, in which I eagerly anticipated Out of this World (OotW) coming to iOS. I greatly enjoyed this creative (albeit brief) game on the Super NES, which shared the same processor as the IIGS, making a port to the Apple II a no-brainer. A more accessible rendition of this classic game would be welcome.

Since I don't actually own an iOS device, the port fell off my radar, replaced by news and reviews of From Dust, an Xbox Live Arcade (XBLA) game released this past July by OotW creator Éric Chahi. Great, I thought — has he been so swamped with this new title that he's forgotten his roots?

Nope! Out of this World for iOS was released last month under the name Another World for $4.99.

Out of this World

Can you bring scientist Lester Knight Chaykin home?

If Out of this World leaves you hungry for more, there's no news on a similar port of the much rarer sequel, Heart of the Alien. But you can play OotW's spiritual successor, Flashback, on iOS for $1.99.

(Hat tip to Carrington Vanston of the Retro Computing Roundtable)

Out of this World for iOS

March 10th, 2011 9:06 AM
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In the latest episode of Open Apple, Mike and I noted both that the 25th Game Developers Conference was held last week in San Francisco, and that iOS is becoming a great platform for retrogaming. I didn't realize at the time that there was a recent intersection of those two topics: Out of this World, a classic Apple IIGS game, is coming to iOS.

As reported by Touch Arcade, Éric Chahi, the game's original developer, made the announcement at GDC that Out of this World, known overseas as Another World, will arrive on the iPad and iPhone at an unspecified future date.

At the time of its 1991 release, when 16-bit graphics weren't quite realistic enough, this puzzle-platform game from Interplay used rotoscoping techniques to transport the earthly scientist Lester Knight Chaykin to an alien planet. Each non-scrolling screen presented a different puzzle and a part of the narrative of his adventure to return home. Surrounded by foreign technology and unintelligible lifeforms, Lester's journey is one of beauty and inscrutability.

I enjoyed OotW on the Super Nintendo but found it a relatively short game once mastered. In my recent attempts to replay it, I found it rather obtuse and far from what modern gamers would expect from what is ostensibly an action game. In my former career as a high school teacher of technical writing, I thought OotW would be a perfect case study: give it to students without instruction, and have them write the documentation from scratch. Trying to decipher the game in both internal and external contexts would've been fascinating. Unfortunately, such an assignment was impossible due to predating the game's many freeware ports.

I did eventually beat this game on the SNES but was dismayed to find its cliffhanger of an ending unresolved; the squel, Heart of the Alien, was released only for the ill-fated Sega CD console system, limiting its accessibility. But maybe, if the series' first half sells well on iOS, it won't be long before we finally see the resolution of Lester's quest.

UPDATE: The video, audio, and slides from this GDC presentation are now available.

(Hat tip to Blake Patterson and Jason Scott)

The origins of Interplay

February 21st, 2011 12:26 PM
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With a portfolio that includes games like Baldur's Gate, Earthworm Jim, and Fallout, software publisher Interplay may be better known to PC and console gamers than to retrogamers. But Interplay, founded in 1983, was a friend to the Apple II for nearly a decade. Over the years, they developed and/or published such memorable titles as The Bard's Tale, Tass Times in Tone Town, Neuromancer, Battlechess, Dragon Wars GS, and Out Of This World. And let's not forget the first-person role-playing game, Dungeon Master, which TSR's Dragon Magazine granted the "Beastie Award" for best Apple IIGS game of 1989.

Many of these titles are thanks in no small part to Interplay founder Brian Fargo hiring as one of his first three employees prolific Apple II programmer Rebecca Heineman, who was recently interviewed on the Matt Chat. This video podcast series is hosted by gamer and historian Matt Barton, author of Dungeons & Desktops. Now, Barton has turned the camera on Fargo, who left Interplay in 2002 but has many fond memories of the company's humorous titles and the creative geniuses behind them. For a fun reminiscence of early Apple II gaming, check out the entire three-part series.

(Hat tip to Blue's News)