
Last week we got to talking about the idea of our gaming education and influences: the games that made us the kind of people that we are today. Which was the game that made us stand on a table and say “O Captain, My Captain”? Which game bullied us after school and made us frightened of walking alone at night? Which game would a psychiatrist want to talk to after our first session on the couch? We’ve picked out a bunch of titles that stood out as defining in our lifetimes of button-mashing, whether good or ill. What will they be?
I’m stood at the deep end, and I get to go first.

Speedball 2: Brutal Deluxe
Which gave me my disdain for unimaginative subtitles. Why bother if you can’t match Brutal Deluxe? But there’s more to it than that.
Having only had access to a BBC and then a crappy Amstrad home computer in the early years of gaming, my knowledge of what was even possible remained ruinously stunted until 1991. My first encounter with the Amiga 500, some three years after its first appearance, was a moment of intense revelation. I watched my cousin Rob – who suddenly seemed less like a surly teenager and more like some kind of glowing prophet of my inexorable tech future – playing Lemmings or The Killing Game Show, and my tiny, immature brain lit up with excitement. By the time we got to play Speedball 2 the consummation was complete. Jim Rossignol was born. The Amiga would become the altar of my teenage years, and this game was going to be my hand-blistering focus for countless weeks to come.
In fact I’ve no idea how long I played Speedball 2 for. It might have been as much as four years, on and off. But it was mostly on. I had a huge old Yamaha amplifier that I’d inherited from elders hooked up to the Amiga, and the enormous bass boost noise of the Speedball 2 ball launcher, piped via huge separate speakers into my room, often signalled my return home from school. Kid Next Door would soon be there, and I’d occasionally let him win, to keep him interested. To be fair, he always won at Streetfighter 2, and I’m pretty sure he let me win occasionally too, silently returning the favour.
Both games rewarded extreme bouts of practice. Becoming intimately familiar with the exact interaction of pixels, internalising the timing of animations, the crucial pure feedback loop of hand-eye co-ordination, understanding precisely the patterns of movement that came with a game which did not use “real” physics. I would never come close to mastering Streetfighter, but the simpler, purer actions of Speedball 2 would be wholly mine. With this in mind, it seems clear that my relationship with Speedball 2 begun my personal obsession with being good at gaming. I’ve sunk disgusting amounts of time into a few subsequent games, almost purely because I wanted the skill, and then I wanted to improve, to win. My addiction to Quake III, and Quake variants, seems little more than an expression of my Speedball 2 love. Speedball 2 gave me the taste for being a competitor, and I doubt it will ever truly disappear. It also made me believe that it doesn’t matter that games are violent, it matters howthey are violent. When the simulated brutality is tied into a game, something that we can get better and better at, that we can feel good about mastering, then it’s a good thing.
I also think it gave me an appreciation of a certain kind of minimalism in skill-based, competitive gaming. Every time I see a game with more features, more weapons, more ideas heaped into the arena of their combat, I find myself quietly tutting, and thinking about how it come be stripped back, reduced to the bare essentials. The most skeletal of games, brilliantly presented, is all I’ve ever needed. And that’s one reason why Speedball 2 has never been bested.

Hired Guns
The four-screen Dungeon Master with guns. This had a DOS version and an Amiga version, and it was the Amiga version that I spent the most time with. The best part of a week one glorious summer were spent inside a gloomy room, playing this through end to end with my friend Tim.
There were three things going on here that have stayed with me ever since:
- Co-operative gaming. There were a bunch of co-operative games that I played a lot of around this time – Alien Breed and Chaos Engine stand out particularly – but Hired Guns’ RPG nature made the experience more complex. We shared resources, and were able to come up with plans that were better developed than “kill all the baddies”. And yet it had arcade elements bound into it: the fact that it was also a kind of proto-FPS (with real time firing and reloading) meant that there was some genuine tension to keeping both people’s characters alive (we took two each). Further, we were able to do things like setting up crossfire traps for monsters we knew were going to over-power us. I often think about how that game inspired incredibly sophisticated play, despite its crude nature. Few games seem able to do that now.
- Twisted atmosphere sold by evocative audio. The world design for Hired Guns was pretty peculiar: robots and bounty-hunters on the surface of a gloomy planet called Graveyard, fighting genetically enhanced monsters that ranged from sea-monsters through monks and squirrels. Being a Dungeon Master style block-by-block first person RPG, it had to be pretty careful about what it presented on screen – something that was reduced further by the four tiny windows. It seems impossibly crude now, but the sound effects remain superb: the distorted roar of the automatic weapons, the distant metallic dog noises, the heavy pulse noise of the more industrial environments. Few games really sell their experience proper through audio, and this is a fundamental example of what an awesome asset noises are for game designers with limited tools.
- Exploration for its own sake. The demo of the game obsessed me because it had a teleporter tool that you could use to portal into secret locations across the map. Many of them were meaningless underwater tunnels, or random ledges, but I nevertheless obsessively tracked them all, hungry for secrets. Once I had the full game there was a beautiful – if rather meaningless – map screen, which laid out the levels in a grid. What was interesting to me about that was that a bunch of the levels were dead ends. There was no reason to go there if you were progressing through the game. They were also appalling difficult to play through, which somehow made their mystery all the more alluring. Few games seem to make entire levels optional, or skippable. And fewer still seem to deliberately obscure weird secrets within their depths. There was a time when the idea that their would be a wealth of secrets with in the obscure corners of a game level was a given.

Eve Online
I really don’t need to go on about this too much. Eve Online changed how I viewed the relationship between gamers and games. The looping feedback-based nature of the development of the game, the brutal aspect of the PvP, the lack of level structure, the single galaxy shard. Eve is a brilliant realisation of what a persistent world could be, wilfully ignored and misunderstood by gamers, designers, and journalists. I wanted to understand it, because the disappointment I felt with MMOs as a whole was lessened by its existence.

Half-Life
When I was a kid I used to rewatch a bunch of sci-fi films over and over. Star Wars, Bladerunner, Aliens, Predator, Terminator, even Dune. I can’t really remember why, other than I loved the worlds they showed me. I wanted to soak them up. It was as if I wanted to capture something about them, to store up the exact timbre of the escapism. I’m not sure why I lost the ability to enjoy things over and over like that, but after I was about sixteen I stopped. I never rewatch anything now, if I can help it. I suspect it’s something to do with the way videogames have rewired my attention towards active consumption of media. I now need to be involved, to be leaning forward, not back. In fact there’s only been one subsequent piece of culture that I subjected to the same repetition as those films, and it arrived when I was a young adult. It was Half-Life.
Sure, I’ve played through Stalker three times now, and I’ve gone back to a couple of other classics over the years, but Half-Life I sat and played through again three or four times as soon as I’d finished it. Then I watched a couple my mates play it. I found myself bottled up with excitement at the best bits, fascinated to see how they’d handle the marines for the first time, or the thing in the blast chamber. Occasionally I’d blurt out something about what they needed to do, and get a kick in the shins. Spoilers, etc.
I played it again last year, and it was wonderful.
Half-Life was a game that contained a huge amount within multiple layers of detail. It was the little things made it concrete enough to be totally totally involved with: guns were placed on tables or in racks, they were not a spinning icon. The environment was real and dynamic. Although it was entirely scripted, it suddenly felt far more alive that the “stage set” backdrops of previous games. Walls exploded outwards, things fell, and broke, and buckled. The moment when the marines fired up through an airduct was, and remains, breathtakingly effective.
It brought environment to the forefront of design, and not in a way that made it a spectacular deathmatch arena for your activities, but in a way that made it plausible context for your adventure. Rather than supporting the big picture (this is a shooter!), it was a series of scaffolds for your disbelief, and engine that kept up your forward momentum into a story. And it didn’t have to tell us it was a story: there was no break, no cutscene. It was, rather than “show, don’t tell”, a game of “do, don’t show”. Even now, game after game comes out and proves that the designers didn’t grasp how or why that worked.
Half-Life made me because without it my expectations of the quality of games, their world design, consistency, and the pace, would be skewed. Without it I’d be incorrectly calibrated, and of no use to anyone.
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Oh my god, how could I have forgotten to mention the original Master of Orion!?
There is now an excellent topic about this on yon forum.
@Wisq I never felt that I was controlling the action while playing COD4; especially during the sequences where you have to figure out the exact place to stand and shoot, until you reach the exact moment that the mission designer intended you to advance. Miss it, and you must endure another enemy wave.
While the game had it’s moments (the second half of the flashback sniper mission, and the surprise bit around the end which I won’t spoiler), I’d rather have watched the thing as a movie.
Portal on the other hand… that was great. The pacing and the difficulty curve, the just sick enough since of humor, and the writing. The situation was the perfect setup for a game; COD4 has a good one as well, but they ruined it with linear writing and flat characterizations.
Speedball 2 came with an awesome booklet in the box, which described the history of the sport and the best ever players. One of which was “No Legs” Brahe, who got stuck in an air vent. Genius.
On the topic of Half-Life, I stumbled upon this awesome (albeit 3-year-old) image earlier.
I think I was the only one in America who bought the Speedball game on XBLA. Since I never owned a comp that was the first time I ever played a Speedball… and I loved it! One of XBLA’s best titles, even today.
I remember Speedball 2 fondly too. It was one of my favourite games on the Amiga, and one of the most frustrating. I would slowly fill my team with star players, get promoted to division 1, and then fall at the last hurdle to Super Nashwan, ending up in second place.
I recently played Speedball 2 again using WinUAE, and despite all my extra years of gaming experience, I still lost to Super Nashwan. Some things never change ;)
I remember first getting Half-Life. My computer was sans-graphics card, so I could either play it in software or wait. Somehow managed to wait, just playing this one level over and over. I think it was a tutorial or something? There was not much to do, but it kept me going until we got a graphics card.
The soldiers in that game still rank as one of my favourite enemies, and the plot touched the scientist / science fiction fan inside me.
I also remember spending time, a lot of time, making crappy single-player levels, trying to make places I knew but failing miserably, making incredibly complicated objects that slowed it right down. Would take ages for my computer to save the level in order to preview it, only for me to find out it wasn’t right and would have to change it.
Great fun. Half-Life would be in my list for sure.
I played Speedball 2 on the Atari ST e. At the same time, or roughly at the same time, I played Bloodbowl with my brothers. Yes the tabletop game of course.
Speedball 2 was the bloodbowl come to life..only tame and not quite as visceral as the images and play by play moments in your head. Though, its management was great and each player that got better, brought it a little more to home. In the same light that your XCOM soldiers get better, you value them more and take it personally when when dies, or in SB2…gets injured.
Elite on the Spectrum. Used to switch off the bedroom lights and put a Star Wars soundtrack album on full blast as I played. I probably didn’t know the word “immersive” at the time, but all my favourite games since then have had to give me that feeling of being in the skin of a character in a realistic world (perhaps it’s why I’ve never really been able to get into RTSs, despite many tries).
P.
Super Metroid: taught me that exploring things can be fun, and going at your own pace is just fine sometimes.
Final Fantasy VI: no matter how desperately weird you are, you can find friends, and even love, if you try. also, clowns are pure evil
Half-Life: smart people think their way out of a problem, instead of just shooting at everything
UT99: the best way to win a one-on-one fight is to be the third person; good teammates are worth their weight in platinum; and competition can be fun, so long as you don’t jump in the deep end before learning to float
Jim my boy where is Quake 3!
Jim is a man of wealth and taste.
B, Quake III Arena is online now, so therefore, no longer indie cool. :(
Could surely argue that it has always been an online game though Dracko!?
Hey Jim have you checked out smashball? From your love of Speedball 2 it sounds like you may enjoy this mod.
http://www.smashball.tv/