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| MONTY PYTHON'S FLYING CIRCUS |
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| Published | ||||||
| October 1990 | ||||||
| Publisher | ||||||
| Virgin Games | ||||||
| Developer | ||||||
| Core Design | ||||||
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| My Role | ||||||||
| Atari ST | Programming, Graphics and Design | |||||||
| Commodore Amiga | Programming, Graphics and Design | |||||||
| Commodore 64 | Graphics and Design | |||||||
| Sinclair Spectrum | Graphics and Design | |||||||
| Amstrad CPC464 | Graphics and Design | |||||||
| PC | Graphics and Design |
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How do you develop a game
based upon Monty Python's Flying Circus? |
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The foot of Venus from
Bronzino's classic Allegory,
carefully crafted in exquisite pixel detail... |
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After
spending a whole weekend solidly watching the entire output of the
Monty Python team and taking many notes, a solution was proposed. The
game was to be a side-scrolling blend of arcade adventure, platform and
shoot 'em up games in which Mr. D P Gumby (the only character that had
been played by all members of the Python team) literally loses his mind
and embarks on a quest to retrieve it. And all drawn in a unifying
style inspired by Terry Gilliam's distinctive cartoons. |
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Irrelevant Caption Number 17: The Cheese Elevating Moment. |
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The
device of detaching Gumby's head and gluing it to a variety of bodies
gave us the surrealism we needed and put mastering a variety of
different control systems at the centre of the game. On the first
level, players had to get to grips with 'fish control' in which the
swimming Gumby (with the body of a large halibut) had to be navigated
through a number of pipes and drains. The second, more traditional
level saw Gumby reunited with his body navigating a surreal landscape
made entirely of body parts. Level three saw Gumby's head on a
chicken's body, fighting gravity with some 'Mr Heli' style blasting,
and finally the fourth level saw Gumby in human form again leaping
across platforms inside a giant machine while throwing fish at rather
camp soldiers. To finish off, Spam-bonus sub-screens had Gumby's head
bouncing around on a spring with a boot attached to it, collecting,
Spam, Eggs, Sausage, Beans and yet more Spam. |
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Add to that an 'Argument'
Sketch sub-game at the end of each level, a scoreline that counted
backwards from 99999999 (the maddest suggestion of the lot from the
guys at Virgin, that although made a mockery of the score seemed to
underline the insanity of the game), a 'Cheeselok' protection system
that required you to identify cheeses to gain access to the game and in
excess of 100 individual Python references. |
| Additional Credits | ||||||||
| Dave 'Ken' Pridmore | Music, Amstrad and Spectrum Programming | |||||||
| Chris 'Egon' Long | Commodore 64 Programming | |||||||
| John Kirkland | PC Programming | |||||||
| Bob 'Goth' Churchill | Additional Design |
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| TEXT © SIMONPHIPPS 2009 |
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