Retronauts - Retronauts Episode 429: Zool
Episode Date: January 17, 2022What is a Zool? Why is there so much fruit? And why do you tilt "up" to jump? All these questions and more answered in a double-feature podcast featuring a chat with Dave Bulmer and a backup interview... with the Zool ReDimensioned team! Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week in Retronauts, you've got to be cruel, to be kind.
Cruel is the villain from Zool.
welcome to another episode of Retronauts presented this time by me, Stuart Gibb. This is my third
episode as presenter. And as I said, last episode, I think you'll agree that this is going to be the
best one ever. That's my plan. That's my general goal here is every single time I host,
I want it to build on the previous best episode, which of course was always going to be the
previous time that I hosted. I think that's fairly basic stuff. I think that's what we all should
be striving for. And if we're not, what are we doing here? You know, today's episode, I am
joined by, I'm trying to think of a good way to do an intro here, and a host of
Sonic the Comic, the podcast, and a music doing man. And I would say general internet
producer of amusement. Is that, do you think that's any good? You're having difficulty
saying what I do, and that is an experience that I experience. I'm trying to categorize it
well. Well, anyway, it's Dave Thorner. Hello, Dave. Hello. Hello. I'm someone
from the internet and when I think of something interesting
I do that. Yes,
that is what you do. Actually, that would be a good start if you would like to tell us
about the things that you do and have done and are planning on doing in the future.
Oh, right. Oh, flipping heck. Okay, where would I see myself in five years?
You mean? Let's pretend this is a job interview and you've just been asked that
stupid question. Right. I'm not going to pretend that because I would have to come up with
some nonsense to pretend that I'm a grown-up. No, what I make, so at the moment I'm most
known for a podcast, as just mentioned, Sonic the Comic the podcast, where there's a lot of people,
and I'm a big fan of this podcast, but it is quite American. And a lot of sort of American
game nostalgia people don't know that everything that they know about Sonic the Hedgehog is sort
of a retcon and that it had a very different life originally and story behind it. And me and my
associate Chris McFeeley from off of Transformers The Basics on YouTube, analyze that by covering issue by
issue, the old British sonic comics that came out, which were the best ones, and were very
different from what a lot of people think they might have been. And also, we do lots of
general context, but let's face it, bareface nostalgia for what it was like to be a child
at that time. And that's why I'm here. I'm here in that capacity as a sort of remembering what
things were like in the 90s correspondent. Indeed. Well, I saw you stream the Zool
rebake, Zool Reader mentioned. And I thought, hello.
A man who knows things about Zool and or has memories about Zool, and therefore this has happened.
This is all led to this.
I have, not only do I have memories of Zool, but I have memories of Zool from the UK,
which is where you have to have been to have proper memories of Zool.
If you, no offence, but if an American starts selling you memories about Zool, they're wrong.
Just like with Sonic, although with Sonic, you have to at least sort of, you know, massage their egos about it and say,
Like, well, you're right in a different way, but they're wrong.
But with Zool, you can just straight.
And it's like dizzy.
You can just say like, well, now, that's very nice.
But I'm from the UK.
So let me just step in there.
And that's what I'm here to do, just to help out.
I mean, you don't.
You're in the same situation as I am, but now you've got backup.
I'm in a similar situation.
And yeah, and finally, there is a gun to my site, basically.
You are a gun.
Right.
Zool, that's what we're talking about.
Zool, Z-O-L, he is.
a ninja from the nth dimension
categorically not an
ant. This is an idea that was falsely put out there
by Gaines Magazine's who
weren't paying attention and I actually
have this from the horse's mouth
so to speak when I did interview
Ian Stewart that's going to be on the
back of, one of the founders of
Gremlin graphics and that's going to be on the back of this
episode. That was always
fairly clear to me. I liken it to the fact that I
on my podcast we covered a sticker album
that came out around the time of Sonic 3's
release. A Sonic
That's so you.
Yes, yeah, we did a read-through
of a sticker album.
And we did, what could I say?
And in it, this is when
Sonic 3 came out and they described
Knuckles as a, quote, monkey-like
creature. That is
why Zool is an ant. It's because
people who don't actually know what the thing is
they're covering are still having to just
make it up. In
their defense?
What's a ninja from the own dimension
exactly? I mean, it's some sort of alien.
To be fair, there's
not much of a frame of reference. You look at Zool
and you think, if you didn't know what
Zor was and you had to give him a species.
If you had to give him a species
and you were affected
by the fact that Sonic had
made there be lots of animal
mascot copies type
that characters. Yes, you mind the fact that
Zool is there to essentially
copy Sonic. Yes, he is.
Although I maintain it isn't a copy of Sonic
As some people think they misinterpret that
But it was there as a sort of Sonic busting mascot type creation
That yes you're affected by that
You think it must be an animal
I guess that's because it's got a black segmented body
Yeah exactly
It's not a flipping horse is it
I mean it's not a flipping horse no
Had he been a horse thing
This would be very different
We may be talking about a much larger reaching and more successful
Far better game
Yeah
so yeah it's all the massive horse
yeah
oh boy
and at the beginning
you can choose
to either have music
or clopping sound of it
yeah
now is that clopping in the internet parlors
no god no
right
I hope that I know what that means
and that you said it
there's no element of this
that I don't like
oh that's true
I've already dragged this down
into the gutter
I'm usually quite high brow
I mean I would wager
they're probably
oh no I was about to say
there probably isn't that much
as all pornography
but there probably is. Let's just move on.
No, let's not move on. Let's not move on.
I've drawn Zool pornography.
Dave.
And my geography teacher saw it.
And she thought it was funny and cool.
She laughed and went, that's very good.
God's sake.
Because it was, what it was, was it was a sex scene between,
obviously, Zool and Zoos, more on humans.
later.
Of course.
But it was amusingly covered up by a big thing that was like, you know, censored.
We won't print this muck around here, Ed.
Even though it was just the drawing I'd done in an exercise book.
I mean, obviously everyone wants to see it.
Don't they?
But, God, I think the podcast has already peaked.
It's only all downhill from here.
Okay, Zool.
Zool certainly has.
Whoa, hello.
Zool, the ninja from the endth dimension was originally made for the
Commodore Amiga, the beloved little box of joy, the Amiga, by Gremlin Graphics
back in 1992.
The best computer that's ever been?
I'm not going to challenge that, because that would lead to a road that none of us
want to walk down. But then following the Amiga version, it was ported to lots and lots of other
systems. In theory. Inferior systems fair play. The Amiga original, as has the usual, as referenced
earlier, it has the whole, do you want to have music or sound effects choice at the beginning,
which is something that I have unfortunately never quite been on board with because why would
you not choose the music, you know? Well, yeah, it's something that I struggle with myself because
both options are very good in that game. It's true. Really, the only thing you can do. And this
something I am genuinely, and I was thinking about this only today in 10-2. Anytime I
plays all from now on, it will be with the music playing on YouTube in the background and the
sound effects selected. That's very clever. There, you've got it all then. Alternatively, you could
play the Acorn Archimedes or the Amiga CD-32 versions, which allow you to have both.
Well, yes, but I can't imagine the music is correct in either. I'd be surprised if the Archimedes
version didn't have more or less the same music. Oh, did they tend to do that? They did, because
I had lemmings on my, I had an Archimedes for some reason.
I don't even know how I got it.
Oh, you.
And I, I know, I had an Acorn Archimedes and I had lemmings on it and it was the same as
the Amygote.
I had a friend who had an Archimedes and when he told us, it was, the reaction from
everyone was pure incredulity and mockery.
Not because we, not because, understand, we had anything against the Archimedes as a system.
No.
Because we thought he'd just made it up.
You know, it sounds made up, doesn't it?
Yeah.
I have an Acorn Archimedes.
Shut up.
Well, he didn't say Acorn.
He just said Archimedes.
So it was, you know, it's like saying, oh, yeah, no, I've, like, we were talking about
computers.
It was like, well, of course, I've got a Sophocles.
Yeah, I've got an H-D Pythagoras.
Yeah, you're just saying words you think sound clever now.
That's not a, that's a, and then when we went around there and he had it, he really had
this computer for somehow the Lockery only increased.
Well, because he was like, no, look, here's what it does.
I can make a picture of Big Ben come up and go bong.
You know, oh, can you?
Oh, well done.
Brilliant.
Yeah, sort of, yeah, I've got an Archimedes at home.
No, you don't.
It runs a operating system called Risk Os.
No, it doesn't.
That's obviously untrue.
It's got Mad Professor Moriarty on it.
That also sounds fake.
He had something where there were little rats running around or something, and, well, whatever.
The thing is, this is the only thing I will ever allow to be said against the guy.
He was a great guy, brilliant friend.
He was great.
Had an Archimedes.
But this one, he had this one like arc against him.
A boffin.
It's a school computer.
It's a computer that we had at school.
Oh, is it?
It's like the BBC micro, you know.
Oh, yes.
This was a machine that was essentially aimed at education.
You could play games based on the look-and-read serial Jordi racer.
Yeah.
If you weren't cool enough to play through the Dragon's Eye, obviously.
Yeah, obviously.
And, you know, Granny's Garden.
And, you know, let's face it, you don't know what that is.
But that's not a mark against you because most British people still don't know what that is.
No.
No, exactly.
Who's read Stig of the Dump all the way through?
But we've played the BBC version at school.
Yeah, exactly.
We've played, and on our comedies, you could play the game where you talk to the little lad in the Blitz,
to the little lad in the war in World War II.
You can say, hello, little lad in World War II.
How is it going?
great. There's bombs and just people are getting shot up. And
honestly, it's a trial. It's a real trial. Let's hope it
all ends soon. Yeah, how's it going for you? Oh, is it still an hour till
lunchtime? Oh, no. Oh, boo-hoo. Any bombs? You really used to have a
go, you didn't he that little lad. Yeah, it's like, oh yeah, so I see you're upset because
you've been packed like peanut butter sandwiches instead of marmite sandwiches, yeah.
Yeah. My house just got like flattened by a big bomb. Yeah. It's not
exactly comparable is it. I mean, the fact
you're even talking to me is a bit of it in positions,
quite frankly.
I've got things to do. And, you know,
if we've got this power to reach across time, maybe
you could go ahead and, like, you know, Yanga's all
out of this. There's hell.
Zool.
Also on the Archimedes.
And Amiga CD-32, as
mentioned, that's the only way to get both sound effects and
music unless you're playing one of the console versions.
But if you're playing the console versions, what you're getting
is a completely different game.
Yeah. As we discovered,
didn't we?
Well, yes, because I was under the apprehension,
the misapprehension, indeed,
that kind of apprehension,
that the remake Zoolreidimension
was based solely on the Amiga version.
Why wouldn't it be?
Why wouldn't it be, exactly?
But then, no, I found out this way
that the Mega Drive, SNEs, etc., versions of Zool
are entirely different in their level way out.
I think the basic gameplay is more or less the same.
More or less, yeah.
There might be maybe slightly less momentum
or slightly more momentum.
Well, there's a key difference,
which is that they're optimized for controller use.
So you can see why that would be the one that they went.
Yeah, absolutely.
Zool is 100% a joystick game,
and that's why I actually haven't played it since the Amiga,
because I don't have the ability to plug a joystick into my computers.
Exactly.
And if you're not tilting up to jump, then what are you doing?
What are you doing?
By the way, by the way, digression,
but I won't hear anything against that.
There's a lot of fun is made by the sort of unusual people.
who were raised on the nez.
I tried to say that in a comedy disparaging tone,
but I think I went too far.
It came off as real hate.
Yeah, I love the nez.
But if you were raised on that,
then a lot of people don't understand
the opt-to-jump thing
and think it's inherently bad.
It was, however, inherently good.
It's very tactile.
It's a better representation,
physically, of what you're asking the character to do
than pressing a button is.
Because pressing a button is, like,
It's like you're controlling a machine or a robot, whereas with a joystick, you're that way, that way, this way. You're tilting him. You're flicking him up. Yeah. You're up and he jumps. It feels like the same thing. Yeah. And honestly, Dave, I need you to stop talking about flicking Zool up because this is getting out of control. Okay. Well, it's just my geography teacher was very impressed.
Well, good. Bully for them. Bully for them. But I see what you mean. It's almost like you are physically grabbing hold of Zool and yanking him around.
Yes. And that's what, that's how this game was built.
whereas the console version
when that turned out to be
the recent remake
it was like it's not unacceptable
it's just a bit weird it's what it's a bit
like is if you know
if they did a remake of
I don't know Sonic 1 and it turned out
to be that weird version that somebody made
to run on anise
oh yes well that's not that that isn't it then
but I feel like I should
talk about what you actually do in Zor
to some extent because I feel like a lot of players
will not have even touched Zool with a 10-foot Zool pole.
Yes, we've got too much rambling.
Let's actually tell them what we're going to talk about.
What the aim of Zool is, essentially, being a European sort of platform,
and I don't mean that like a dirty word, because that tends to come up quite a lot.
You have to collect a certain number of objects before you can leave a stage.
Now, my understanding is, in the Amiga version, it is just the general collectibles,
100 small candy canes, you know, like that sort of thing.
because this is one of those platforms where
let's say there's just a long line
of collectibles, you jump through them,
lots of numbers come out and they go
big, bing, bing, bing, bing like that.
It's that kind of game. It's a collecting things adventure,
which is near that, I find,
when the game is not just to get from one side of the level to the other,
while you do have to do that,
you also have to make sure you collect those hundred cakes or whatever,
because if you don't get them, you're not going to be able to leave.
And to some extent,
I can see the
frustration at that because it is
a bit of a hangover from
even older microcomputer games
like Manic Minor, I think,
where you had to collect 10 items
in order for the exit to open.
It's a similar principle, though here
let's say if you needed 200
music CDs, there would be
like 600 in the level anyway, so it really isn't that
much of it in position to click. Yes, I suppose
that's, I can see that.
I've realised as you're saying this
that my memory of Zool 2, sorry,
memory of Zool 1 is actually a bit hazy, and I don't remember whether you have to collect
a number of things or not, but I believe you that you do. The thing is it's been affected by that
remake, and so I've sort of forgotten what was from what. But the thing about this game,
as with so many other of these, apparently much maligned European thing collecting games,
is that the collecting of the things was itself very satisfying. You know, I mean, I challenge
anyone who's played a Mario game and didn't feel bothered if they let me.
left one coin behind on the screen, which they could have got.
It just imagine it as that.
Zool in particular, along with, say, James Ponto, Robocod,
stands out on the Amiga as like one where the things you,
the little bits and bobs that you're collecting are really moorish to collect.
They look good and you want them and you just want to grab them all.
Well, it's very nice because each level is based on your different sort of theme.
They're all very unusual themes.
There's not like lava level, ice level.
There's none of that.
No, no.
You've got sweets level, candy level, if you're American.
You've got a fun fair level with like a coconut shy and like balloons and crown faces.
And there's a stage, a music-based stage, which means you're running on stereo CD players.
Yes.
And there are all the enemies change to be based on whatever theme you're in.
And all the items you collect change as well.
Yeah.
It's not just sonic where you're collecting coins or ring.
every level it's level one you're collecting small dolly mixtures you're collecting candy canes
you're collecting cakes you're collecting jellies in level two in the music level you're
collecting CDs music notes tapes all that sort of thing it's great and that was at a time when to
me the CD was an aspirational product I didn't have a CD player so to see all these little
CDs lying around with that beautiful rainbow shine on them and gathering them all up along with
little tapes and little guitars and microphones and pairs of headphones, woo, woo, lovely.
And you've got enemies that are sort of anthropomorphic drums, and when you, when you shoot
them, your projectiles bounce off the drums and make a drum noise. How good is that?
Yeah. Who could not like that, really? Only a fool. A fool. And we're not talking about
fools. We're talking about Zools. Yeah.
Oh, boy.
Good episode so far.
And a game that may be more familiar to console players is a cool spot, which
came out later, I believe that was 93.
And that actually does have a similar feel, in my opinion, because it is a collecting game.
and it has levels made out of, like, hardware, like woodblocked tools,
and that is something that comes from Zool, I believe.
Now, I don't know whether a CoolSpot was a UK developed or European developed game,
so I'll have to look into that.
I would speculate that it was.
Well, I believe that it was.
I think, well, wasn't it made by the people who also made,
what am I thinking of?
You know, shiny.
It's a shiny game, right?
I think it was made by Dave Perry, yes, the Earthworm Jim fellow.
Now, was he British or not?
I don't know. His name is Dave, which suggests maybe yes.
Do they not have those in America?
I don't think they have them.
I mean, let's look at yourself, for God's sake.
You're living proof.
No, quite.
I'm living, in the sense, I'm living proof of part of what you're saying, yes.
The far from the point that you're making.
But I don't know.
I mean, based solely on what I understand about the different level design philosophies
and game design philosophies of platform games based in both.
the UK and in America, I would argue that CoolSpot has, if it's not made by a UK team,
it's got that DNA in it.
Dave Perry is from Northern Ireland.
There we go.
So yes, his whole thing would have all been about Amigas and Speckies and all that sort.
Brilliant.
Yeah.
We intuited that because his games felt native at when we played them.
Yes, because there is a level on Cool Spot where mice throw pieces of cheese at you.
That is the most British thing I can imagine.
Yeah. And even like, even though one of his games is Disney's Aladdin, like nevertheless, but yeah, you know, you know what I mean? Nevertheless. No, I get it. I was actually, this is, this is relevant. I was playing Business Aladdin, the American Mega Drive game the other day. And I was thinking, there are a lot of odd little things in this game that make it seem British. Yes. Like the fact that when you throw an apple at the guards, their trousers fall down. Their trousers fall down. The fact that it was a really good game.
the fact that you can make Aladdin put Mickey ears on
and then one-up appears and it goes bleh
Yeah, the fact that one of the sound effects is
the fact that in the background of the second level
there are tents that have the sort of gendered male and female
toilet signs on them
And then one for genies
And one for genies, yes, see
That's us, man, that's what we are bringing to the table
Yeah, right here
Um, toilet-y, pooh-o-oil-humour, pants falling down
And boos wheeze and six
So Zool
Critique of Zool really
I mean
I think it's got any of Poo's Wies or Six in Zool
I don't know but to be fair
It may have buried secrets because there are a lot of
sort of hidden levels and extra little bits and bobs
There is a schmup level
As people tend to say these days I believe
I think they do yes
A shoot them up level a shooter a space shooter level
Where you are horizontally flying in Zul's ship
and blasting baddens.
Well, and furthermore, I remember at the time
the legend was that that level was set
inside Zool's body.
Yes. And it's all body stuff
in there. That's a very unusual
digression to the game, in my opinion.
Yes. Nothing in the rest of the game
is anything like that in any regard.
And I believe that's one of the ones you can unlock
by playing the piano
in the music stage, which is
wonderful. I love secrets like that.
Well, the one that I knew was that there was just, this is
how we discovered, in fact, that I was not remembering the layout of the level because it was a game I'd never played, is because there was just a certain corner that if you jumped onto it and you'd go into this level, you didn't have to do anything at all, other than that. And that was the only one I knew, so I didn't know about the tune you can play or anything. No, I found a few of the secret levels in the remake, but I have not found any of them in the original, despite having now played the original quite a bit. And I would like to get back to it as well, because I liked it. But the original Amiga version,
has that the console version doesn't have, in my humble opinion, is it feels handcrafted.
It feels like a guy made it.
Yeah.
Because the level design isn't extremely polished.
It isn't uniform.
It's not careful.
It's just like, oh, wouldn't it be cool if this happens now?
Yes.
No, that's exactly it.
Whereas I go the other way.
Zool is a game where cool stuff happens.
Yes.
On the console is like a committee polished version of the concept.
I agree.
personality. That is exactly how I feel
about it. And I don't think that Mega Drove's
all is a bad game per se. I just don't think
it's as interesting at all. No, no, quite.
It's not. It's a perfectly good game. And I have
nothing against the remake other than the fact
that it's of another game.
Yeah. It might be worth
mentioning before we talk about
the tie-in to this game.
It might be worth mentioning the
Chup A-Toop connection. Oh, got to.
Now, I thought they were called chuppa-chups
until they did you interview. But
apparently no, they are called Tuba-Tubes.
Are you sure? Because the reason I think they're called chuppa chupps is I remember chuppa chaps, sweet friend, which was an advert where presumably they say the brand more or less correctly.
You would imagine so, yes.
Maybe, but then it's possible that I was myself imposing that pronunciation and he actually says chupychupes, sweet friend.
If anyone knows how you pronounce chupichops slash chappichops, please get in touch and let us know because it's now up in the air.
I was corrected thusly in the interview section, but now I'm.
now it's been thrown into disarray.
Yeah, sorry.
No, obviously we have to go with the person who's, I mean, let's...
We'll go with that.
We'll go with chup chutes for the time being.
Yeah.
I mean, that person's older than me, for one thing.
I mean, Cheaper Chupes, to me, I believe they are a European sort of thing,
and chup sounds more European than chup, I think.
Yes, I think it's, yes, is it a sort of chewing, sucking noise where...
I think it could well be.
I don't know.
All I know is there was a lot of them in Zool.
There's a lot of Chupichup's logos and breakable chupichupes logo.
that have things in them. I think that might be in just Zool 2, actually.
And, you know, maybe it was...
Sorry, wait a minute. Sorry. Did you just try and say
that the Chupacupes were only in Zool 2?
No, I said that the breakable boxes that were their logo
are the ones that are in Zul 2.
Okay, good. We were going to have to have a battle.
There was going to have to be a real word fight there.
Yeah. But no, it's not necessary, because I know for a fact
they're in both versions. It's fine.
It would be a really weird thing today.
Like, I would more expect someone to say that they were only in the first one,
because nobody knows anything about the second one.
Yeah, nobody even has played the second one.
No, I'm the only person, and that's why I'm here, really, but we'll get to that later.
We will.
Actually, I was looking on, I was doing some of my research for this, and this was mentioned on Wikipedia, so it might not be true.
But it said that Zool 2 on the Jaguar sold 11,000 copies, and I was like, I don't know if that's a lot or a little for the Jaguar, because I don't know who owned a Jaguar.
No, I don't know, and I couldn't compare that to Amiga sales.
No idea.
But I just thought it was interesting to note that that specific sort of amount, you know, 11,000 people.
And it gets you get me thinking, like, is that a shitload or is that not, none?
Yeah, you've stayed.
What they've done there is they've, somewhere, they've found out the information and they've gone,
who?
I had better read that through you, Wikipedia.
Type, type, type, type, type.
Citation needed.
They may not know themselves what it means.
No.
Nobody on Wikipedia knows what things mean.
They only know facts.
I went to, I was out at the pub quite recently
and there was like a meetup happening
with an internet community that I'm part of
and on opposite table to us
there was a Wikipedia meetup happening
and yeah and I was quite
refreshed
and I began heckling them
with vandalism I had done to Wikipedia
I just wait wait
here's what you should do if that ever happens again
while they're there
you should be secretly vandalising the entry
for their group on Wikipedia.
Yeah, that's not bad they did.
Oh, God.
While their backs are turned.
They were all very, very kind about it, though,
because I was very jovial in my saying,
yes, the So Solid crew did gain lots of extra members, didn't it?
For quite a long time.
But anyway, though.
Yeah, anyway, that's enough of that,
because there's nothing to do with Zool whatsoever.
Right.
Um, I think that's about all that can be said, honestly, about the original Zool.
Because as much as it is a fun, fast-paced, action-packed, climbing,
shooting, what is he throwing jelly beans?
Oh, I don't know. He's just shooting
little dots. Because I always thought
they were jelly beans because of the sweet
environment, you know, because when
I, I didn't actually
in fact, that's a question I'd like to raise.
How did you first come to play
Zor? How did you become aware
of the existence of this man, Zor?
Yes, I will tell you exactly how.
I was about
10, and this
was about 1992.
And at that time,
Something that people who were interested in nostalgia gaming
but wasn't necessarily there
don't always appreciate is that back in those days,
we, and maybe I, perhaps I only mean the UK here,
didn't quite have the like release day culture that we have now.
So when something comes out,
if you don't have it within, I don't know, four years,
it hasn't necessarily gone away
and it's still fine to want and to get the thing then.
I got my megadrive in 1994, and that didn't seem to me like I'd missed a boat at all,
even though the PlayStation was coming out.
Like, that was just kind of how things were.
So the situation I was in in 1992 was that, like, my entire gaming situation at home was ZDex Spectrum.
That was it.
An early 80s machine.
And then my friends who had anything at home, you know, I had one megadrive friend.
and mostly people just had ZX
Spectrums. That's kind of where we were. It was very rare to have anything more.
And into that environment,
my best friend at the time,
whose computer up till then had been,
whichever one it was that
old people used to have, where
it was either a green or an orange
screen with a
floppy disk slot in the side of the screen, but for
the really big floppies. I see.
It was for doing sums on them. You do sums on the media
work processing, and there were a,
He had, like, two games, one of which was a sequel to Talsetti, which I had on the spectrum,
and one of which was Samantha Fox's strip poker.
I see.
And I had another friend who had that.
That was his computer.
Like, this was what the environment was like.
Gaming was a very dull monochrome thing.
And then this guy got an Amiga, 1,200 as well.
Oh, my God.
AGA.
Yes, and I don't, that's a graphical chip set that made it look better.
And I don't know why this happened.
I don't know what whimsy his dad got in his mind to buy a new computer for the family.
But suddenly what my friend had was like, well, just a miracle, just something that could create magic and miracles.
And he had Zool because it came with Zool because they all did.
That was the point of Zool was to be the thing you had on the Amiga.
And so I went around there and played on it and just couldn't believe any of the senses that my body was telling me I was experiencing.
Like the speed of it, the look of it, the music, which is the, that's the part you can still sort of experience today. You know what I mean? Everything else is compromised because we don't have CRT. There's going to be zool music and dispersed throughout this podcast. Of course there is. But yeah, just to go from beat, beat, beat blurb. And by the way, there are some beautiful music made on the AY chip over on the spectrum. I've done it down by saying beat blurb. But that was the genius of it was that it was that it was all
instructed out of that. Yes. And, you know, same on things like the Nez, really, although we didn't, did we have
that yet? Yes, I think this same friend may have had one of those by this time. I had one Nez friend.
He was my one Nez friend. Yeah. It's just a question of what came first. Well, yeah, when he got his
Amiga, it was like someone had pushed a symphony orchestra into his house or something. It was an
incredible change from what we were used to. The quantum, I mean, that said, if a context saying,
not obviously your context.
Jaws is very different,
but going from the Commodore 64's, like, Sid-chip, the S-D-S-D ship,
it's maybe slightly less of a leap.
Yes, because that is very famed for its music.
The Sid-chip was absolutely wonderful,
and I, yes, and I was unaware of it,
and I didn't have a C-64 or a C-64.
Yeah, I didn't know it was a thing until, like, way later anyway.
But it was still a significant difference
because what that was doing was extremely high-level beeps and blurbs.
Yes.
They sound so great, whereas what the Amiga was doing was it was entirely sample-based.
So, interestingly, although the first sort of crop of games basically used that sampler to sample C-64 bleeps and things, and, like, there was a lot of games that did that.
Stuff like Zool was, it was like it listening to a keyboard demo.
In those days, you used to go into a, you know, a toy shop or whatever and press the demo key on a keyboard.
And just listen to music that.
And then get told off for your mom's.
Yeah.
mine was very patient. She would leave me there and use that opportunity to go and shop
for something sensible. But no, this was like that. It was, we hadn't really had a sound like
this before because it was made out of like, oh, here's a sample of an electric guitar going
and they built music out of that. Here's a fluty sound. Here's a slap bass sound. And here is
a sound of a guy going, and then a smashing glass noise. That's like the first thing you hear
in the original Zool is that
and then in the background
you've got your
it's great.
It's really cool.
But that's the thing.
And by the way, I should have said this in the intro.
I am here
in my capacity as the one
guy who's furious
every time he's trying to find a copy
of Zoolophobia, which is the
title screen music from Zool 1.
And everyone on YouTube
has uploaded it playing at the wrong
speed. That's unacceptable.
everyone because the original dot mod file that you know that the music was that it ran from
says in the samples like there's only what you could name all of the samples and only one of
them is named I believe and it says change speed to 168 or something like that it says what
number it is and that is how to play the music properly if you just play it by itself it plays too
slow evidently something in the game not in the music module made it play at that speed
is there it doesn't work so there isn't a
correct speed version of this song
on YouTube at all?
There is, but it is showing
the title screen, and I will...
Oh, I see, because I saw a...
I mean, I wonder if it's a 50 hertz
thing, like a Powell thing.
No, I know. I don't mean that in a bad...
I mean, as in it was meant to be like that.
I know. Look, it could
be. I mean, who in the 60 hertz
region is running an amiga anyway? So,
this wouldn't have been something they could say it. But no, because
that normally sped things up. Whereas,
yeah, no, it's... I will
make sure that you have a copy of the correct
I'm excited to get zolophobia
yeah this is going to be good
what it's supposed to go like
I'm like you with your zoolophilia
what it's supposed to go like is
doodle da da da
like that but what it goes like on YouTube
is
because that's one sample
it plays the same right
no because that's the thing
it just plays and that's the problem
the samples are all in the wrong
so there's one bit where it goes like
And if you play it wrong,
it's like,
bow,
wow,
no, I can't do it
because it's so wrong.
It's like,
Beowah,
bow,
well,
it's wrong.
It's really,
never mind,
anyway.
I hate it.
I'm sorry.
I'm sorry.
It's rubbish.
I'll send you the proper sound.
I hate it.
We should talk about Zool 2.
We should definitely talk about the sequel to Zool.
The sequel to Zool was developed by a team called the Warp Factory,
and it was released in late 1993 for the Amiga,
which must make it a fairly late Amiga game in general
in terms of its mainstream sort of success.
Right.
Well, I won't listen to that kind of blasphemy.
Okay.
Let me rephrase that.
A late game for the Amiga
in terms of the ignorant populace ignoring,
not giving it its dues.
I mean, Worms was the end of 1995.
Really?
Yeah.
It was as late as that.
We can safely say that that was a mainstream Amiga release.
I am talking.
bollocks in that case, and I
apologize. I genuinely didn't realize it went.
The thing is, it was, no,
what Worms was, was it was the last,
it was the last Amiga game of note,
and yes, it probably came out quite a while
after most people had stopped being interested in Amiga,
and I just have to come to accept that.
I just, I do.
Worms even got this director's cut,
which is exclusive to the Amiga until, yeah, yeah.
And it had many of the features
that many people associate with Worms, too, or Armageddon.
I know, I don't.
Nobody knows about it.
most people just write off the Amiga and don't bother learning about it in
history, but that's what we're here to correct.
The Amiga Mini that's coming out in April has got it on it.
Okay.
Yeah.
I'm excited about that.
I'm quite excited about that.
The small Amiga.
It's starting to think if it's not been done already,
there must be a general Amiga episode of Retronauts.
Going to put that one on the old back burner.
As all two was also released again on CD 32.
It was released on the Atari Jaguar, of all things,
and it was released for MS. DOS.
I know that because I had the sold-out software version of it,
and it didn't work.
Ah.
That's why I was not able to play it.
Oh, that's a shame.
It's disappointing.
The Jaguar version, having looked into it,
and I have played the Jaguar version on the emulator a little bit,
it seems to be, I would argue,
the most polished of the versions in that, you know,
you can get both music and sound effects.
It seems to have the full graphics of the Amiga version and everything.
Fair enough.
I can't agree about it.
But unfortunately,
to play it, you have to either have a Jaguar or emulate the Jaguar, neither of which are easy to do.
It also introduces, well, not introduces, brings back in a major capacity, Zool's.
I don't want to say this, because it sounds kind of...
Zool's sort of female counterpart and or girlfriend and or the girl version of Zool.
I don't know what Zuz is.
I don't know what her, like, role is.
I mean, I know what her role is in your drawing, but it's not dwell on that any further.
There's simply no...
Why do you keep bringing it up, Dave?
I know, I know, and I'm insatiable.
But there's simply no, like, point in not acknowledging what Zuz was there for.
It was just, okay, we'll make a girl one.
Yes.
Sonic 2 had tales.
Yes, the girl version of Sonic.
The girl version of Sonic.
And so Zul 2 needed one.
And it just because, I don't know, maybe this is the era that it was, the done thing maybe had become, all right, well, girl version then, so that it's not just two boys.
Yes.
Maybe that.
I don't know why they did it, and I don't know to what extent,
and it's difficult in related media about which we'll talk later to ascertain to what extent.
Zuz was meant to be an alternative for, for instance, female players,
or was she meant to be a sex pot?
It's genuinely difficult to tell which of those things.
Well, in-game, my understanding is that she has a different attack.
She has a melee attack with her electric.
whip thing that she has. That's what I have read.
That's right. And also, apparently, she
can take different routes because they're able to
each break different parts of the environment.
That may be true. I can't now remember.
I have looked into this extensively, and I
can find nothing to back this up.
Right. Because there's not... Maybe one of us should have tried
playing it. I have tried playing it. I have
extensively searched for different routes
through this game. I have even looked at long plays
of this game. Oh, I see. And I cannot
find any evidence that this is true.
I'm not saying it's not true.
It sounds a bit like someone, yes, who just is assuming things based on knuckles.
There is not a lot of information about this game's production out there on the internet.
There is basically what in old magazines, which have been scanned like Amiga Action,
and there is Wikipedia.
And having looked at these Amiga Action scans or whatever that mention this feature,
they do so in a preview context.
They do not say this about the finished game.
So I am not convinced that is true.
Right.
That's just something they wanted to do, but couldn't.
Yes.
I think that may be the case.
I can't confirm it, though.
So it remains a bit of a Zool mystery.
I'm going to keep checking, though.
And I will find this,
and then we will do a three-hour follow-up episode.
But there's a thing.
We'll do a follow-up episode
where we've actually gone and played the game
instead of just relying on nostalgia.
Well, speak for yourself, then,
because I have, in fact, played the game.
Other than Zuz, it also introduces the two-headed dog,
Zune, who I believe you've only played us
in a breakout-style minigame, is that?
That is literally the only point of Zoon, I think.
Yeah, Zoon is a two-headed dog,
and therefore makes a decent...
What's the word? Paddle for a breakout game?
Yeah. And the villain, the big villain of the series
is called Krull, K-R-O-L.
And you don't actually fight Krual, I don't think, in any of the games.
You may fight him in the remake.
Cruel, as far as I'm aware, has only appeared once,
or at least across the two games.
Yes.
And that is in the form of a postcard that came with Zool-2.
Where he was depicted simply as a pair of eyes.
looking out of some sort of ridged meat.
Some ridged meat.
That's my memory of it.
It's not very clear.
I don't have it to hand.
Because in Reader mentioned,
the final boss is a pair of eyes in space,
which I think may be supposed to be cruel.
That'll be that then.
But is that in the Mega Drive game or not?
I don't know.
I haven't.
I don't know.
That I didn't check.
I'm going to just quickly go to a Mega Drive long play now while we talk and find out.
Yes.
Because I need to talk about the actual villain of Zool 2,
which is a square.
Yes.
It is a block named Mental Block, which is A, funny, and B, slightly distasteful.
Yeah, it's not the sort of joke we would make now.
No.
But in 1993, it was very funny.
It is extremely, yeah, in 1993, everyone was ringing each other up on their wall-mounted landline phones.
Yes.
And talking about how funny and clever it was.
Yo, Dave Meister.
Dave Meister.
Yeah.
You hear about Mental Block in Zool-2?
Hmm.
It's deaf.
D.E. F, they used to say that.
Yeah, no, they did. Yeah.
It's death, definitive, or definitely very good.
I don't know what it actually means.
Oh, is that what death meant definitive?
I thought it meant definitive.
Oh, that would be good.
Yeah, it's D.E.F. Definitive.
I never knew.
No, I didn't know.
And then, you know, you would go back up into your bedroom
and you would go on your fruit of the loom jumper.
That's what you do.
No, all I ever knew about it was that dope, death anyway, was okay when your DJ plays the K.
Yeah.
of what the kid has to say.
Now, in terms of gameplay, Zool 2 is not that different to the original Zool, but I would argue
it is quite a bit more polished.
So this is the thing.
Zool 2 is generally kind of maligned, I find, because people will say of it that no one
played it.
And I don't know if that's the case or not, but I think that Zool 2 is like the Sonic
3 of Zool.
I think it was very polished in all of the ways that matter to a child.
with an Amiga, which is that it looks
better. And it does.
They, you know, Sonic 3 style, they
really kind of added a sort
of roundiness to the sprites
and made them more like they were
drawn by cartoonists
and illustrators. Yeah, the Zool's
all Sprite in the original game is very
deluxe paint looking. Yes. Yeah.
It's extremely dumpy. But in Zul too, he looks a lot more
edgy and cool. I think they
actually did get a Disney guy in to
redesign him. Really? I read
that somewhere, yes, but I don't remember their name.
Well, now, this is, this
was reflected in the actual
physical packaging as well, because the
original box for Zool
has a drawing of Zool on the front, which was
very kind of,
like a designer did it rather than
illustrator did it. You know what I mean? It's made
out of shapes. And in
the manual, there was
a comic that illustrated
the story behind Zul,
because of those days, manuals used to have to come
with a story. Here's the story. Here's the story
so far, because we couldn't have...
And of course, back then, games used to also come with manuals, which is...
And because it was a big box game, as we call them now, a game, as we used to call them
then. And it came with this manual in which was this comic of Zool. And it was, again, drawn
kind of crudely of him landing in Sweetie Land and getting on with his adventure. Well,
in the version of Zool that I had, because I got it, as I got my Amiga quite late,
summer of 93, so too did I get my copy of Zool quite late. And if...
had box art, redesigned box art and manual comic to be in line with the artist doing the cover
for Zool 2 and the comic that I believe came with that as well. So, yeah, it had this design change,
although none of the contents of the game, you know, didn't change the title screen or anything
like that. No. Yeah, so as he had had an upgrade on the boxes themselves, so too did he have
an upgrade in the sprites and other in-game art by the time of Zul 2. Don't know who did it, though.
I've been desperately trying to find the name of the fellow who redesigned him
because I had it earlier.
Oh, did you?
I didn't write it down because, again, extremely clever, borderline genius man.
This is good.
We're making a really good case for this more British version of veterans.
Yes, I've done what can only be described as a week.
Oh, I found it.
Okay, there we go.
Everything's come up great.
He has been redesigned by a man named Alan Barton, who did work on Tiny Toons,
Roadrunner, Daffy Duck cartoons, Disney's Jungle Book,
Sylvester the Cat, and apparently Batman Returns.
He worked on all of those.
And of course, Alan Barton was half of Black Lace,
whose hits included Agadou and Superman.
That's true, but it'll be another one.
Or is it? What if it's not?
If it's not, we've just cracked the code.
I imagine if Zool was redesigned by one of the guys who made Agadou.
That would make me so happy.
I can't even explain.
That's the kind of thing where you'd have to
just go and lay down for a bit to recover from the sheer joy.
And we broke that exclusive.
Yeah, that's the...
Let's just pretend it is.
We've really...
We have really, I think, now made the gates for this more...
Yeah.
Retronauts.
A UK Retronauts exclusive.
Alan Barton from Black Lace.
It is responsible for redesign of Zool.
If that's incorrect, please don't tell us.
Yeah.
We've ever tell us.
We lots remain in this blissful world, but
we're in that's true.
Mr. Editor, if you'd like to sink
in a little bit of Agadou now, you're very welcome.
Agadoo, too, do,
push pineapple, shake the tree.
Agadoo, too, do, push pineapple,
dried coffee.
To the left, to the right,
jump up and down and to the knees.
Come and dance every night, sing with a hula melody.
Agadoo, the very first record that I owned.
because it came on the TV and it had dancing pineapples
and I was on Amid of it.
And my dad, who is all, you know,
he's into all like prog rock and stuff from the past.
He, and this is just the mark of a good parent,
he had to personally trudge off to the shop and queue
and openly with his face and everything,
because he couldn't do it.
You couldn't buy things on the internet in those days.
He had to own up to wanting to purchase this record
and he had to do that with his face, with his presence,
with his actual face.
There in the room.
But not only that,
It was the first record.
This is the way he tells it.
Agadu was the first record he ever bought because he wasn't allowed to, like, have his own records back home.
And then by the time he had his own place, he was just sort of into tapes by then.
So, yeah, I'm sure he had albums, but I think it was probably his first thing.
It could be worse.
The first record I bought was Earth Song by Michael Jackson.
Oh, gosh.
Yeah.
And you know what turned out, he didn't even redesign Zools.
I didn't have not so much
No
Anyway moving swiftly on from that man
As good as all two is
And it is good
It is a good platform game
Yeah
I would say it is very similar
To the original
Just again much more polished
More enjoyable way
Bigger levels
Better level design
Lots more fun collectibles
Even more collectibles
Are everywhere
Yeah
Oh yeah
So
So moreish to grab those things
And you can't
You can barely take a step
Without collecting about six things
And that game is great
No, it's great. And this is the thing, this is why I hesitated when you said that it's one of these games where you have to collect a certain number of things. I don't think I've ever got to the end of a level of Zool and had not already just incidentally collected all the things. Well, it's exactly what you were saying. Why on earth would you not want to collect the things? They're all there and I'm running around and collecting them. Yeah. It's what they're for. Yeah. One thing I will say is the final level of this game, which appears to be set in some kind of thought scape. Okay. So this is it's worth mentioning the, we've already mentioned the sort of conceptual nature of these levels.
You, I think, took that to another level again.
Like, it had, so yeah, Zul one, no, we've already said it wasn't your simple ice level, lava level.
It was a bit more sweets level, music level.
But in Zool, too, they were even more abstract.
The first one was called Swan Lake, I think.
Yes.
Or some pun on Swan Lake.
It was Swan Lake, yes.
Yeah.
And so it was just the bird stuff.
So there was like, you know, bird feeder things hanging down that you collected.
And all of the collectibles were like little.
rubber ducks and worms
for on ends of hooks. And there
was eggs on mountains in the background.
Yeah, and you could bounce on them.
Fried eggs. Bounce on fried eggs. It was all like that.
Yeah, rubbery fried eggs.
And the
Zul two, oh no, I was about to say something
musically about it. I'll say that in a minute because that's a
topic. But yes, the final level
was called mental blockage.
Hence mental block.
I don't know which one came first
in the development. And
it was so it was just about cerebral
things. So it was like crosswords, crossword puzzle you were running about in.
There was, you know, Shakespeare quotes and E4MC squared. And there was a head with the brain
bit divided up, like of one of those phrenologies. Columns like Greek, like, the necropolis
sort of thing. You know, quills to collect and, and, and music. Because that's cerebral as well.
So it was a little bit of music, even though they famously had had a fully music level already.
And yeah, that was the sort of. So it was a lot.
It was way more abstract for levels in Zaltu, and it made them so much more fascinating.
But the thing about that level in particular, I really, really want to mention is that I feel like the aesthetic of it is part of what people on the internet now call aesthetic.
It is very vapor-wavy. It's got a pink background. It's got big columns everywhere. It's got a big head. It's got like an anatomical model of a human head in there that you can.
And it just makes me think about the whole vapor wave thing. And, you know, if only it was slightly out of focus.
and then we'd be laughing.
But, you know, considering the tallies that we had back then, it probably was.
It was.
That's the thing.
And I was laughing.
That's exactly what was happening.
I was sitting there going, ah, ha, ha, ha, ha, playing on Zool 2.
Because I was having such a nice time being, you know, whatever I was, 12 or whatever it was.
It's good.
This is the thing.
It's good.
Like, Zool, he runs around.
He's really fast.
He's skiddy.
It was one of the first games I'd played that had that Mario one style skidding in it.
Yeah, the momentum.
On a home computer.
And in fact, you could turn that off.
Yeah, you can just switch off if you hate it.
Apparently, that was, I read that in an interview with Ant Stream Arcade that Ian Stewart did, that was like a QA, that was a testers thing saying, like, please let us turn off the momentum.
Really?
Yeah.
It was nice of them to, you know, kaltow to those tools.
Of course, that should have been called Ninja of the Endth Dimension Stream, not Ant Stream.
You're absolutely right, yes.
And Zool had laser blades that he could pull out of his fists and do a spree.
spinny move. That was another thing's all
could do. He could climb walls. I don't think we've said
this. He could stick to walls and jump up them.
Not climb, but not like knuckles, but jump.
Yeah, he could do a sort of
a Mega Man X hop except without sliding
down the walls. He was very clever at sticking to walls.
I think in the remake, you can
just climb, and maybe that's
maybe in the Mega Drive version you could.
I'm not sure if that's the case, but you definitely can
in the remake, yeah, they changed it so that you can just
climb walls now. Yeah, whereas
that was a proper little twitchy
joystick thing. Yes.
on the on the amiga and uh i'm just basically i'm going back saying anything we didn't say that
i think is important zool one had two versions it had the amiga 500 plus words which the amiga most
people had and that just looked normal like a game and they had the 1200 plus version yes no
1,200 version which was the a ga chip set allowed them to do more graphics so what they did
was they put these ridiculous backgrounds in that made the game worse um yes that was very common though
with Omega 1200 games
like the 1200 version of
Robocod
it adds some new levels
but also it adds
these ridiculous backgrounds
of like huge
fully coloured objects
that obscure the view
yeah repeat
so in Zool it's repeat patterns
of you know
seeds and music stuff
bananas
strawberries
strawberries
Okay, back to what you were attempting to talk about, Zool, too.
Yes.
It was good.
But it felt like a proper modern platformer on the Amiga.
It felt like it just felt completely up.
to date for what games were at that time. And I've always been a bit
bugged by anyone who didn't appreciate it. Because
it was good. And now, I love how this podcast is just
screaming. It's good. It was good. Right. I played
through to the end of Zool 2 because I was loving it so much. And that is
rare. Not my approach to games was just to, you know, knock them on, play about a little
bit. Oh, now I want to play this other game. Stick that in. I never
I've never had this thing
until now, until the current crop of games
where I feel like I should finish a game
and I feel bad if I don't.
That wasn't what I did.
And yet, this, Sonic 3 and Knuckles,
I don't know, like Yoshi's Island.
You know, there were a few, the best games
were the ones that I actually bothered to finish.
And Zool 2, one of those games.
Yeah.
It was music, right?
Yeah.
So the Zul won music.
it wasn't even just that you could select music or sound effects.
You had something like five tunes in the game,
and you picked which one you wanted at the start of the game.
And that was what you had.
And they had names like, you know, rock or rave or green.
Green. I love it.
That makes me really happy.
People keep explaining what that was a reference to,
and I can never remember now.
Was it a reference to Percy from Blackadder 2
and his lump of purest green?
It was not.
No, it was like...
There should have been.
Well, there's another...
I want to say, like,
there's another musical genre that's a colour,
so bluegrass, maybe.
Maybe that was what it was.
But it was like that,
and for some reason they just changed the name.
I can't remember.
There was a reason why it was called green
that someone's explained to me
over and over again recently.
Oh, I know.
It'll be Ben Padden.
Oh, Ben Padden of,
formerly of Ports Centre.
Yes.
brilliant, brilliant, brilliant, yes.
Whereas in Zool 2, they did the more modern thing where each level has its own music.
And the music in Zul 2 didn't follow that, like, oh, do you want a, what's your musical genre?
Do you want rock?
Do you want pop?
What do you want?
No, it was like everything in the UK music in 1993, which I think is when it came out.
It was 93, yes.
It was 943.
Very late 93, yeah.
I just, 1993 was the best gaming year.
and you can quote me on that
I'm going to quote you on that
well anyway by then
music in the UK was all just
electronic dance anyway
so that's all they did
and they but they made it
really interesting
it's got to my
for my money
the best
like oh we're doing an Egypt level
so we have to do the obligatory
Egypt sounding music
that you're going to find
on the Amiga
in a competitive field
you know there's the Lemmings 2 one
there's
Super Frog
oh now wait
minute. That's the best one.
Yeah. I've validated your point. I'm sorry.
I'm so sorry of what I was even thinking. I apologize. Mr. Brimble.
Do forgive me.
But yeah. All right. It's the second best one. It might even be the one that stands up the best
now because it's got a real good beat to it. But yeah, no, the Super Frog one will have the
best tune. But really good. But it was just all strange. There was something odd about all
of the tracks. They either did something that was quite interesting sample-wise or they would
play with the speed a little bit
or they would have just odd sound effects going
to the background. The opening, the tune
that plays when the game boots can only be
described as just farts.
Okay. But I don't mean that
in necessarily a bad way, but there is quite a lot
of like, boop in it. There is
another way that it can be described.
And that is as the perfect sequel
to Zoolophobia. So Zoolophobia
when that, so Zool was
the, it was meant to be a showcase
for Amiga gaming. It was
meant to be their mascot. And
And so it was showing off stuff that Amiga could do.
And so it was, it did go heavy with the sound effects.
It did have Zool going and the smashing noise and the little, many samples, only samples.
And it had this cock crowing sound in it as well.
That was part of the music was this cockcrow, which was, the music would stop, the cockwood crow, and then the beat would come back in again.
So the Americans, we're talking about a rooster.
Oh, shut up, Americans.
We're not talking to you.
Yeah, this isn't for you anymore.
Sorry, Americans, yes, I meant a rooster.
But they, so, and that was that.
That was like, look what the Amiga can do.
We can put these interesting, funny things in.
Well, Zool 2 was just like, right then, right then.
We know how to do ProTracor these days.
We're going to really go to town.
And so they, the title music to Zool 2 is the same tune as in Zul 1, although not Zoolophobia.
it's the one that played in the in the levels
which there's a couple of levels
had the same tune remix.
And it was full
of all these like
whoosh, bang, splat, farty
noise, do you know, rule on the edge of the table
and memorably
there was one really good bit where
the music does sort of calm down
a little bit and
you hear the rooster. It's like,
yay, it's the Zool Rooster. And then you hear
a man shoot the rooster to death
in the
the second to my mind
funniest way
anyone has ever shot
to death a rooster
in an audio
what's the first
I'd like to make
the first was
and you're gonna think
I'm joking
but I'm not
on a tape of
Mr. Blobby's stories
for God's sake
yeah
in which there was
Mr. Blobby wakes up
and you know
Noel Edmonds
goes Mr. Blobby
woke up
and to the sound
of the growing
and there was this
cockadoodle doo
going on
and then
and it was
as with this
it was someone
having fun
with a sound desk
at a bank of sample
And Mr. Blobby goes like, oh, blobby, blobby.
And then you hear him fire a dart.
And the cockerel noise, that's what I should have said, cockerel, stops and is replaced by the sound.
And imagine this but sped up, so it sounds a bit Alvin in the chipmunks, the sound,
that was the funniest death of a cockerel on any kind of audio thing.
However, this one was pretty good, and I invite you to play it.
Beautiful.
Ooh,
Woo.
Mm-hmm.
Mm-hmm.
Mm-hmm.
Mm-hmm.
Beautiful.
This episode's turning out there
everything I ever hoped for,
honestly.
It really is.
Now, I feel like we've talked about Zool a lot.
I think as for the remake, that has been gone into quite extensively in the interview.
So I think we should put that a very brief.
I mean, I would like to say Zool Reader mentioned, which came out earlier this year.
It's a remake of the Mega Drive version of Zool.
The changes, so to speak, are all quality of life changes like the way that you, I think the way that you regain health has been changed.
So it's easier.
you have more health, you can now climb walls, as we discussed.
You no longer have to collect items to exit the level in the normal mode.
You have to do that in the harder mode.
And the view has been zoomed out, which in my humble opinion is just a better experience.
Yeah, I agree.
Now, having said that, very recently, they have patched the game and added the option to have a slightly less zoomed out view and a normal zoomed in view.
Oh, right.
Okay.
I made it more like the original optionally.
But I don't know why you would do that
Because the way that they have done it
Makes the game so much more playable
Than it was on the Mega
Well, yes, it does
But you know, that's why
Because we've already established that like
You don't have to actually do anything
To finish the levels anymore
Like
Not on normal mode
On Ultimate Ninja mode
You still have to do that
But you also retain the other kind of quality of life
Things like the save feature
Which is I think is nice
I'm happy with that
Oh yeah, no problem with that
And it's nice that they've hidden
like there are three things, big things
in each level that you now can get and it gets
tallied like you have found all the things
you have part times to be
you have developer times to be all the bosses
have been redone. Sure, yeah
yeah. It's a, I would argue it's a very good
remake for purists. Oh, it's a very good
me. If what you want to play is
the Mega Drive version of Zool, then
play Zool Reimensioned. Yes.
Definitely, definitely. If
you are nostalgic about the
Amiga version, it's weird.
The experience I had,
streaming it with a very hazy memory of Zool
and thinking that that was what I was playing
because they used the correct music from the
they do and that puts me on the wrong foot
I thought that like ah here we go
to yeah I wasn't collecting any big polos
and I wasn't the way you know I understood
why you're like where are the polos
where were they that was a key thing in Zool
and also the collectibles were like you know
a couple of different suites instead of
I now recognize you know polos
like it felt compromised
but I don't know how much of that is because the Mega Drive version was compromised, you know?
There's also, it's worth noting that Zool Reimension features, no Tuporchupes, no chupes.
Well, that's the thing. Of course it doesn't.
And I was expecting that and I was sad about it, but I was expecting it because we've already had a penguin-less version of Robocod.
Yes. Oh, yes. That's...
Now, by the way, we should have said this before.
When we talked about the Tupor-tubes, that are everywhere in Zul 1, or at least certainly in the first level,
As the game goes on, it gets hazier in the old memory
because I never used to get very far.
But there would be lollies to collect.
There would be just Tupy Tupes, logos everywhere,
big ones, small ones.
Yes.
That was just part of the game.
That was normal on the Amiga.
That was not unusual,
and we didn't think it was any weirder than like,
if you're about to, the Americans get at us about this, right?
They go, it's really weird.
It's really weird.
We're Americans, and it was really weird.
this is how we sound.
It was really weird that you had sponsorship in your games,
to which I say,
I tried to watch some Transformers recently.
And the weirdest thing about,
like, watching American cartoons in their original format
when they're released in that way,
is that, like, the cartoon will end,
and then it'll go, you know,
we'll be back after these advertisements.
And then it comes back for the end credits.
Yeah.
There's an advert break before the end credits.
It's supposed to come back.
It's very bizarre, yes.
That's obscene.
And that's obscenity.
I agree, okay, it's weird that we had sponsorship in our games.
But I'm just saying we're on a fairly even playing field here.
I would agree with that.
I mean, with other than Zool and its chutes,
there's also, as mentioned, Robocod with the penguin chocolate bars.
Yes.
James Pond 3 lets you go to a whole penguin world.
Oh, wow.
Okay.
And there's also not one, but two games based on Quavers.
Yep.
Based on Quavers.
Yeah, pushover and one step beyond.
That's a kind of crisps.
Based on quavers, which are curly, choosy crisps
presented by the humorous character of Colin Curley.
Yes.
Now, none of this alarms me in any way.
I am just like game based on crisps.
Of course there is.
See, there's something slightly different about that
because the British gaming world was that if a thing exists,
someone would probably make a game out of it.
There was a Mr. Blobby game.
was an Ed's the Duck game. He was just
the hand puppet, not even puppet,
hand puppet that used to sit next to
the presenter of about two hours
of children's TV programs in the after
school. Yes, he was, he was a, was he
Broom covered or was he going live? Or was he
He was Broom cupboard, okay. Because Gordon
moved to going live to make life. Yeah, yeah.
Shortly before his sad death.
Go on. Sad demise.
There was
there was a Tewitt's game, which was
Pac-Man, because the Tewitt's
adverts were a riff on Godzilla.
but also and King Kong
it was like stop motion animation
and so there was
he was climbing the tower
and eating Tewitz
and helicopters were coming along
so his game on the spectrum
was helicopters instead of ghosts
going after the Tewitz monster
eating Tewitts
were a small square
chewy sweet
but I don't remember
anything like that
until this kind of sponsorship
until the Amiga
and let us not
there'll be people
jumping up and down and shouting
forget Superfrog
which was a
oh wait what was it called
What was that drink called?
Lucasade.
Luke is eight.
I was going seven up, no.
Right?
No, yeah, Luke is aid.
Now, that's interesting that you mentioned that because we talked about
CoolSpot earlier and that was also sponsored by Seven Up in itself.
Yes, but we didn't know that because cool, this is something that I figured out on my podcast
because we'd been confused about this for years.
Yeah.
Cool Spot famously the spot from the Seven Up logo.
Yeah.
This confuses people like us because we go, was he?
I thought he was just from a Mega Drive game that was like one of the main Mega Drive games.
Well, it turns out we, he was not in this country, a seven-up character.
Seven-up stuff was in fact removed from our version of the game.
Yes.
And it was just a game about a little red spot.
And he was a gaming character and that was who he was.
And he had Fido-Dido.
Yeah, he had a game too.
Who had a game?
Yeah, of course.
But that's interesting about the cool spot because that explains a lot because, yeah, no seven-up.
And also, instead of collecting, when you collect letters in the bonus stage,
in our version they spell out Virgin
which is the name of the company
it's not like having a go at you the player
but in the original version
it is the phrase on cola
which I think is the catchphrase
of 7 up it's uncola
or something like that
right yeah see
getting to the bottom of this stuff
I'm so glad that I'm so glad
that BS I just spouted out of the top
of my head as if it was definitely true
about them editing out the 7 up stuff in the UK version
it turned out to be true good
I thought it was, but I can never trust my own.
There are other sponsored American games as well, like Checks Quest, for example.
But again, yeah, Mick and Mac Global Gladiators.
It's an unexpectedly good game based on McDonald's.
But the thing is, there are three McDonald's platformers, and they're all awesome.
What's going on there?
Well, I'll tell you what's going on.
One of them is made by the guys who made all these games we keep talking about, like Coolspot.
Dave Perry returns.
Yeah, I think, I think.
The good version of Dave Perry, not the evil version of Dave.
Not that one, no.
I keep saying things that I've found out in the course of my time doing Sonic the Comic, the podcast, and I don't know if they're true. And I'm coming on a more prestigious podcast, and I'm just saying them as if I'm an expert. They might be true or it might be misremembering. My memory's bad. Unless it's of something that happened in 1993, when I'm your man. Yeah. Unless it's something that your geography teacher was impressed by.
Yeah. Yeah. That's how I measure. Yeah. If my self-worth was boosted by it, I remember it. And so I'll remember this, if it turns out I was right on it.
rationales.
But I think at this point, we should offer any final thoughts about Zol
and then consider wrapping things up to prep for the more interviewee portion of our podcast.
That's going to be seconded, right?
So you've had me,
me and then someone who knows what they're on about.
Yes.
That's good.
Basically,
I'm having you on and then I'm having someone come on to debunk everything you've said as being bollocks.
No good, yes.
That's the general plan here.
I didn't want to reveal that because I was hoping it would drag you through the mud in the media,
but we'll see what happens.
So final thoughts on Zool, any thoughts about Zool?
Do you think Zool has a future?
Do you think there's going to be a Zool 2, read a mentioned?
It's really good.
It's good, right?
It's good, isn't it?
There was, here's something we ought to say, there was going to be a Zool 3, and it was going to be 3D, and then it all kind of went to pot and turned into the Ninja Bread Man, which also didn't do very well.
Oh, yes. I forgot about that.
Yeah. I mean, I didn't know about it at the time. I was just, I was frankly just grouchy that someone had taken the name the Ninja Bread Man, which I think.
It's too good. I think I'd made up and was going to use and never got round two or something. I was like, oh, damn it, that's really good.
That's the worst when that happens, yeah.
Yes, isn't it? And for something that was, as I understand it, a big flop, and now I find something of a compromise, when it could have been Zool 3. No, there's not going to be a Zool 3, because we're way past that point now. Will there be a Zool 2 redimension? Well, I hope so, because I don't think so, but I hope so.
The ending of Zorri Dimension
sort of implies that they want to do it.
Yes, I know, but the ending of the Power Rangers
reboot movie had a green coat
and someone said, is Tommy here?
And then it ended, and then that was the end
of that series.
These things take place.
That's true.
Now, nobody come at me with that thing
that I know you all want to say
about how the end of the Mario movie
had a teaser for a sequel.
It didn't.
That was just a joke.
You've got to learn to tell the difference
between these things.
I'm not sure anyone was going to come at you
about that day.
The Super Mario Brothers movie
is very good.
Come at me as hard as you want.
We'll come back to this at some point in the future.
It's a great film.
Will, there is actually, now that we mentioned it,
I say we were wrapping up,
but there is something very important,
I feel like we have to talk about.
Oh.
You know what I'm talking about.
I know exactly what you're talking about.
Zool, there was, I believe,
a planned merchandising blitz.
And there was a marketing blitz
because there was a lot of print commercial for this.
There was a lot of Zool prop.
There was a lot, like,
there was a special level in Zol for
the Gainsmaster TV show.
It got a lot of press.
It did very well review-wise.
The Antstream interview I mentioned earlier
sort of implies that the high review scores it got
may have been something to do with the marketing
in a slightly cheeky way.
But also, at the part of this monetising blitz,
they released two Zool novels.
They did.
It turns out they did.
Now, what's really weird about this
is that I was proper ear to the ground about this stuff.
I've got the Lemmings of Venture
game book on my shelf right now. I've got
the four Martin Adams' Sonic the Hedgehog novels.
Proper novels about Sonic the Hedgehog.
I've got them.
I didn't know about this. And I was
a Zool fan. And I was
a Zool fan in
1994
when these books came out.
Before?
Yes.
Why? Why was that
when the marketing blitz was for a game that came
out in 1990s? Well, I think
it may have been in order to tie into
the release of Zul 2.
well we've established that came out in I-3
yeah we did that's true but then the ports didn't come out till
no the ports yes of course I keep forgetting
that things that don't matter
yeah okay so there was a marketing
but apparently I remember these words coming out of my mouth
I never heard about a Zool watch
so I must this must have been on my other podcast
I must have found out that there was supposedly Zool merchandise
oh yes it was in the review of Zool in Sonic the comic
where they said there's even a Zool watch
And I'm like, is there? I never heard of that. Well, I never heard of this. Zool rules and
Cool Zool. Those are the two books. I've got one of them. I haven't been able to find
Cool Zool. But Zool rules, oh, you better believe it. You bet your Bippy that when I heard this
existed, I went straight onto eBay and I purchased a copy of this book. And that's the only
one I've ever found. I haven't found Cool Zool. So if you've got it, I don't know. Get in touch,
please, or scan it, because I really want to read Cool Zool.
I was already aware that
there's all rules. That's the thing.
So there's no surprises are going to be coming my way now.
But when I heard, when I discovered that they've had this book,
I felt like imperative that there at least be an extract from it read.
Sure.
Because let's face it, this is going to be great.
This is going to be really, really good.
And I'm really looking forward to it.
Who wrote Zul Rules?
Who's the author?
This is written by Ian Edgington, who is a storied comics guy.
He's done like X-Force.
stuff, I think. I don't actually know. I don't actually know, but he's a well-known British comics guy.
Yeah. This is what I'm here to tell you about, right? This book's quite good. Oh, wow.
Like, I don't know what you're expecting, but it's not, it's not a terrible book. This is a book that's a, this is a silly writer having a lot of fun, and that can be good.
As you read it, and I've read, listen, I won't pretend I've read the book, but I've read half the book. I've read half the book. I've read it. I read it.
about two hours before we started recording this.
Okay. Prior to that, I'd read
the first few pages. And from
those first few pages, you get the sense of what the whole
thing is. What it is, is it's a guy who
is into, Hitchhiker's Guide to the Galaxy.
There are references to Python
Wayne's World.
What else does he do? Renan Stimpy.
He's just throwing in
silly things that he
knows about, and he's just
stitching them together into the book.
And it's written in a
really interesting kind of hitchhiker book for kids sort of way.
So here then, if you will permit me, is the opening paragraph.
Well, actually, there's a little intro.
That is just a comedy way of telling you what a book is.
But I'm going to read you this.
I think you'll find it interesting.
I'm ready.
I'm excited.
Okay, listeners, retronauts listeners, this is a, I hope it's a world exclusive.
There's a war going on everywhere, all around you every day.
Usually, wars are caused by people deciding it's better to hit someone than to talk to them.
But this war is different.
You won't read about it in the newspapers or see it on the TV news, but it's happening all right.
And if you know what to look for, you'll see the shrapnel.
Have you ever put your favourite comic down, only to find a few minutes later, it's not where you left it?
Or have you been ready to smeg the end of level bad guy on your games console?
When the system crashes and your high score goes down the toilet.
Call it bad luck, call it fate.
but the more you think about it, the more you realize it's happening all the time,
and not just by accident either.
What's causing these bad vibes are mystical shockwaves from a war in a place called the nth dimension.
Oh, wow.
The main villain behind all of this is a character called Cruel, that is K-R-O-O-O-L.
He, or rather it, is an immeasurably powerful and malevolent force on the edge of existence
that has watched with envy and waited with impatience from before the beginning of time,
probing and testing the walls that keep it on the outside of the universe,
trying to force its way in just for an opportunity to spoil your day.
He intends to do this by creating a thing called entropy.
Good God.
This will turn everything in the universe back into the energy that it's made from.
Krul will then take that energy and fill his face with it all until,
he's fit to burst. But don't
expect a huge invading army to come storming
through from the nth dimension. Cruel's far too sneaky
and sly for that. He's slowly
worming his way into our universe by
taking away all of the
fun. If you don't have fun,
then you don't really feel like
doing much. And if you don't feel like
doing much, then entropy sets
in and that's just what cruel
wants. His mouth is watering at the
thought. If cruel had his way, we'd all be wearing
sensible shoes instead of trainers,
eating green veggies, instead
of burgers, and no one will be playing computer games at all. But Cruel realizes that total
entropy must be accomplished in stages. And on your world, the attacks have just begun.
The problem is Cruel's not alone in this evil mission. He's being aided by a sinister,
shape-changing cube known as mental block. Not only can the blocks are alter his own form,
but he can twist people's imaginations as well, transmogrifying. No, I said that wrong. It's
transmorgifying. Obviously, it's meant to be transmogrifying, not the only special
mistake I picked out in this. Anyway, transmogrifying the fab and fun things in life into
dull and tedious stuff with an evil being older than the universe waiting to suck you dry and
a maniac shape changer, hello, and a maniac shape changer hopping around in the background looking
like a demented washing machine, things might have looked a bit grim, but a hero came forward
to fight for everyone's right to have fun and excitement. He's a brave warrior, a party hardy guy,
a dude with mood, a pan-dimensional ninja warlock with a snappy dress sense, and his name on the
souls of his shoes. He is the one, as per the cover art. He is the one, the only, the fantabulously
cosmic, Zool. Zool isn't alone either. He's brought some buddies along to help him kick
Krull's butt. There's Zuz, the ponytail princess of power, who's breathtakingly
beautiful, devastatingly smart, and who can shoot the eyebrows off of a big alien bean fly at a thousand
meters. And then there's Zoon, a dog with a split personality, because he's got two heads.
one at either end of his body. One ends brainy and smart. The other isn't, but that doesn't
stop him from being loyal and brave as he helps his friends save the universe from cruel and his
hordes of terminal party poopers. And so, the adventure begins.
It's rather good, I thought. I rather enjoyed that. It's good, in it? Yeah, it was quite
enjoyable. There's one other bit that I want to read to you, just a sentence, really, just because
I liked it, and I think you'll like it. I'm excited about this sentence. Yes, here we go.
The fast food world is where all the Nth Dimensions
Hardy Party Revellers go when they want to get a quick snack.
All fun food originally came from there.
You've probably heard of a few, like pizza, chips and burgers.
But have you heard of wangers?
Have you heard of them?
Oh, you're actually asking me if I've heard of them.
Yeah, yeah, yeah.
I'm asking you and I'll write it down.
I'm going to tell Ian Edgson whether you've heard of whey.
I haven't heard of it.
Wangers. Okay, so Ian Edgington, if you're
listening to this, we
haven't heard of wangers, please
illuminate it. Please elucidate.
And I think
that wangers is an excellent way to
bring this
podcast to a lot. And on that wanger?
Yeah. So, I think
the best thing to do at this point would be to
say, Dave,
where can people find you
on the internet and the things that you
do? Okay. Well, if they just want
me to, if they just want alerting
to everything I'm doing as it happens. They want to follow me on Twitter at Demon Tomato Dave.
I also have a YouTube channel, also Demon Tomato Dave, one word, where I do, oh, all sorts of daft stuff.
You'll have to just go and see. There's like video essays, there's a cappella songs. It's all sorts of
silly thing. My most famous acabella song is, well, there's two, Mario Land with lyrics and
Ocarina of Time with lyrics, both of which aren't on my channel. They're on Brentle Floss's
channel. A couple of old medleys I did based on old video game songs, and I'm still quite pleased
with those. But yeah, go and follow me, Demon Tomato Dave on Twitter. If you want to hear me
rambling on like this, then Sonic the Comic, the podcast already mentioned the what is now
alternative, but me and my co-host, Chris Bofili, know the true and real and IDST forever. History of
Sonic the Hedgehog is being examined over on Sonic the Comic the podcast, along with just general
90s nostalgia. We put all the adverts on and that sort of thing. I think you're going to have a nice
time. That's very, very produced. I have another podcast called Serious
Disney, that I do with my friend Johan Rana Singh, where we talk about
the Disney, because, you know, we grew up with a lot of Disney videos and we
talk about all those odd remakes that they're doing now, those weird live action
remakes. But we kind of take them like seriously. We sort of give them the time of day
and review them properly. So, you know, when they're good, we'll say they are. And when
they're bad, you will find us something like five-hour Beauty and the Bees special that came
last Christmas that was quite a production.
That's most of the things, I think.
Yeah, demon tomato, Dave, you'll find me.
And I can assure you, if you follow Dave on Twitter,
you will see lots of good things.
I guarantee that you will...
No, this is true.
You will see lots of things that are funny and interesting.
And refreshingly good.
And refreshingly good things that are bad and cruel.
Yes.
There's very little negativity, and I respect that.
If you want to find what I'm up to,
You can follow me on Twitter also at Stupacabra.
I won't go into all the detail of all that some different podcasts I do.
There's the Dillcast, which is reviewing every single Dillbert strip,
but most of it's just an excuse to sort of a ass around for an hour.
I also do Adi Mani chat, a number of podcasts called Ars Albania and lots and lots of
retronauts.
As for Retronauts itself, if you like Retronaut and you would like to hear more of it,
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Thank you.
Yes, hello.
today. I'm talking about Zool
Reader mentioned from
Sima Digital Academy and let's see who am I speaking
to. Should we go in alphabetical order?
Hi, I'm Ian Stewart. I'm the founder of
originally Gremlin graphics that
then went on to become Gremlin group.
Who were the creators of the
Zool games in the
early 90s?
Fantastic. I know who's with you today?
Cool. And I'm Rob for now.
I was one of the interns at the Sumo Digital Academy who worked on Zoolry Dimensions.
And, yeah, I was one of the developers who helped bring it to life.
That's great.
Thanks.
That's fantastic.
Now, I think I'll start by asking about the Sumo Digital Academy because I've had the sort of,
the briefest sort of explanation of it, which does sound, I have to say, it does sound quite fascinating.
So if you could go into any sort of more detail, I'd love to know exactly how that came about
and how that was for you being part of.
Sure.
So the Sumo Digital Academy, so we were part of the first cohort that went through it.
We started in September last year, so exactly about a year ago today.
And it was made specifically to try and provide kind of additional routes into the games industry.
So rather than having to have, you know, some sort of like portfolio or some kind of games or computer science degree,
it was kind of open to people from other disciplines.
Like previously to this, I used to work in marketing and I did a huge.
history degree, which isn't exactly the most typical way into programming. But this was set up to
kind of, you know, give us that kind of year to learn and hopefully get something, you know,
to show for it at the end, which is kind of what it was. Yeah, I mean, I would say you absolutely
have something to show for it there, because, I mean, not that I'm going to sort of keep talking,
obviously, but having spent time with Zora Dimension, having played through it, I found it extremely
polished, like, extremely good. I like, I thought it was great. I mean, I'm predisposed to like games like
that anyway, but like not that I'm putting any sort of aspersions on a bit. If someone had told me
this had been created from scratch in a year, you know, that's impressive to me personally.
Oh, thank you. Yeah. It's obviously the first kind of game that we all worked on because
none of us had any C++ experience coming into this. We might have had a bit of, you know,
kind of technical kind of coding experience. Yeah. But yeah, we literally started from scratch.
Like this time last year, we were doing, you know, C++ tutorials.
But thankfully, with kind of all the teaching we had, all the kind of contacts across Sumo and like, you know, former gremlin people, we were able to, yeah, kind of recreate it in a way that I think both retains the kind of original charm of the game, but also opens it up to kind of entirely new audiences who may have never heard of Zool before last week.
Absolutely. I'll ask a bit more about that later. I want to just go back a second.
because I do want to focus on the new version,
but I've got to ask about the original as well,
at least a bit.
I suppose what's the impetus for Zool?
Like, where does he do?
Was it the character first,
or was it just to make a game that was sort of a mascot game?
Or where did Zool come from originally?
I've got to think back now about 29 years.
Yeah, it was a well ago, yeah.
It was a culmination of the desire to produce
a fast-paced platformer and just getting some creative heads around what type of character
we could use and what sort of world the character would need to be in and that's where it really
started and took many hours sat down with with artists programmers you know back in back in
the day we're only small teams not not 20 30 40 100 people you know it's a team of four people
and that was about it.
Yeah.
And, yeah, the character developed as the product developed.
And with the art side, a guy called Aid Careless,
that's where he was born.
And he sort of grew from there.
And the world, the endth dimension grew around the original character.
Is there much, with the nth dimension,
is there much in the way of that sort of scene setting
that isn't featured in sort of the game itself?
because the game is, from my sort of experience,
it's very focused on sort of playing it.
It's not so much on sort of the story around it,
though it is there at the sort of the fringes.
And that's not a criticism.
That's what a lot of games were like and still are.
But was there sort of a lot more of that
that didn't end up in the game
or did that find its way into sort of,
because I know there was a little tie-in novel,
at least one based on the character as well.
I wonder if it ended up in there
or if that's something that you had sort of put on.
It was something that,
whilst in Zor 2
you met some other characters
like Zoon and Zos
the whole intention was to build a world
that we could then open up into
sort of many products
that never actually happened
and unfortunately
that's not to say it never will happen
I'd love to see that go forward
from this and maybe we can talk
about that a little more
but I think the
the end of dimension is yet to
be explored
I've got to ask because this is a very personal question I think
well at least from my perspective I have seen
for some reason I have it in my I have it in my head
that Zool the character is both a sort of
a ninja of the endth dimension and also an ant
and I don't know why I think he's an ant
because I've not seen that backed up in any sort of media
was that actually a misconception
or is that something that exists entirely in my head
no that's a total misconception it's not he's never been an ant
okay that's never been an ant
And ants have six legs
Yeah, that's true, they do
And yeah, there's a lot of things that ants can't do
That's all very capable of
I think that's, yeah, I don't know why I had that in my head
But I had to finally put that one to rest
Because it's...
No, I think this is down to unimaginative
reviewers that...
I bet I read it in Sega powers or something.
You would have, yeah.
Just one quick glance, there he is, that's an ant.
I'm very sensitive about this.
I apologize.
I mean, no offence by that.
because that's why I want to dispel that
on to fall in this arena while I have the
floor to do so.
We can put that out there.
Zool officially 100%
not an ant, no ant DNA
is a ninja from the end of dimension,
not an ant.
Absolutely.
That's now black and white.
No one can take that away.
Thanks.
I'll calm down a little now.
Okay, I'm glad because I would have pushed this
into a kind of angry area, you know.
But, okay, so what with Zol?
the new game, the new version of Zool,
was all redimentioned, available on Al and Steam, very good, by the way.
It's based on the Mega Drive version, is it, the console version,
rather than the original Amiga version.
Is that fair to say?
Yeah, yeah, it's based on the Megatry version.
Yeah.
I'm going to ask what prompted that choice.
Now, again, I don't mean this in a critical sense,
but I think the Amiga version is the sort of iconic version,
because most of sort of Amiga friends that I have
to associate the character with the Amigo,
is it simply that the Megadred version is sort of a more,
polished, more sort of, what will you tell me? I shouldn't be telling you that, obviously.
I don't disagree with what you're saying, to be honest. Like, yeah, when people mention
all to me, they always say the Amiga one. And so, you know, us releasing the Megadrive thing has
been, you know, commented on. But the reason why we did the Megadry version, at least part
of it was kind of what we had available. So for the Megadry version, we had a complete surviving
archive of the code, the actual, like, level editor and the tools from the original
Megadry version. So we had those accessible, which definitely helped speed up some of the kind of,
you know, converting the levels to actually something that we could play. Well, for the Amiga version,
as far as we know, none of that has been archived. It could be out there, but it could also just be
lost to time somewhere. So that just, you know, sped up massively. But also having, you know,
played all the different versions and there are a lot of different versions that will have their own
kind of unique quirks. Yeah. I probably would say the Megadry version might be the most polished one,
It's got like an extra world.
I think the graphics are slightly more kind of expressive,
especially for the enemies and some of the other versions.
And also like some of the backgrounds,
while they were quite kind of notorious and, you know,
iconic with like kind of order kind of just stuff going on.
Oh, yeah.
The AGA version of the Amiga game has some insane backgrounds going on.
Oh, yeah.
It's so mad.
Like you can barely focus on the actual platform.
It's fantastic.
Yeah.
But I know that's like part of its charm and like, you know,
considering did we want to like kind of bring the back of a sort of extra?
but, you know, the Megadry version, I think, just had it all kind of the most polished.
So it's kind of a combination of, you know, that sort of like expediency and just the fact that we thought is the best version to take back.
So I know that the new version reader mentioned, it's been adapted in sort of several ways to be more sort of, I guess, palatable.
That's not to imply the original is unpalatable.
But for modern sort of gamer sensibilities, it's definitely an adjustment.
and the new version, I think, is a lot more sort of accessible.
So I'm sort of wondering what the sort of process behind that was
and how the sort of decisions were made that kept the feel of Zool
without completely, you know, while changing it to make it a little bit more sort of modernised.
So what were the changes that were made and, you know, how were those decisions reached, I guess?
Making the decisions was a really kind of, or maybe not difficult,
but something that we thought about a lot kind of over the course of the development.
because, like, through making the game, we became so aware of, like, you know, the kind of the history it has, both of, you know, as, like, a cult following for people that played on the Amiga and also, like, it's ties of, like, the city of Sheffield, like, we went to the National Video Game Museum as, like, kind of a group thing a few weeks ago, and they were selling Zool shirts there just completely unprompted. And so it's like, you know, this game means a lot to, you know, a lot of people and to, like, you know, the city that we're in. So we're constantly thinking, you know, we want
to change things because, you know, we want to make our own mark on the game. And there's
been like loads of modern platformers in the 29 years since all came out that, you know,
we could take aspects from and maybe just, you know, make it play a bit kind of more smooth.
But at the same time, we didn't want to make it so that people that play the original
would like really notice the differences and it would potentially ruin their experience. So
there were some major changes that we made, most notably being the camera being zoomed out.
So in the original, we've zoomed in so closely that normally the only way you'd see a hazard is when it hits you and it, you know, takes off a bit of your health bar, which, you know, it's not ideal if you're not kind of, you know, used to that sort of punishing gameplay.
I found it it changes the way you play the game quite significantly because you can keep much more momentum going now rather than sort of edge forward and firing your sort of, the sort of gumbulls.
I'm not actually sure what it is that Zola's firing.
I thought they were sweets because that's what the the licorice, all sorts of firing at you in the first level.
But I'm not really sure.
Is there an official explanation for what it is that he's throwing at his enemies?
I wish there was.
Thankfully, the original manual does actually give you quite a lot of, like, interesting insight to the law.
And so, like, there's a beastapedia in the game, which does include some of that, especially like enemy names and kind of there's some of the enemy bios.
But nothing concrete on what he's shooting.
It would be a plasma from the end's dimension, I think.
Yeah, well, there we go, yeah, once again.
Yeah.
See, once again, I feel like by calling them gumbulls,
I feel like I've done it a disservice.
It does fit with the team of the first world.
Yeah, that's what I thought.
And they're firing the similar sort of things at you.
I just thought, well, these best be suites,
but then why would they hurt you?
I guess tooth decay, that's about all I can think of.
Yeah, maybe plasma gumbals then.
Yeah, see, that works.
The best of both worlds, I think.
Now, and the boss battles have been almost entirely overhauled.
Is that right?
Yeah, I think almost every boss.
Some of them more than others have been pretty majorly changed, yeah.
Yeah, because there's some of those multi-phase ones as well,
and I've got to be entirely honest with you.
I don't think I reached the later bosses when I played it on the Mega Drive
or the master system, which was the version I had as a child.
So I can't comment on that, unfortunately,
but it seemed like the multi-phase kind of boss battles were something
you generally wouldn't get that much of back in the day.
So they seemed very fresh, I thought.
Yeah, there's two kind of ones which have pretty distinct phases.
And that was something that kind of, yeah, just came out of development.
So while for like most of the enemies, we try to replicate the original behavior as closely as we could,
you know, while fixing a few kind of minor issues here and there, the bosses,
because they were probably some of the more kind of straightforward parts of the original.
So, like, you know, it might just be they do the same attack pattern each time.
We, as we were developing, we just decided, you know, let's try and make them a tiny bit more interesting.
And so it wasn't almost like a competition, but we were like, you know, between each other just trying to see, oh, can we make this boss a bit better?
Can we add this thing? Can we add that thing?
And so eventually kind of culminated in that we had, you know, this final boss that has this like really kind of distinct epic final phase.
It's like a proper ending to the game.
So, yeah, that was probably the bit that we changed the most.
But as far as I can see, people do kind of have enjoyed our new renditions on them, which
has, yeah, made us quite happy.
Yeah, I thought they were really enjoyable.
I mean, when I got sent it, I pretty much blitzed through the whole thing in, like,
one sitting in a few hours because I was just really sort of taken with it.
I still haven't done the harder mode that's included, though.
Could you tell us about that as well?
Yeah. So there's the redimension mode where you can double jump and you don't need to collect any collectibles to finish. And then ultimate ninja mode, you can only jump once and you have to get a certain number, just like in the original. That was kind of our way of coming up with a compromise between, you know, the way that we kind of wanted sort of play and the way that's like a lot of people that have played the previous one or like people associated with the original project wanted the game to play. So like we personally had the double jump.
in from the start. And we thought, you know, oh, this is fantastic to kind of, you know, navigate
around the levels. But it definitely does mean that, you know, you can be a bit more sloppy
in terms of how you approach it. And it does lose kind of a bit of the feel from the
original. So having those both options felt kind of like the best of both worlds.
The harder mode, what was the name of the hard of again? Master Ninja, was it? Ultimate Ninja.
Ultimate Ninja. I apologize. Ultimate Ninja mode. Though it still has the kind of quality of life
improvements and it's still, I would say, easier than the original is, but yeah, it does
recapture the, it is more accurate with the single job, but like the falling platforms that
don't just immediately vanish, like they did in the original game, that sort of thing.
So, sort of jumping forward a bit, I don't want to spoil it, because we're really, we're talking about something really sort of law-heavy here, obviously, as we've established.
Can we expect Zool-2 to be redimensioned at any point?
Oh, I haven't quite got that far yet, to be honest.
It was pretty early days.
Is the Jaguar's source code knocking about somewhere?
Yeah, I think somebody had brought the, but.
I think two people bought the Jaguar version.
Oh, yeah, maybe one of those.
We can get a hold of one.
Maybe we might be able to crack one of those
to use the code, but no, I think the
just if I can step back just a while
and talk about the academy.
Oh yeah, absolutely.
I'd love to know as much about that as, yeah,
the guy running the academy is Jake Habgood.
Yeah.
Jake used to work for me at Gremlin.
He then went to work at Sheffield Hallam University
where he's running a degree course for computer games
and he subsequently ended up at creating the Sumo Academy.
Now, I've got a long-term professional relationship with Jake
and he's used my IPs over the years at Sheffield Hallam
on a number of occasions.
I'm an alumni of Sheffield Hallam,
so I'm always happy to help out there
and he's always treated the IPs with respect
Can I ask which other IPs we're talking about
I think you'd be interested to know
Yeah he's done
They did some Zool work a few years back
I saw there was a plush toy wasn't there
It was a cuddly toy that came out
Yeah there is
Yeah if we're on video I could show you one
I remember seeing them a while back
There was also an Alfred Chicken one
It was all the Amiga players
coming out to play it was great
that's right um so jacob approached me and asked me if i'd be happy if they used
zool within the academy and because of my relationship with sumo and the guys there
who i have to take my hat off to have done an absolutely amazing job um i like to support
sheffel companies sumo is probably the closest one to me other than another company i started
after Gremlin. So it was great to allow them to release some younger minds onto the product
just to bring up to date somewhat. And we've yet to decide as to whether it goes any further
with Sumo or I have to decide whether I take the IP any further outside of Sumo. So there's
lots of opportunities going forward. But I must take the hat off to the work that's been done there
and the guys that have worked on the project,
done a first-class job, and, yeah, very pleased with it.
I can only agree with that, again, based on my sort of time with it.
It's a game I've been back to quite a few times.
So with the Academy, is this going to be,
is this something that's going to be continuing?
Yeah, so the idea was we were kind of almost like the trailblazers for it.
So throughout a lot of the year, we didn't entirely know what we were doing,
and a lot of the kind of processes were put into place.
But going forward, so I think from October, the Academy is launching a new program that's a kind of diversity internship that is meant to be helping people from underrepresented backgrounds kind of get their first taste.
Oh, fantastic. Yeah.
Which is awesome. That's a, I think it's a three-month internship. But then after then in January, the next cohort, which will be a full-on apprenticeship, which like Jake's tireless work in getting this game program.
apprenticeship approved through, like, all the systems, I think finally went through a few months
ago. So that's starting in January. And I think it's going to be a year to two years process
with, you know, the students coming through same as us. And I think the idea is that they'll end up
taking up a similar project to what we did. So whether that, you know, that it could be
sort of, it could be something entirely different. Like, it would just be speculation at this point.
But I'd hope that they would, yeah, have their own kind of project to work on and, yeah, be able
release something at the end of it. Now, so where are people coming from to sort of enter this
sort of program? Is this something anyone can, like, like a better question, how did you get
involved in it? How did it start for you? Well, so they just listed it as kind of, you know,
a listing on a job website. Yeah. So it's just, okay. Right. Yeah. And I think, yeah, the idea is that
kind of anyone, as long as, I don't even think you really need any experience. You always need
some sort of, you know, interest in wanting to pursue because, you know, it's a year commitment.
Yes.
But outside of that, like, it doesn't, they're not really looking for anything.
And so all of us, yeah, while we were all graduates, we all had very kind of disparate degrees.
Yeah.
But we had no experience of C++ before and that was totally fine.
So I think really anyone, yeah, I think the only people that maybe isn't best suited for is people
would have literally gone through specific, you know, game-focused courses
because, you know, they already probably do have the experience in the portfolio
to have a stab at getting a sort of junior role.
But, yeah, otherwise, anyone.
How many were there on the, on this, on the team overall this time?
So there was five of us.
Oh, well.
Yeah.
Yeah.
So it's old school, yeah.
Back to sort of, like, in a way like the original would have been developed,
although it may have been even fewer.
I can't remember the exact number it was given.
I think the original was only two people, at least within kind of ports, and they did it in a really short space of time as well, which is just, yeah, unbelievable to hear that when we spent a year toiling away over this.
But, yeah, there was only five of us, and it was really nice in the end because, like, we had a really kind of tight-knit group and kind of all learning from each other and all in the kind of same position, despite, you know, being different ages, having different experiences and everything.
So, yeah.
Ian, if I can ask you,
how does that compare with your experience
working on the original game?
What sort of time frames were you working with?
What sort of pressure were you under with that?
Very different times, obviously.
Very different tool sets available to you.
But we were lucky that the people that Gremlin attracted
initially were both programmers
and real game enthusiasts.
And George Allen, who is the main code on the product, is still making games today.
You know, it's, my fact, I think he's got a release coming up fairly shortly,
which has got a little feature of us all in it.
Oh, now I have to know, unless you can't tell me if it's under video or something.
Let me check just so as, yeah, I wouldn't want to say anything that was...
Yeah, of course, absolutely.
Yeah.
Yeah. So the time that we allowed on a product or, you know, it was, it was really how long is a piece of string.
Yeah.
The product was completed when we decided how many levels it would satisfy the audience and how well the game was playing.
Yeah.
The processes that the games were put through at that time were nowhere near as rigorous as they are nowadays.
No. Well, something I find personally interesting about the old Amiga Zool.
because I went back to that recently prior to this
sort of discussion. I was
quite fascinated how
it doesn't have the sort of
platform game conventions that
sprang up even quite quickly. Like, even small
things, like the fact that the game starts with you
on a slope at an angle
is really unusual for a platform game.
So it just feels like it's just very sort of rich
with ideas, which I did appreciate. A lot of
Amica stuff felt like that at the time I found.
Yeah, I think we were probably
leaning on what was happening on the sake of
megadrive at the time and
endeavoring to give
a similar experience to the Amiga users.
Was it always planned for consoles
or was it Amiga first and then that sort of came about later
and if so? No, it was
it was Amiga first.
Yeah. And how did that come? Because it was
on more or less, it felt like it was on
more or less everything. It was on Master's Systems, Super
Nintendo.
Yeah. I've probably older computers as well.
Yeah, the
what used to happen generally
back in the day
because porting wasn't as quick as it is nowadays.
You know,
you were working on 6502, Z80, blah, blah.
You know, it was, depending on the lead platform,
depending on how successful the product was going to be,
then you would then make a decision
as to whether it's worth doing those conversions or not.
Yeah.
And it was definitely worth it.
Yeah.
And then for the cost,
Was the Megadrive version then sort of become the new lead version, so to speak?
No, I don't think it ever did.
Okay.
The Amiga was, because it got taken up by Commodore packaged with hardware, etc.
Yeah, yeah.
It became quite substantially the lead version.
Yeah, of course, yeah.
I remember it very fondly.
There was a very iconic sort of cover art on the box with Zool like kicking his way through.
like the sort of jet black kind of void.
But I remember it being,
I remember the double page spread advertisements
in magazines like Sega Power.
Look, this is coming to everything.
It felt like a big marketing sort of blitz.
And of course, there was the whole endorsement
via chopper chop, slody pops as well.
Would it be too tried to ask about that
and how that came about?
I'd struggle to remember exactly what happened.
Yeah.
But, yeah, we just needed some collectibles in the game,
and one of our marketing people obviously ate a lot of chupp-a-chaps.
So we approached the company that, I think it was Spanish company,
that had chuppa-chaps at the time, or shupas-ships, as they called them.
Yeah, that does sound a bit Spanish.
Yeah, yeah, it was never pronounced chapa-chaps.
That's a typical English version of a word that could sound much better.
Yeah, yeah.
So Shipper Ships was
pretty popular
and they were doing
lots of promotions in the UK.
You get the stands by the counters,
et cetera.
And it was a good marriage
as far as that was concerned.
And...
Well, the first level being based
around sort of sweets confectionery
that really sort of sold
the Shupichubes thing.
It did, yeah.
Which was it was the sweets level there first?
Or was that entirely inspired by the...
No, I think the sweets level
would have been first.
Oh, yeah, okay.
good. That's good to know. It's like a chicken and egg
scenario in a way. Yeah. Yeah.
And of course, that's not, that wasn't
an entirely unusual thing for
sort of British platform games because there
was things like
pushover that was sponsored by Quavers
and James Pond
was sponsored by Penguin biscuits
of all things. Yeah.
Super Frog was Lucas A. There's a lot of that
around back in the immediate. Yeah, it was
yeah, it was
I'm trying to try and think about it. We had
a Tewitt sponsor as well.
some stage. That was in a sort of
it was basically a rip-off of a
rampage game. Oh, the monster
from the advert back in the day. I remember that.
The big chewis lizards. I remember that now. Yeah. I didn't know he had his own game.
This is what makes British games so great.
We had the game and then we added the tuits to him.
That's fantastic.
But it was the early days of that type of promotion.
Yeah. And I have to say that the
Chuby Ships, people, I can't remember the name of the company is
that produce them
but we got so many
lollipops
honestly
I swear there's
probably boxes
if I'm still laying about
yeah
and I'm sick of the sight of them
yeah I wish I'd take him some shares
in some of the major dental companies
yeah
oh my gosh yeah
having said that
the Kola lollipol is the best one
oh yeah I can only agree with that
based solely on the sound
I mean, it just sounds excellent to me in a kind of lollipop.
But, I mean, they stuck around for Zool, too.
They were there all present and correct there as well.
So, you know, good for them.
Good for them.
They knew they were loyal.
They were loyal.
But they, things have moved on that they, they weren't particularly interested in being included in read I mentioned.
So that's a shame.
That one puts a bit never to be seen again in the Zool game.
I'm going back to read a mentioned, Rob,
could you tell us about the new features, like the new sort of incentives,
because, of course, the original version was a more straightforward, you know,
get all the items, get to the end, but in this, there have been, like, sort of new goals and
achievement standard. Could you tell us about those at all? Yeah, so just we, we thought, like,
you know, these levels and these worlds were actually, like, a lot more interesting than I think
the original game maybe gave them credit for. And so there was plenty of room to both, you know,
put some, like, big hidden collectibles around that made it more of, like, you know, a kind of
secret finding sort of puzzle platformer type thing. Then also, uh, have some emphasis on the
speed running thing. So quite a few of us on the team are quite interested in like,
you know, kind of speed running games and the community around that. And games like Celeste and stuff
of like, yeah, a big inspiration for kind of how we wanted to turns over to something slightly
more modern. So yeah, we added the kind of speed run times. We added the collectibles. We added
the like, don't die in a level when you get a badge award thing. Yeah. Yeah. We thought they added just
something else like, you know, whatever you want to do in the game, really, is kind of there for you.
I noticed that there was an achievement. I'm not 100% sure this is still in the game, but I noticed
there was an achievement for beating one of the developer times or something along those lines.
And I couldn't find the developer times. I wondered if there is a way to display them off.
It's just a matter of practicing and practicing and practicing.
Yeah, so it is just the matter of practicing.
So they were all, Owen, who is the lead programmer, and by far the best at the game, he can really zip
through some of the levels. It really put us all just shame.
But basically his
best times were put in as kind of
like, they weren't like,
we never put like you had to get under this time,
but it was meant to be, you know, if you were quick
enough, then your time went gold
and you got an achievement for it. This is like
kind of a secret thing to do.
Yeah, that's correct, because I was trying to get the one
on the first level because I was doing what I thought were
flawless runs and I apparently wasn't even close.
But then I did
discover a pro strategy, which is that
if you slide down the hills, you can get your
top speed up quite a lot.
So, yeah, there's something else where the spin attack in the original,
you could basically just hold down a spin attack and jump into enemies and the game became
almost trivial.
We changed it into some more of like a kind of a ground pounds type move.
But if you do that from enough of a height and then you jump, you then kind of get a burst
to speed.
So you can do it.
So you can kind of chain these spin attacks together and keep your momentum going and beat
the first level in, I think, around 18 seconds.
or something ridiculous like that.
Yeah, that's awesome.
Yeah.
Which, like, yeah, we kind of hope that if there is a speedbunk community around that,
they'll start using some of these.
And I think some streamers have started to discover some of the secrets we added in.
Yeah.
Yeah.
Can you tell us about any of those other secrets or are they to remain hidden away?
I have to say, I did find a couple of secret levels in the game when I played through it.
Yeah, so the original secret levels from the game,
which were these kind of this side-scrolling shooter type thing.
They had some secret warps in the original Mega Drive ones,
but they were like completely impossible to find without having some sort of guide.
It was like, you know, jump into this very specific ceiling thing.
And you literally could never find them.
And we only found them because one of the developers who originally worked on it gave us
documentation that told us this is where the secrets are.
So we added in, we basically changed their location so you can find them around the game.
And what was really cool was two other interns who joined us quite late,
who are slightly more kind of early on in their process, Bradley and Hattika.
They basically did the side-scrolling levels entirely by themselves and programmed them into the game.
So, like, that's fantastic to be able to give them a credit on it.
Yeah, absolutely.
Yeah, they're quite well-hidden, but you shouldn't be able to find them if you had poke around.
How many are there in the game?
Is there one per world?
So there's four.
That is four, okay, I found half of them then.
I found the one with the piano, which has the hint in the level, which I won't ruin.
And I found one other, which I forget.
I think it was under the music level.
You can double back under the music level when you've beaten the boss.
And there's a walk down there, but I almost immediately died.
So I didn't get to finish the one.
Yeah, I think that's a toy one.
But yeah, there's a, the toy world.
I can reveal are the tool worlds and the sand world.
They're in there somewhere.
So good luck for the world.
I'm going to find them.
You can bet I'm going to find them.
I want to ask about one incredibly weird specific thing that caught my interest, if that's okay.
And this is really weirdly specific, so I apologize.
At the end of World One, once you beat the big B boss, there's a single collectible above the exit that you have to climb up and get.
And then you get an achievement for it.
And I was wondering what the story is with that.
I am so glad you asked that, actually.
So if you actually look at the Beesopedia, this collectible has its own entry.
Oh, it does.
Okay.
That was, yeah, quite a funny inclusion.
So in the original level codes, like the level maps from the original game,
that collectible was there for some reason.
And we've absolutely no idea of why.
And we asked George Allen, who was the program on the original, and he didn't know either.
So it's just there.
Yeah, we thought, like, why not, you know, reward players' curiosity by giving an achievement for it?
I love stuff like that.
I just shows just kind of goes above and beyond.
It's like not only if there's been recreated, it's been recreated, but also the idiosic.
have been acknowledged in a way that's not, doesn't depreciate the game.
It's just a fun thing.
But I'm glad to have, I'm glad that that's been resolved now.
Although, of course, if it was in the Beastipedia and I missed it, I'd do apologize.
There were some other kind of small things where we found in the actual kind of like object descriptions for all the enemies in the game.
Some of them had really interesting names.
So there's this kind of this red character who's in the tool world who he splits into two, just fairly kind of innocuous enemy.
It was called Chris.
We don't know why it's called Chris, but yeah, he's given a name.
I think it's the only one at which is cool.
And then the boss of the Fairworld, which is this absolutely terrifying kind of clown-type thing,
is known as Gaffer.
So we just affectionately called the whole project Gaffer for the majority of the project, which is quite fun.
But yeah, it was a nice kind of throwing some recognition on those kind of really, really obscure things
that probably no one notice, but meant a lot to us as we were, the other thing.
Are there any other sort of Easter eggs in the game I could ask about, or have we covered that sort of pretty thoroughly now?
I think there's probably most of them.
There are some of the secrets and some of the places of the big collectibles that kind of mirror certain secrets in the original.
So, like, there might have been a random kind of gap in the levels that, like, was maybe intended as a secret, but never actually was made to do anything.
And we, like, repurpose that as somewhere that, you know, the secret could hide.
So we did try to, yeah, kind of bring those kind of things to life.
that, yeah, check the miscadipedia.
I'm going to plug it as much as I can.
I will say now, I've got to mention this because, again, no one,
I haven't been doing Retronauts as a presenter for that long,
and no one but me is ever going to bring this stuff up.
This is minutiae because I spent a fair amount of my playthrough
and then a second and third time through trying to find the Gamesmaster secret room
because back in the day, there was definitely a secret room dedicated to Gamesmaster,
either the TV show or the magazine.
And I realize now that was probably in the AGA version the whole time, and I wasted my time looking for it.
But if anyone knows where the Games Master Secret Room is, I would really love to have that information back in my life.
Sadly, that's not something we brought into this version.
There are a few things that we really wanted to, like on the toy world in the original,
there was like a kind of an arcade cabinet type thing that you could control and you could play with Inzo.
But that actually wasn't in the original Mega Drive one.
And even though we had this kind of, like, etch-sketched arcade thingy, we just didn't really have the time or, like, you know, the resources available to bring it to life, which is a shame.
And, like, yeah, these other secrets from these other games, we did try and acknowledge them in certain places, but, yeah, we only had kind of so much time and so many resources to.
Yeah, I mean, I think, I think considering the time that it was done in, it's pretty full-futured, pretty impressive project.
I liked that you had
If you could tell us about the accessibility options
that would be great because that was another feature
I appreciated it
Yeah that was something that from early on in the project
We were really determined to get in like
as much kind of accessibility features as we can
inspired by yeah like in Celeste
How you know you can put on any of these options
To beat the game like no matter
Kind of you know how you want to play it
So yeah from the start we wanted to put in stuff
That just made it easier so you can play it through
Invincible if you want to do and maybe a cakewalk
or you could have infinite jumps
and yeah we just thought like that
would be more accessible really
and there were some other things
that I think we're looking at
that may or may not go in
such as like ways to adjust the contrast
so that things are easier to see
yeah really kind of as much as we can do
to kind of support it for as many
in like a future patch
now I'm conscious of time
there's a couple of other things
I'll bring up quickly
now what was it
brilliantly I've immediately forgot what it was
I'll come back to that. Ian, we talked very briefly about, well, it's been alluded to or mentioned at least briefly, the chance of possibly a new Zool game, not necessarily Zool 2, but something new featuring the character. Is that something that's sort of on the horizon, or just a sort of twinkling eye, or is it something you're interested in producing?
Yeah, a bit of all three, really.
You know, part of the process we're going through now with the work that the Academy of done is to really identify whether,
that there's an appetite for the character
and the games featuring their character
out in the marketplace.
And I think we probably need just
a little while longer to assess the reaction.
And I have to say,
the actual reaction has been fantastic.
I'm very, very pleased with that.
But as to whether that transferred into sales,
then, which is obviously the important thing.
So I can employ more of these graduates, et cetera.
I say we, I'm talking about Sumer.
So you may have to wait a little while
until you hear anything definitive
as far as that's concerned.
I'll urge listeners to go and buy it
because it's tremendous.
I remember the other question I wanted to ask now.
What are the odds, realistically,
that this thing is going to hit any other platforms
like the Nintendo Switch, for example?
Is that remotely possible?
I couldn't possibly say.
Okay.
At least on the Academy's end,
maybe that could be a future project
for other cohorts going through,
porting it to other systems.
I mean, we'd love to get on the switch, obviously.
Yeah, of course.
Yeah, it would be a perfect fit, yeah.
Yeah, but it's just,
I think it's just totally down to what the Academy decides to do in the future.
Yeah, absolutely.
Or if you know, one could do it themselves, of course, but yeah.
And that's why I couldn't possibly say.
Oh, okay.
So that wasn't, that wasn't just being quite,
you literally couldn't possibly say.
Well, no, no, no, it's, I think,
I was just teasing there a little.
Just for at it, just a call out for George Allen here.
The name of his new game coming out is called Grim Earth.
Pretty cool name.
So watch out for that one.
I will, especially if Zool is somehow involved.
There you go.
I will keep an out for that grim earth.
So that's Zool Reader mentioned and Grim Earth.
Mostly Zoolweider mentioned today, which we've discussed in reasonable detail.
I think that's a good place to leave it for the time being.
But I will ask both of you, where can our listeners find out more about you,
upcoming projects or what you're up to in general if you want listeners to come and find you doing those things?
Well, the Academy, as far as that's concerned, if anyone's interested,
they should obviously contact Sumer and Jake Habgood.
As far as I'm concerned, upcoming projects, I didn't answer fully.
question earlier, is there anything else going on? I do have a Hogs of War game that again
started with some students. It's basically the Hogs of War reheated. Oh, fantastic.
Which I'm working on with a number of people that came through the university and that's probably
six months away, but I'm enjoying the process, so that's good. Now I desperately want to ask you
about Rick Mail, but I think we're out of time for that, perhaps later.
for another day.
Yeah, perhaps another time.
Well, that's fantastic.
And Rob, how about you?
Where can people find out about you or what you're up to?
Yeah, so, as Ian said, check the Academy website for, yeah, any, any updates from that.
And definitely, if anyone was interested, apply for the next cohort, which I think
applications will open, yeah, towards the end of this year to start in January.
But for me personally, I mean, you can follow me on Twitter.
I just started a working out, which is Rob CF3, or just search Rob.
for now on Twitter and you'll find it.
I'm delighted to say like
on behalf of all the other interns.
We all started permanent jobs at Simo
working on some factory projects today.
Yeah, thank you.
It's been really cool.
Seeing us all kind of, yeah,
make that step forward.
But yeah, I'm sure we have to keep you updated
on any future things, which we make.
Yeah, that's grand.
That's fantastic.
This has all been grand.
It's a really pleasure to talk to both of you.
And I urge everyone to keep an eye up for Zorro to mention
because it really is very good
and keep an eye out on Simodigital Academy as well.
And thanks very much for coming to Retronauts.
Hopefully we'll talk again at some point.
Thank you, Stuart.
It's been a pleasure.
Thank you, Stuart.
Thank you.
Thank you.