It's hard to make games. When you have absolutely no idea how to actually make a game, that might seem like a naive understatement, but we imagine it's true. Games today are massive, epic ventures; collaborations between hundreds, if not thousands of talented individuals all striving toward a common goal. But what about making a game for a platform that's 30 years old? Would that be easier thanks to more basic technology, or harder because the tools you need are less sophisticated, and you're constantly running into limitations and roadblocks?
Bitmap Bureau is finding this out right now. This tiny UK studio is creating a new game for the 16-bit Sega Mega Drive / Genesis, but it is also porting the game to the NEO-GEO and to modern-day consoles, including the Switch. Talk about biting off more than you can chew. We sat down with Mike Tucker to discuss Xeno Crisis, creating 'new' old games, and much more besides.
Nintendo Life: Can you give us some background on your team? How many people are involved, and what projects have you worked on previously?
Mike Tucker: The Xeno Crisis team is spread mostly over Europe, with Matt and myself in Southampton in the UK handling the design, programming and production, Henk Nieborg producing the art in Holland, Savaged Regime creating the music and sounds in Sweden, and Catherine Menabde producing additional art from Slovenia. We also had our friends George Exley (UK) and Kristen McGuire (US) handling the voiceovers for us.
Henk is the most revered of all of us with a long history in the games industry going back to the Amiga days in the ‘90s when he worked on Lionheart, The Misadventures of Flink (Mega Drive) and The Adventures of Lomax (PS1). He also worked on Harry Potter and the Chamber of Secrets (GBA), Contra 4 (DS), Shantae 2: Risky's Revenge (DSiWare) and Shakedown: Hawaii. He’s recognised as one of the finest pixel artists on the planet and he’s able to work miracles with just a few pixels and colours; all of the in-game art – sprites and backgrounds – is Henk’s work.
Next up is Daniel Bärlin (Savaged Regime), who has spent the last decade or more mastering the Mega Drive’s YM2612 sound chip and refining his own style. I don’t believe Daniel had worked on any other commercially-released title before Xeno Crisis (although I believe he worked on Streets Of Rage Remake), so we were very pleased to have him agree to work with us.
We also have the excellent Catherine Menabde working on cutscenes, interstitials, and key art – she studied animation at the Gerasimov Institute of Cinematography in Moscow before doing some work as a storyboard and background artist in animation, and then spending a year as a comic colourist.
As for myself and Matt, we actually worked together at a mobile game development studio called IOMO back in the early 2000s. There we developed some of the earliest mobile phone games and had considerable success, but we both went down different avenues when the studio eventually closed in 2008 – I started an indie studio called “Megadev” which concentrated on developing quality Flash titles, culminating in creating Adult Swim’s first Steam game, Super House Of Dead Ninjas, which was a big hit for them. Matt, on the other hand, formed a studio called Metismo which specialised in cross-platform mobile technology, and it’s thanks to his technical expertise that we’re able to bring Xeno Crisis to so many platforms.
What attracted you to working on vintage hardware, as opposed to simply producing Xeno Crisis for a modern platform in a retro style?
We’ve all long been fans of the Mega Drive, with myself having imported a Japanese Mega Drive back in ‘89 to play the likes of Thunder Force 2, Super Shinobi, Ghouls n’ Ghosts, Tatsujin and so on, and Matt having a keen interest in not only writing software for older tech, but also electronics. Henk is also a big Mega Drive fan, and Savaged Regime, the game’s musician, is probably the greatest exponent on the Mega Drive’s audio hardware around, so we were all very excited at the opportunity of making a new game for the machine.
Also, consoles from the 8 / 16 / 32-bit era each had their own characteristics and personality, with the Mega Drive being particularly distinctive because of its colour palette and FM synthesis – we took this into account before we even started developing Xeno Crisis, as we were keen to make a game that really took advantage of the Mega Drive’s traits. Some six years ago I made a Steam game with something of a Mega Drive aesthetic called Super House Of Dead Ninjas.
That was a lot of fun to make and it sold very well, but after myself and Matt teamed up, Matt was itching to make a game for the Mega Drive as he loves a technical challenge, and since I was a huge Mega Drive fan and had been making games in a ‘retro’ style, it made sense for us to give it a go.
What has it been like using SGDK to create a game for the Mega Drive?
Xeno Crisis wouldn’t have happened if it wasn’t for the SGDK. It’s given us a really solid base to focus our game creation from. We’ve had to create a few custom tools for some aspects like the procedural level generation but the core of SGDK has worked great. Stephane Dallongeville, the creator of SGDK needs a tremendous amount of thanks – he recently joined Patreon and the more support he gets the easier it will be for Mega Drive game developers to create new games.
What games inspired Xeno Crisis in terms of gameplay and tone?
I think anyone who’s familiar with '80s and '90s gaming will notice that Xeno Crisis is heavily inspired by Smash TV from the legendary Eugene Jarvis, which was, of course, a sequel of sorts to Robotron, which itself took inspiration from Berzerk by Stern Electronics. On top of this the gameplay and visuals also owe a lot to the likes of Outzone (Toaplan), Mercs (Capcom), The Chaos Engine (Bitmap Bros), Alien Syndrome (Sega), Skeleton Krew (Core), Alien Breed (Team 17), Doom (Id Software), Granada (Renovation), and of course many of the Contra games!
What kind of issues did you find working against the limitations of the Mega Drive hardware, which, lest we forget, is now 30 years old?
Most issues are ones that are well known: limited VRAM, RAM, DMA bandwidth, CPU, ROM size and so on. With modern hardware, you rarely have to concern yourself with those types of limits unless you’re working on a cutting edge AAA 3D title. For Xeno Crisis, however, we had to be very precise, so we’ve got a lot of spreadsheets! We had to pre-calculate and plan nearly all aspects and sections of the game to ensure we could squeeze it all in. It’s a constant juggle of those factors and they’re all interlinked. The hardest day to day issue is the limited hardware debugging options. Fortunately, emulators are getting very accurate, so the likes of Blastem have been invaluable through development for quick iterations and testing.
The game was expected to be finished last year – what happened?
Two things. Firstly, we added so much more to the game that it naturally increased the development time. Secondly, the biggest cause of the delay has been Matt’s injury last summer. Matt hit his head suffering a severe concussion at the end of June last year, leaving him struggling to talk and walk. The initial diagnosis was that it should clear within three months but a year later he’s still relapsing – fortunately much less frequently. It’s just one of those things we couldn’t plan for, but we’ve worked through it and we’re excited to be so close to release. We’re also so grateful for the amazing Kickstarter community and fans of Xeno Crisis for bearing with us and for their kind comments of support.
You smashed your Kickstarter goal pretty comprehensively. How has that cash helped you realise your ambitions, and has it been enough to get the game fully created? Have you had to seek funding from elsewhere?
The Kickstarter was amazing and we were blown away by how much the community responded to Xeno Crisis. The result was that we’ve been able to add more content and at an even higher quality to all aspects of the game. Shortly after Matt’s injury last year when it was apparent we would face some delays we secured funding to complete Xeno Crisis, which has been great as it’s allowed us to focus on creating the game and adding all of the extra content.
You're also releasing the game on the equally old NEO-GEO. How are you using the additional processing power that machine affords?
The NEO GEO, as well as having a faster processor, allows us to use more sprites and doesn’t have the VRAM limitations of the Mega Drive, which gives us scope to add in a lot of the little flourishes which we were able to add to the modern version, like bullet casings flying around when you shoot. It also has some neat tricks like scaling and we can also use all of the art assets and frames which couldn’t quite fit on the Mega Drive. It also allows us to refine Xeno Crisis into a true arcade game experience, which we believe suits it well and it’s how we designed the game from the start.
How easy has it been to port the code to modern systems, like the Nintendo Switch, and will you be including any new features or modes which take advantage of the Switch's unique features?
We actually have two separate code bases: the modern one and the retro one. We had to develop a strict set of limitations to ensure that the core of the modern version didn’t exceed what would be viable in the Mega Drive version. This then allowed us to very rapidly prototype and develop the game on the modern codebase, then bring those features and functionality over to the retro codebase when more stable and complete. We’ve actually tried to keep the experience on modern systems as close to the Mega Drive as possible for a true retro feel, but we have layered in more modern day features like Achievements just to polish the experience on modern systems. The Switch display really shines with Henk’s amazing pixel art and Xeno Crisis is great fun to play on the go if you’re not lucky enough to own a Nomad!
What's next for you guys after Xeno Crisis is complete?
We will definitely be developing more titles for retro hardware such as the Mega Drive and NEO GEO, whilst also continuing to bring them to modern platforms including the Switch, and we currently have several ideas that we’re considering. As soon as we have Xeno Crisis wrapped up we’ll probably be making an announcement - people can follow us on Twitter or Facebook to keep informed.
You can pre-order Xeno Crisis on Mega Drive, NEO GEO and Dreamcast now.
Comments 65
Wow! Aliens like the Cameron film
@spirit_flame Of course not. They have horns and eyes. Don't you see?
@Diorm Yeah, horns and eyes on a xenomorphs's body structure. Don't you see? XD
This game looks fun, I'll be keeping an eye out for it.
@Diorm @spirit_flame They look like Frieza after 2 transformations.
i will pick up the switch version
Lucky enough to own a Nomad? I think that was aimed directly at you, @Damo.
@AhabSpampurse BLUSH.
Am getting heavy Alien Syndrome vibes from this... I absolutely adored that game... Crackdown too. I think that I am on for this one!
Wow, the style is super solid!
That looks great! Chest-burstingly good.
@NintendoFan4Lyf The modern console versions have a few enhancements over the Mega Drive version (bullet cases, more speech and sounds, point notifications, achievements etc), and the Neo Geo version will feature some platform specific extras since it's more of an arcade experience, as well as some scaling where appropriate, because Neo Geo.
I am excited, been waiting on this one since the kick starter!
Very good interview. It's cool that some developers didn't forget the aesthetics of the videogames from the 90's.
Wow the art and music are gorgeous! I must have this on my Switch.
Omfg Minute 1 purchase.
this looks tasty!! i loved Super Smash TV and the Alien Breeds- days spent on my old Amiga 500 and then again on my SNES- very very happy memories
I wish we could get the arcade version of Berzerk on Switch! I haven't played Berzerk since the Atari 2600.
Smash TV on the NES with two NES Advantages was so much fun as well!
Looks awesome! Please, please, please have an option where you can just point and shoot. No pointing and pressing a shoot button. One thumb stick to move and the other to point and shoot.
If this is truly inspired by Smash TV, for the love of Pete, just point to shoot
Damn, I completely missed this Kickstarter. I'd definitely like to get it for my Nomad or Neo Geo 4-slot.
@AcesHigh Both sticks can be used on the Switch version to move and shoot in different directions simultaneously.
@NintendoFan4Lyf We're using our own engine which is written in Haxe, but it's tied in with Unity so that we can easily export to just about any platform we want - the Mega Drive, Dreamcast and Neo Geo versions have their own code base.
What about SNES???
This game is awesome, been following it from the start and am orderingt it on three systems. Looking forward to what the Bureau bring us next please be a shoot-em-up
@harouhiko Nobody plays on that junk anymore.
Colour me interested. Gameplay looks like jolly good fun.
@YANDMAN Well, I do love "SHMUPs"...been dying to make one for years!
Why? That is all
@NintendoFan4Lyf They can be picked up pretty cheap these days if you're thinking of getting back into Dreamcast gaming - the same can't be said of the Neo Geo consoles though! MVS machines are still very cheap though at least.
I would like a link to see if I can buy any of those versions. Pre-order, I mean.
Henk Nieborg’s work is remarkable. I hope we continue to see his pixels in great products like this one
@Moroboshi876 We have an online store where you can pre-order most versions including Mega Drive, Neo Geo, Dreamcast, Switch and Steam:
https://shop.bitmapbureau.com/
@BitmapBureau Thanks a lot! I was afraid it was a Kickstarter backers only kind of thing (it sometimes happens).
I'm glad Capcom allowed them to license Jill Valentine's likeness for the heroine.
@NintendoFan4Lyf Oh yeah, it's the games that cost the money!
@BitmapBureau If you are lookign for a completely original shoot-em-up which is almost impossible to create in this day and age i have one. it was in development for xbox one for about two years but sadly ceased due to terms we couldn't agree on.
@Sabrewing I actually paid for that personally as me and Jill went to the same school.
@YANDMAN Ah nice, are you able to show anything of it? I've got a load of ideas for when I eventually get to make a shmup; hoping it won't be too long before we can make it happen.
@LinktotheFuture I have the 7800 Frenzy/Berzerk double home brew cart from Atari Age. Frenzy is even better.
I need that now...like now immediately!!!
That looks fun!
@hakjie11
Looks like you can buy the mega drive rom on their website.
@SmaMan You can only pre-order the game at the moment - we're in the final stages of QA, trying to make the game as bug-free as possible ahead of release.
@BitmapBureau
Ah, I see. Thanks! Looks and sounds amazing for a Mega Drive game, btw.
Do you have any footage of the Neo Geo version you're able to share right now?
I loved Bitmap Bureau's work on 88 Heroes for Switch. I can't wait to see how this turns out.
Please bring this to Neo Geo CD not just cart version.
A pity they based it on the awful sequel! (takes cover)
@BitmapBureau SOLD!
Maybe you guys will serve as the new (old) standard for twin stick shooters. I don't know when the trend started to require pointing with thumbstick and also and pressing a button to shoot but it is horrible. The ergonomics gods thank you for your logic!
Loving the look of this probably get the switch version but I would love to get this for the megadrive
@AcesHigh I actually like the point + shoot and strafe to aim method over twin sticks (analog sticks with an octagonal gate are pretty good though). My favorite is using face buttons to shoot in 4 or 8 directions though, snes smash tv style.
I love the old school vibe on some of these pixel art games. I just wish they would add a CRT filter! I love the look of scanlines like an old monitor, and none of these modern retro games have it.
That woman looks like Jill Valentine hahaha
@BitmapBureau I seem to remember reading that Strictly Limited is going to do a physical release for switch, is that still the case?
@Axelay71 The Neo Geo CD is available for preorder on their website
Apparently Chris and Jill from RE got zapped into a different universe. Also, no Vectrex!
Sigh, i had high hopes for the switch. Honestly, why do people keep buying these kinds of games? This is a sincere question.
@FrowningCoach because it seems fun? this one looks and sounds pretty good too. what's the problem with switch getting it and people buying it?
I am not a huge fan of tops down perspective but I see what they are going for here.
@Joekun Yes that's right! I think everything's pretty much ready to go on that front.
@AcesHigh I've not come across that myself - which games use that method? Does sound a bit awkward!
@Axelay71 The Neo Geo CD version can be pre-ordered here:
https://shop.bitmapbureau.com/products/xeno-crisis-neo-geo-cd
@Mykillvee There is a CRT filter in the game right now but we need to do some more testing before we enable it as a feature - that should arrive in an update, hopefully sooner rather than later.
@SmaMan We've done quite a bit of work on the Neo Geo versions and we should be in a position to show some footage soon - we're really concentrating on the Mega Drive version for now though, getting it ready for release.
@darthstuey What is Frenzy?
@Joekun
Just noticed this is brilliant news
Perfect time killer but I have several games that I haven't played yet. I love this 3rd person shooter thing and the music is awesome too. Brings back memories.
@LinktotheFuture https://en.m.wikipedia.org/wiki/Frenzy_(1982_video_game)
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