Advanced Computer Entertainment magazine, September 1989, Issue 24 Psygnosis An on the road profile of one of our top software houses Remember when the ST was still a twinkle in most gamesplayers. eyes? Launched in the States, it was the starting point for a Liverpool company who were the first in Britain to concentrate exclusively on 16-bit products. They.ve come a long way since Brataccas - their first game, released on the ST before the machine even hit the UK, it caused a sensation in both the US and Britain. Their next great success was Barbarian, released in the summer of 1986 simultaneously on Amiga and ST. .Those were the days,. recalls company founder Ian Hetherington. .At that time you could release simultaneously on the ST and the Amiga. The products were virtually identical apart from the 32 colours we had on the Amiga screen. Everyone was down-rating the Amiga, however, because of the situation, and saying how the machine was suffering from games being .written down. for ST compatibility. We took a look at the Amiga, liked what we saw, and decided to give it special attention.. The result was a series of exceptional technical achievements, starting with Barbarian, moving through Blood Money, and ending up with the soon-to-be-released Beast. Beast represents a 100% Amiga programming effort. It comes on two disks with custom loading routines giving 1040K per disk. Not only that, but all the files are compressed by around 37%. The product makes full use of the 1Mbyte Amiga to reduce disk access. Beast is a typical Psygnosis product in that the company generate their titles first and foremost through technical, rather than story-line, innovation. This gives them a big advantage over software houses who are tied by license agreements to both expensive royalties and awkward scenarios. .We.re determined to stay ahead of the market in programming terms,. says Ian. .By concentrating on the technical side we can really liberate our programmer.s imagination. Many of our game ideas are sparked off by technical innovation.. There.s no arguing with that - we.ve got exclusive previews on pages 30 and 31 which show just how technical innovation works its way into silicon. Shortly after their formation, bizz whiz Jonathan Ellis joined the company. Here again there are differences between Psygnosis and some of the other independents - the business side and the programming side are kept entirely separate - and it.s the programming boys who get first say. .I don.t even play the games,. moans Jonathan, .I never have time.. He.s too busy maintaining his reputation as a hard line negotiator with packaging suppliers and distributors to get his hands on a joystick. One reason why Psygnosis have been around, and successful, for so long, is the fact that they spend very little money on themselves or their offices. The company only recently moved from a small suite of rooms hidden away upstairs in a steelworks on Liverpool.s dockside. Now they.re established just down the road in a new building overlooking the port. .We reckon we pay less for this space than most people in the south pay for their car parking. It means we can spend more on the product, and in the long run that.s the only thing that.s going to keep us going. As soon as you start spending tons of money on building a flashy image, you stop spending it on programming,. says Jonathan. Ian, as programming supreme, is obviously in agreement: .We have only one objective: technical excellence. And it costs a bomb.. Costs include an extremely powerful 25MHz PC network that links all the in-house programmers together and enables them to cross-assemble code for any of their target machines on the one development system. As for the future, Ian reckons the company are reaching the point where they will be demanding more powerful hardware if they are to carry on their technical pilgrimage towards the ultimate arcade game. .In a way,. says Ian, .we.re already looking for the next step. We.d like to write games for 30MHz VGA machines, or for some of the higher-spec consoles, but at the moment the markets just aren.t there. We need machines that will allow us to take the graphical element much further.. The trouble is that although both Atari and Commodore are always announcing continual upgrades to their products, the software boys are also racing to stay ahead. .We need 256 colours on-screen, with a resolution of 640*400,. says Ian. .So far the upgrades for the popular machines just can.t reach that target. We.d love to write for the Archie but we feel better sticking with Amiga where we know there are enough people out there to buy the games to fund the development.. Meanwhile Psygnosis are facing a great period of change as they move towards creating more titles than ever before. You can check out some of these of pages 30 and 31. .The objective in each release,. says Ian, .is simple. It.s either got to be technically 100%, or even 110%. Alternatively, it.s got to present an originality and playability that will make it an essential purchase.. Check out the screenshots and the reviews in forthcoming issues. Picture Captions [Beast] Beast of the Necropolis is due out shortly from Psygnosis. Apart from the astonishing parallax scrolling (which we can.t show here!) you also get 900K of music . more than in the After Burner and Thunderblade arcade machines put together! [Aqua Ventura] The struggle for excellence: disappointed with hand-drawn graphics, Psygnosis actually built a model of this space ship and digitised it for the introduction to Aqua Ventura.