In the autumn of 1988, bosses at Lucasfilm Games handed Noah Falstein a highly confidential, unfinished script of the third Indiana Jones film. The brief? To design a graphic adventure that followed the events of the film, and to finish up in time for the premiere the next summer. “I was pretty overwhelmed by the responsibility,” Noah admits.
Noah was an experienced game designer by this time in his career and certainly no stranger to pressure. Four years earlier he had become one of the first ten employees of Lucasfilm Games after it was founded by Star Wars creator George Lucas. He had also just successfully produced the flight simulation action game Battlehawks 1942 for the company. But despite having no shortage of good ideas about how to make an Indiana Jones adventure game work well, this was a big project with a hard and fast deadline. “I think by early December 1988 I went to Steve Arnold, our boss (and still a good friend) and told him I couldn’t get the game out close to the summer 1989 movie launch without a lot of help.”
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EVERCADE EXPANDS
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Rock Band Unplugged
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PARKER BROS
BY USING ITS CONTACTS IN THE ENTERTAINMENT SECTOR AND FORMIDABLE MARKETING CLOUT, PARKER BROTHERS BROUGHT TITLES LIKE STAR WARS: THE EMPIRE STRIKES BACK, SPIDER-MAN AND FROGGER TO THE ATARI 2600 AND ITS RIVALS. RETRO GAMER HIGHLIGHTS THE FIRM’S BEST RELEASES
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THE MAKING OF Trivial Pursuit
IN 1986, A SMALL SOFTWARE HOUSE ON THE VERGE OF BANKRUPTCY LICENSED THE WORLD’S BIGGEST BOARD GAME FOR HOME COMPUTERS. IT CHANGED DOMARK – AND THE UK GAMES INDUSTRY – FOREVER
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