THE MAKING OF BLADE WARRIOR
Retro Gamer|Issue 247
BEFORE CREATING MULTIMEDIA PUBLISHING EMPIRE REBELLION WITH HIS BROTHER CHRIS IN THE EARLY NINETIES, JASON KINGSLEY SET OUT TO CREATE A UNIQUE AND HUGELY ATMOSPHERIC 16-BIT GAME CALLED PALADIN LORD OF THE DANCING BLADES, LATER RENAMED TO BLADE WARRIOR
RICHARD HEWISON
THE MAKING OF BLADE WARRIOR

Jason Kingsley's first encounter with computers was at school in Leicestershire in the Seventies. "It was a huge industrial-looking computer, programmed using punched tape and it sat in a corner classroom," says Jason. "You could take programs on rolled-up tape in your blazer pocket, and the little punched holes were much sought after as kids could scatter them around the school!" The Kingsley family's first home computer was built by Jason's younger brother Chris. "Chris built an Edukit, which had something like 256 bytes of memory. He soldered it all together and got it working, but we didn't really do much with it."

Their first ready-made home computer was a Commodore PET, followed later by an Atari 800, which was their first dedicated gaming machine. Jason played a number of early classics on the Atari, including Star Raiders and a number of Activision titles based on the early arcade games. "Even back then, both Chris and I always felt that we could make games," he says. "Weirdly, it never crossed our minds that we couldn't. The naivety and enthusiasm of youth I guess had us thinking it's not rocket science, which of course in some ways it is!"

Jason's interest in games, and roleplaying games in particular was already well established by the time home computers came along. "The game I first discovered was Tunnels & Trolls, which I think entered the UK before Dungeons & Dragons," says Jason. "I also played a lot of board games like Diplomacy, and I made my own variants including Nuclear Monopoly, where you could buy a nuclear missile and launch it around the board. Wherever it landed would wipe out that part of the board and reset it to ground zero.”

This story is from the Issue 247 edition of Retro Gamer.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.

This story is from the Issue 247 edition of Retro Gamer.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.

MORE STORIES FROM RETRO GAMERView All
Cabela's Dangerous Hunts 2009
Retro Gamer

Cabela's Dangerous Hunts 2009

Initially debuting on the PC in 1998,games began appearing on consoles from 2001 with the release of Cabela's Big Game Hunter: Ultimate Challenge for Sony's PlayStation.

time-read
1 min  |
Issue 267
ModRetro Chromatic
Retro Gamer

ModRetro Chromatic

Meet the new handheld aiming to provide the ultimate Game Boy experience

time-read
4 mins  |
Issue 267
ULTIMATE GUIDE Project Rub
Retro Gamer

ULTIMATE GUIDE Project Rub

OF ALL THE GAMES THAT LAUNCHED WITH THE NINTENDO DS, NONE WERE AS INVENTIVE, CHARMING, OR OVERLOOKED AS PROJECT RUB. TWENTY YEARS LATER, SONIC TEAM'S DS DEBUT REMAINS ONE OF THE SYSTEM'S MOST ENJOYABLE AND ENDEARING GAMES

time-read
5 mins  |
Issue 267
Wii Balance Board
Retro Gamer

Wii Balance Board

During the era of the DS and Wii, Nintendo didn't just want to sell games consoles - it wanted to sell the dream that self-improvement could be fun, whether you were exercising your mind in Dr Kawashima's Brain Training or your body with Wii Sports.

time-read
1 min  |
Issue 267
THE MAKING OF JACKIE CHAN STUNTMASTER
Retro Gamer

THE MAKING OF JACKIE CHAN STUNTMASTER

MOST GAMES WITH A REAL PERSON'S NAME IN THE TITLE HAVE ACTUALLY VERY LITTLE TO DO WITH THEM. BUT THERE ARE SOME STARS WHOSE INFLUENCE ON A GAME GOES FAR BEYOND THEIR FACE AND VOICE. ONE OF THE MOST IMPORTANT OF THESE IS THE GREAT ACTION GOD HIMSELF: JACKIE CHAN

time-read
9 mins  |
Issue 267
Future Classic
Retro Gamer

Future Classic

Modern games you'll still be playing in years to come

time-read
4 mins  |
Issue 267
SUPER VEHICLE-001 METAL SLUG TACTICS
Retro Gamer

SUPER VEHICLE-001 METAL SLUG TACTICS

SNK'S METAL SLUG SERIES IS ONE OF THE MOST ICONIC RUN-AND-GUNS AROUND WITH A LEGACY AS RICH AS ITS METICULOUS 2D ART. SO WHAT CONVINCED SNK TO GREENLIGHT AN ISOMETRIC TACTICAL RPG? WE SPEAK TO LEIKIR STUDIO'S CREATIVE DIRECTOR AURÉLIEN LOOS TO FIND OUT MORE

time-read
4 mins  |
Issue 267
MAGAZINE CRAFT PAUL DAVIES
Retro Gamer

MAGAZINE CRAFT PAUL DAVIES

In the first of a brand-new series, we interview the game journalists behind the most iconic gaming magazines of the past. We kick off by speaking to Paul Davies about his time as editor of CVG. We discuss the videogames that hooked him growing up, his time in the industry, and how he became an unlikely hero in revamping the iconic multiformat mag

time-read
10+ mins  |
Issue 267
THE MAKING OF Wizardry PROVING GROUNDS OF THE MAD OVERLORD
Retro Gamer

THE MAKING OF Wizardry PROVING GROUNDS OF THE MAD OVERLORD

THE CREATORS OF THE INFLUENTIAL 1981 RPG WHICH WENT ON TO INSPIRE COUNTLESS TITLES, FROM DRAGON QUEST TO FINAL FANTASY EXPLAIN HOW IT HAD ITS ORIGIN IN SOME OF THE EARLIEST ONLINE EXPERIENCES, AND WAS ONE OF THE FIRST COMPUTER GAMES TO COME IN A BOX

time-read
8 mins  |
Issue 267
20 Years of The NINTENDODS
Retro Gamer

20 Years of The NINTENDODS

NINTENDO'S QUIRKY HARDWARE DESIGN MAY HAVE RAISED A FEW EYEBROWS TWO DECADES AGO, BUT THE BRILLIANT GAMES IT ENABLED DREW IN PLAYERS REGARDLESS OF AGE OR GENDER. RETRO GAMER SPEAKS TO THE PEOPLE WHO MADE, SOLD AND DEVELOPED GAMES FOR THE DS AS WE CELEBRATE THE BEST-SELLING HANDHELD EVER

time-read
10+ mins  |
Issue 267