The premier issue of the German C64 magazine GO64!, issue 03/97, featured an article about the at that time quite unknown game producing crew, PROTOVISION. Their first game, Stroke World, was announced there, as well as the famous SuperCPU shoot’em up Metal Dust, which finally was released in 2005. There is also a mention of a project named “Hurrican” which eventually later turned into the “Turrican 3 V1” project also described here on GTW. But there was one other game mentioned of which we never heard of again: “Mike the Magic Dragon”.
Started in 1996, Mike the Magic Dragon was a conversion of the game with the same name from the Amiga. In fact, Mike the Magic Dragon was a very early Amiga release (1987, Kingsoft). It featured music from Crocket’s Theme and graphics in a style never seen before. Set in a fantasy realm, the little dragon Mike had to escape from various castles by solving a riddle and collecting diamonds.
The task was to collect letters in the right order to form a word, and the word always was a term from the computer world. The diamonds had to be collected completely, then a key would appear. Collecting the key, the game would check if the letters had been collected in the right order. If not, you had to re-collect them (but not the diamonds), else you reached the next level. On some platforms some enemies made your life harder. After time was up, you didn’t lose a life, however a spider came from above hunting you down.
Each level consisted of a great pixel artwork by Gabi Kittner, featuring a famous castle, and in fact this graphics plus the unusual use of the Miami Vice tune gave the game its extraordinary atmosphere.
The C64 conversion by Protovision was to be based on the same graphics converted from Amiga, using the Godot image processing tool. The special thing was that the graphics on the C64 were not in multi-colour (160×200, 3 colours in an 8×8 square + background colour), but instead in hires (320×200, only 2 colours and no extra background colour per 8×8 square). In fact the unique graphic style coincidentally allowed a very good conversion to the C64. Of course still a lot of re-touching was required and actually done for almost all levels (17 of 21).
The Amiga game had the same castle for three levels in different “atmospheres”: For example at night, at daylight, or in summer and in autumn etc. On the Amiga this was done by tricky palette changes, using the same picture. Due to the limit of C64 colors (16 vs. 4096) this didn’t look as good on C64, but it was considered to have at least two of the three castle pics each, so reducing the amount of levels to 2/3 of the original, which would not have been a problem.
Development was severely slowed down because the game’s author, Malte Mundt alias Thunderblade of Protovision, was heavily involved in releasing the monthly printed GO64! magazine from 1997 on. In 1998, he even released a monthly full-colour Amiga magazine, the “Amiga Fever”, in Germany (20.000 copies were printed each month!), which of course meant even less time for game coding. Another reason why the game was not continued probably was that it was based on converted graphics without actually having the legal rights to use them.
A very playable preview of the first level exists, but was never released. It features Mike, the elevators, the diamonds and letters but not the enemies. Also the parachute sprite is missing. Apart from that, the first level completely works. Today, Games That Weren’t can present it to the public as Thunderblade provided it to us.
And not only that! We got four D64 images with all level graphics in hires (Doodle) format, some IFF pictures from Amiga, the converted but not yet retouched title picture in Hires-FLI and all Source Code to the game. Thunderblade states that whoever wants can take it and finish the game. He warns though that the code may be quite crappy in places. ;-)
A neat platformer with unusual atmosphere…..