Walker (video game)
Walker | ||
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Designer(s) |
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Single-player |
Walker is a horizontally
Gameplay
![](http://upload.wikimedia.org/wikipedia/en/thumb/d/da/Walker_gameplay_screenshot.jpg/260px-Walker_gameplay_screenshot.jpg)
Walker is a horizontal
Development
![](http://upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Amiga_4000_desktop_original.png/220px-Amiga_4000_desktop_original.png)
Dunlop had been seeking contract work when he was hired by Jones. Glancy was working at a computer shop in Scotland when he met Dunlop, who was working on Walker at the time. "I had been working on pixel art games and projects for some years so offered to create an entire set of level graphics for the game", Glancy said.[12] The Terminator (1984) and Akira (1988) influenced Glancy's design work, which he described as "the most complex pixel graphics [he] had ever made", due to the addition of motion blur and dynamic lighting.[12] While Jones was impressed by Glancy's designs, he selected alternative designs by the art department at DMA Design because Glancy was not an employee.[12]
Dunlop found that the large scale of the game necessitated small enemies, which were partly inspired by the characters of Lemmings. The game's control scheme consisted of a mouse controlling the guns and a keyboard or joystick controlling the mech's movements. Dunlop explained that this allowed the player to maintain freedom of the weapons while simultaneously moving the mech and felt that it "gave the gameplay a bit more depth and interest".[12] In regards to the game's side-scrolling, the team took inspiration from their 1988 game Menace. When played on advanced Amiga models, Walker included a speech between the mech and its headquarters that had been recorded by Dunlop and Glancy over walkie-talkie.[12]
The game's original concept included an underground base that connected all of the levels, but this element was scrapped by publisher Psygnosis due to financial constraints. Several additional levels were also cut from the game due to time restrictions, including one inspired by Prince of Persia (1989). Following Walker's launch in February 1993, Dunlop began working on a port for the Mega Drive, which was cancelled shortly thereafter.[12] Glancy was also recruited to work on a sequel, Walker 2, which would have overhauled the visual quality of the first game and include a customisable mech. Planned for release on the 3DO Interactive Multiplayer, it was eventually cancelled.[12]
Reception
Publication | Score |
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The One Amiga | 81%[16] |
Walker received positive reviews from critics upon release. Reviewers particularly directed praise at the game's graphics and sound design, though the gameplay was met with mixed reactions. James Price of Amiga Force named it "one of the most satisfying shoot-'em-ups",[15] while Amiga Computing's Paul Roundell wrote that the developers "managed to combine the best elements of several games".[14] The game received the "Amiga Action Accolade" from Amiga Action[13] and was ranked 58th in Amiga Power's top 100 games of 1993.[17]
Critics praised the game's graphical qualities. Amiga Computing's Roundell described the mech animation as "a pleasure to watch",
The game's use of sound also garnered praise. Alan Bunker of Amiga Action wrote that the developers "realised the importance of sound and perfected it".[13] CU Amiga's Slingsby found that the game's sound effects complemented the action of the gameplay.[4] Amiga Power's Winstanley praised each element of the sound design, particularly lauding the subtle inclusions, such as music from enemy radios.[3] Nuttall of Amiga Format felt that the developers dedicated "a lot of attention" to the game's sound design.[5]
Reviewers were satisfied with the gameplay, though most were critical of the lack of variation. Roundell of Amiga Computing noted that the variety and speed of enemies ensures engaging gameplay.[14] The One Amiga's Upchurch wrote that the game is "not ... for the faint-hearted".[16] Price of Amiga Force described the controls as "rather innovative", though criticised the longevity of gameplay due to lack of variation.[15] Amiga Format's Nuttall echoed similar remarks, noting the repetitiveness of gameplay.[5] In a 2014 review, Graeme Virtue of Eurogamer felt that the right-to-left movement made the game memorable.[1]
References
- ^ a b c d Virtue, Graeme (14 September 2014). "After Lemmings was a hit, DMA Design declared war with Walker". Eurogamer. Gamer Network. Archived from the original on 16 September 2014. Retrieved 12 February 2017.
- ^ DMA Design (1993). Walker Game Manual. Psygnosis.
- ^ a b c d Winstanley, Mark (24 April 1993). "Walker". Amiga Power (24): 60–62.
- ^ EMAP: 48–50.
- ^ a b c d e Nuttall, Andy (May 1993). "Walker". Amiga Format (46): 84–85.
- ^ a b Dailly, Mike (2004). "The History of DMA - Chapter 2, part 4". Mike Dailly. Archived from the original on 5 June 2004. Retrieved 5 October 2015.
- ^ "History of DMA Design". NowGamer. Imagine Publishing. 28 June 2010. Archived from the original on 5 March 2016. Retrieved 27 March 2016.
- ^ Stanton, Rich (4 June 2015). "The Making of Lemmings". Read-Only Memory. Archived from the original on 7 June 2015. Retrieved 13 February 2017.
- ^ Dailly, Mike (2005). "The History of DMA - Chapter 3, part 1". Mike Dailly. Archived from the original on 8 January 2007. Retrieved 5 October 2015.
- ^ Dailly, Mike (2005). "The History of DMA - Chapter 3, part 2". Mike Dailly. Archived from the original on 8 January 2007. Retrieved 5 October 2015.
- ^ Dailly, Mike (2005). "The History of DMA - Chapter 3, part 6". Mike Dailly. Archived from the original on 8 January 2007. Retrieved 19 October 2015.
- ^ a b c d e f g h Jones, Darran, ed. (26 November 2015). "The Making of: Walker". Retro Gamer (149). Imagine Publishing: 70–74.
- ^ a b c Bunker, Alan; Merritt, Nick (April 1993). "Walker". Amiga Action (43). Europress: 48–49.
- ^ a b c d Roundell, Paul (April 1993). "Walker". Amiga Computing (59). Europress: 6.
- ^ a b c d Price, James; King, Phil (May 1993). "Walker". Amiga Force (5). Europress: 39.
- ^ EMAP: 72–73.
- ^ Baker, Linda, ed. (30 October 1993). "The Bottom Line". Amiga Power (30): 107–111.