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Scanned from 2000AD Prog 722 cover date 16/03/1991

THE GAMEMAKERS 1: THE BITMAP BROTHERS

There are 10 of them, they produce some of the most zarjaz computer games you can buy, they call themselves The Bitmap Brothers — but they ain't brothers. "No, we are not," insists Eric Matthews, partner and founder member of the Bitmaps, "there are no brothers among us at all!"
Eric and the group's graphic designer, Dan Malone, were talking exclusively to 2000 AD's computer review droid, Big K, on the eve of the launch of Renegade, a new software label company owned by the Bitmaps and Rhythm King records,
Top quality in graphics, sound and, most importantly, gameplay are the hallmarks of Bitmap Brothers games. Check out the hit titles Xenon, Xenon //, Speedball, Cadaver and Speedball 2 (all from Imageworks/Mirrorsoft), if you need proof. And with Gods, the Bitmaps' first Renegade release, a further evolution is achieved with "intelligent gameplay", more of which later.
The Bitmap Brothers were formed as a company in 1987 by Eric and his fellow partners, Stephen Kelly and Mike Montgomery. "Initially we did everything ourselves," says Eric, "with me as graphic artist, Steve and Mike on programming and all three of us designing the games." The name was a way of attracting attention within the industry — bitmap referring to the way a computer represents graphics on the screen.
Now the company has grown somewhat. Eric, Stephen and Mike are still involved but games design is split amongst teams of three that go to make up the current workforce of 9-10 "brothers".

black and white sketch

GAME MAKING

A single game according to Dan Malone, takes up to a year to complete. "A game is such a big thing," says Dan, "just for myself, graphically, it can take 6-8 months. Everybody puts something into the idea."
Ideas can come from a number of sources, for example a team within the Bitmaps say they would like to have a go at a particular style of game. First stage is an initial specification to give everyone an overall idea of the game. Dan is consulted as to visualising the whole thing. If still deemed good enough the game goes to early sketches (on paper and on screen) and early programming to get a feel for how the game works. If everything still looks good a team is given the game to see through to completion.
But how to the Bitmaps create a "good game". "A good game", according to Dan, "will keep a player playing for at least a month."
Eric and Dan cite many influences on their game designs, chiefly films, music and comics. Eric sees the Bitmaps' ideal audience as 13-14 year olds, though getting older all the time, and many of them comics readers getting into computer games for the
first time. Needless to say, The Bitmap Bros are major fans of the Galaxy's Greatest Comic and have had the good taste to use Sldine artists supreme, Glenn Fabry and Simon Bisley, to provide illustrations for their packaging.
Dan got into the computer graphics business by answering an ad from a software publisher for a "comics artist", so how important does he consider graphics to be in computer games today?
"Graphics are now like special effects in films or good artwork in comics," he says, adding that they must enhance the final product rather than dominate it. "Computer gaming is a new medium for artists in this country," says Eric, "and as the capabilities of the machines increase it can interest people a lot more."

painted version of sketch

NEW HORIZONS

Now The Bitmap Brothers are entering an exciting new era with Renegade, a new independent software publisher, co-owned by the Bitmaps and Rhythm King records. A strange partnership that began when the Bitmaps wanted to use a Bomb the Bass track for their mega-blaster Xenon II. They contacted Rhythm King to find the owner, Martin Heath, was a computer games fan. Later, when the Bitmaps realised they needed to get into the technology of CD-ROM/CDI for future games it was logical to team-up with a company that already had great expertise in music as well recording and video facilities (for "live" footage in CD-ROM-based games).
Renegade, Eric hopes, will also attract other games developers. "We will give them a better deal and more recognition for what they do," he says. "Hopefully we will also provide a nicer and more creative environment to work in." Eric firmly believes that the future for computer gaming lies in the creators being given the spotlight, rather than the huge publishing companies — much as has already happened in comics.

WATCHED FROM ABOVE

The team's latest release, Gods, certainly takes gaming another step into the future with a system that monitors or "watches" the player's ability and adjusts the complexity of the game to suit it. "Up to now most games provide a very linear progression through the game," explains Eric. "You'd complete a level and have no reason to go back. What we're doing now is hiding things within each level so the more you play the levels of the game the more things are revealed to you. Characters in the game will also react to you. They can steal things from you, they can use weapons against you, they'll run away from you. If they find you are doing very well they'll just disappear and come back later."
As for the future for the Bitmaps themselves: "If there's a machine selling well, there'll be one of our games on it," says Dan. "Graphics will be amazing. More graphic, more sound (in CD quality), bits of full-motion video, you name it."
The Bitmaps' favourite machine of the moment is the Amiga, though Eric reckons that consoles could become big news before too long.
The Bitmap Brothers have found the secret of adding Thrill-Power to their products. If they have the same success with it that the Mighty Tharg has had with 2000 AD, they'll be around for a long time to come!
This is Big K signing off until the next Bitz blitz.

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