Believe it or not, Red Bull Gaming has an incredibly in-depth, exclusive article detailing the history of Rare. From the days when it was known as Ultimate Play The Game, the article discusses Rare's original games, mentions its Game Boy rival that never made it to production (named the Playboy), contains an anecdote of Miyamoto and cricket, while Steve Ballmer wonders what to do with Conker Live & Reloaded, and talks about what the future holds for the company. There are also quotes from key staff such as Chris Seavor, Paul Machacek and Gregg Mayles tying it all up nicely.
A few excerpts:
Source: http://www.redbull.com/us/en/games/stories/1331622907452/rare-celebrating-30-years-of-gaming-glory
Blimmin' impressed, and who would have guessed Rare was making its own handheld!?
A few excerpts:
Founded by siblings Tim and Chris Stamper, Ultimate was based in a small office above the drugstore owned by their father. At the time, the video game development scene was dominated by the likes of the Sinclair ZX Spectrum and BBC Micro - personal computers designed for more sedate tasks - and Ultimate's output was the cream of the crop.
Titles like Sabre Wulf, Lunar Jetman and the iconic Knight Lore were in a different league to their contemporaries, and Ultimate quickly became one of the most popular developers of the period, earning itself legions of loyal fans. "Ultimate stood out as being the best studio, full stop," Paul Machacek, who joined the company back in the '80s and today is Rare's Test & User Research Manager, tells Red Bull. "After I came on board, Tim Stamper told me that theyd been receiving letters from people with £10 notes inside and a return address asking for the next unannounced Ultimate game to be sent to them as soon as it was ready."
"The company needed to earn money, so a lot of games were started because a deal to write something for an IP had been struck," says Machacek. "This contractual work was mixed with some original content, but there was a desire to get away from the contractual and be self-sufficient in creating our own IP.
Their first attempt became the legendary beat em up Battletoads. Released when the Ninja Turtles were being exposed to a global audience for the first time, Battletoads was a masterstroke of creativity - and technology. "I remember programmer Mark Betteridge coming back from a trade show and saying that everyone had been asking what this Battletoads demo was running on," reveals Machacek with a smile. "Surely it was the next Nintendo console in disguise, or there was extra hardware in the cartridge? In fact, it was just clever software tricks running on a standard NES."
"I remember being accosted by a drunken executive at one of Nintendos E3 parties," remembers Seavor, who wrote, directed and designed the game, as well as providing voices for many of the characters. "They really didnt like Conker and told me so. Within Nintendo of America, I got the feeling Conker wasnt all that appreciated." Seavor would encounter similar confusion when the game was later remade for the Xbox. "I demoed Conker Live & Reloaded to Microsoft CEO Steve Ballmer once and his main comment was How are we gonna market this?" Conker may have baffled Nintendo and Microsoft, but it's the perfect example of how Rare has bravely defied conventions in the past and created classic titles in the process.
Source: http://www.redbull.com/us/en/games/stories/1331622907452/rare-celebrating-30-years-of-gaming-glory
Blimmin' impressed, and who would have guessed Rare was making its own handheld!?