That's just about the only real violent thing in the game apart from knocking your opponents over with the Chargeball. Beneath the surface, it is the equivalent to a sliding tackle in Sensible Soccer but with the tackling player staying on his feet and throwing a punch instead of going to ground. How did you get the ultra violence right? JH: I think it was just a case of getting the tackling right and then ramping up the special effects - having the right animation and tuning the ultimate distance from which you can smash your opponent to the ground. The other reason is more sentimental, simply that this was one of my favourite Amiga games when I was younger. What inspired you to remake/update it? RK: From a business perspective, Speedball 2 is one of the best known retro-brands, at least in Europe, so as soon as we got in touch with Jon and heard about the opportunity to work on The Bitmap Brothers' catalogue, this was a no brainer for me. So my involvement has been to put everything together from a business point of view, to creatively direct the game, and to keep all parties in conversation at all times. By the end of 2009, I mentioned to Mike that I would like to remake Speedball 2 with Vivid Games and Mike agreed to this plan - in fact Speedball is just the first of the Bitmap games we have plans for. However, in 2009, Mike and John left Tower to pursue other interests and I became sole owner of Tower Studios. He's now the sole owner of The Bitmap Brothers, and in 2004, Mike and I set up Tower Studios with John Philips (also ex-Bitmaps). I've worked very closely with Mike Montgomery for over 20 years. The game was originally made for the Commodore 64 this was followed by the better version on the Amiga released in 1991. Can you explain the inspiration behind the original Speedball? Jon Hare: Speedball is a classic futuristic sports game - a combination of rollerball and pinball, played on a metallic ice hockey-like pitch - by one of the UK's greatest development teams of the 80s and 90s The Bitmap Brothers. We have experience, in-depth market knowledge, extensive and proven technology - everything which is so important to execute great new games and challenges. We've worked with many leading publishers and operators and successfully brought over 150 games to the market. Pocket Gamer: Can you provide some detail about Vivid Games? Remigiusz Koscielny: Founded in 2003, Vivid Games is a console and mobile developer and publisher of high quality games and applications. ![]() We caught up with Jon Hare from UK publisher Tower Studios and Remigiusz Koscielny from Polish developer Vivid Games to find out more about the process. But its release in February 2011 for iOS raised plenty of questions in terms of how to combine such fast-moving action with touchscreen controls. A game that made its reputation in the UK in 1980s and 1990s as one of the first fantasy sports titles to gain widespread acclaim, Speedball has since been remade for many platforms.
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