HomeGamesWhat on Earth Was Wrong With Retro Game Makers “Flying Edge”?
March 17, 2019
What on Earth Was Wrong With Retro Game Makers “Flying Edge”?
Something problems me, and it has been troubling me since the first nineties. I at times awake in the midst of the night, epidermis cold and damp, screaming. Negatively coloured, poorly animated sprites, collision detection non existent, arrrggggggh! I create myself and get to the paracetamol. Certainly it had been all a fantasy?
NO! Flying Edge actually did happen!
The Mega Drive and Master System were both supported at their fullest from around 1991 to 1994 – hence why eventually MD games are very unusual (except Ballz, please, please go away…). The list of third party contributors to both consoles is actually many and lengthy continue to exist today, albeit in an alternative form (Domark are Eidos for example). One you believe would not occur is Flying Edge. Even during the late Primary School/early of mine High School years I knew that in case I watched that logo it meant difficulty.
It really did not start out too severely. The very first FE (as I am going to refer to them from today on as) game was Arch Rivals, which at the moment seemed a dumb concept, a two v two basketball game in which you can just play as one of the “characters”. Though it does not play great, the decreased amount of sprites on the screen and more or less brutal dynamics made it a somewhat fluent as well as experience that is pleasurable when compared with the dross Basketball games about at the moment. Additionally, it laid the foundations for something really special, which you have most likely already thought.
And so, FE were on the cusp of becoming pioneers… more or less not. The games which came later reads like a who is who of utter and complete tosh. In the event that you at any time have the chance to play George Foreman’s KO Boxing on the MS run, run as quickly as you are able to. It looks as somebody threw up over it and it is really a lesser amount of fun than looking at one of Mr Foreman’s grills. It is simple, plain, and rushed. This particular theme remains with Smash TV. Smash TV was an immensely popular arcade machine whose main draw was the two joystick system in which you can take in an exact opposite direction to which you are running. The SNES version functions quite well (the 4 button acting when the 2nd joystick) though the graphics as well as collision detection are terrible, on both 8-bit and 16-bit versions. Do not get me going on the noise as well as management devices on the Sega versions, we will be here just day… The laughable Crash Dummies, RoboCop three and Double Dragon three are only a couple of additional games that no good developer would actually be connected with.
FE were just yet another terrible creator without any one else to blame but themselves. Wrong! At this point here is the twist in the story, FE were in fact a subsidiary of Acclaim. Apologies to people who know this, but I bloody did not! There’s a hint in the above mentioned SNES edition of Smash TV, Acclaim are available rather with pride in the opening sequence though they left FE to the Mega Drive version… Just how can an enterprise in charge of creating gems like Mortal Kombat and NBA Jam (see what I did there) have some aspect of Flying Edge? I just simply had to discover out.
Acclaim itself had been started after 1987 with a lot of the focus of its on games based on licenses it acquired from comics (Spider Man games aplenty), TV/Sports (WWF) as well as films (Alien three). Additionally, it forged a strong “partnership” with Nintendo despite titles like Rambo on the NES being very bad, Star Voyager on the additional hand was considered groundbreaking. You won’t ever see Flying Edge on virtually any Nintendo game (in case you are doing, it is dodgy, throw it out) while they are created especially to “produce” Sega games. Apologies for the countless speech marks now utilized in this specific document.
Information on the contractual wrangle among Nintendo, Sega and Acclaim is very sparse I am left clutching for straws as to just how Nintendo persuaded them to do that. In reality, the sole conclusion I may come to is the fact that Acclaim were happy for FE to become the sacrificial lamb to be able to protect the connection of theirs with Nintendo. This appears rational given Nintendo’s dominance in the house entertainment sector as well as the gradual decline of arcades. Looking at FE’s back catalogue it is not hard to believe that the developers/programmers in that division were not really good in comparison to Acclaim’s. The truth is the fact that for every Mortal Kombat and NBA Jam there was a few stinkers. Forget what you are familiar with Acclaim, the truth of it’s they actually were not that great, period. If it was not for Midway, Mortal Kombat would not have existed. Acclaim’s back catalogue across exactly the same time reads: Double Dragon two; Krusty’s Fun House; NFL Quarterback Club; The Addams Family etc etc… It is not good!
Flying Edge was dissolved in 1994, which obviously should have provided Acclaim with a get out clause for all of the negative titles. What did they back it up with? Once again, primarily hit and miss. The Turok titles proved trendy on eventually consoles and several of the Spider Man games were great. They was also Virtua Tennis two that is nevertheless a pleasure. Nevertheless, rubbish… sticks. The very poor qualified games continued – Batman Forever, Paris Dakar, Gladiator, Fantastic 4. Acclaim were created defunct and bankrupt as of September 2004, 10 years after the demise of Flying Edge.
There’s a main reason that the big guns (Sega, Nintendo) and also several of the smaller guns (Domark as Eidos) continue to exist. Evolution. Acclaim, in amongst all the glory of its, never deviated from their main aims – purchase licenses, tack on games about them, find the aid of many other prepared developers.