What Is Crystal Quest Classic?
Crystal Quest Classic is a revival of the 1987 award winning video game. The original was played on almost every Macintosh computer in existence before being ported to the Apple IIgs, Amiga and the Game Boy – followed many years later by a reawakening on the Xbox360. It had so many firsts including being the very first color game on the Macintosh, and its CritterEditor™ which was one of the first user modding tools for any game. The CritterEditor made it so you could not only edit the look of the nasties, you could change the sound, the point value, the speed, the firing rate, and so much more. Crystal Quest was one of 5 titles included in Macworld Magazine’s “Game Hall of Fame” and got 5 out of 5 mice from MacUser Magazine.
When you start the game you find yourself on a field sprinkled with crystals and other goodies. Your job is to collect all the crystals while avoiding the mines – not to mention the 12 breeds of nasties and their bullets that soon turn up to try and stop you. Once you collect all the crystals, an exit at the bottom of the screen opens up so you can escape. Sounds simple? All the best games are – the depth of gameplay emerges from the simplest of pretexts.
All the addictive levels and mesmerizing gameplay of the original have been retained in the design. The goal is to match the mechanics of the original with even better sound and graphics. Plus it will be on every platform we can get it onto. The initial release will be on PCs, Macs and Linux.
Crucially, the central design pillar of the original – that of a satisfying and therapeutic control method – has been kept written in stone. The game was designed around the joy that people had a moving a physics object around with their hand on a mouse. A simple pleasure, but one that locked directly into the subconscious. Crystal Quest was a game designed around this – the control method came first. Thus the key reason for enjoyment also came first, rather than trying to layer the fun on top of a game designed around some other pretext. Crystal Quest is as pure as gameplay ever gets.
Patrick Buckland, the creator of the original has officially licensed Game Mechanics and John Ardussi to bring Crystal Quest back to life. Patrick in endorsing the project will have ultimate sign-off on the final release.
John, who has been writing games for as long as Patrick, was one of the lost and wandering souls who had to complete Crystal Quest before getting his life back. His love for the game provided a catalyst for this project.
For many years now, people have been asking for a new version with graphics that recapture the vibrant look and feel of the original and that works on modern hardware. Its simplistic elegance makes it a perfect game for all platforms including phones and tablets. But we also know that it needs to look good on new hi resolution display devices of today. You paid the money - the game should oblige with a sublime visual experience. So from day one we are putting it into the design that the game should look and sound as good as it can on every platform.
It’s back! While our initial feeling is that it only makes sense to have the editor on some platforms (PCs, Macs) and not on others (consoles, phones), we will be looking to do whatever makes the best sense on each platform. The goal is to have the critters you create be platform independent. That way you can create your own bad guys with your own custom graphics and sounds and show them off to your friends. Plus, with the gameplay adjustment settings, you will be able to try them out and play balance them yourself. It is a great tool for those interested in game design.
We are coming to you for support - financial and creative. After all, you are the driving force behind the game getting made. So of course we want to make sure that all the parts are just as you want them.
With your support and vision, the game that mesmerized a generation will be reborn for us and for future generations. You will not only contribute to funding the development, but you will have a voice in the design decisions that get made as the game comes together. We will have forums set up with exclusive access for you to discuss your ideas with other backers and the developers themselves. Plus, some backers will get exclusive releases that will only be made available as part of our rewards.
This is your chance to be associated with one of the all-time great video games in history. You drive the design direction from platform specific controls to nuances of the critters. If it is important to you, it is important to us.
We need to make sure we have all the money we need to finish all the pieces. We see Kickstarter as a way to get that while giving back to the fans of the game. It also ensures that all the decisions that get made are by people who love the game.
The power of the Indie scene is growing. Remaining true to the original would be hard if we involved a publisher. They don’t have much faith in old school gaming. We are taking a shot at proving them wrong.
Risks and challenges
When you port a game the risks come from the platforms themselves. The game design is done, but for instance, how should the game play exactly on a touch screen device or a joystick device? That takes time to get right. So the risk is not whether we can finish the game. The risk is in how long it will take. While life is very good at throwing surprises at us, we have been doing this for such a long time that we are confident it will get done. Exactly when depends on how nice life is to us.Learn about accountability on Kickstarter
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