"for the Amiga in many computer shops. Psygnosis consolidated its fame after publishing the DMA Design ""Lemmings"" game franchise: debuting in 1991 on the Amiga, ""Lemmings"" was ported to a plethora of different computer and video game platforms, generating many sequels and variations of its concept through the years. ""Microcosm"", a game that appeared on the FM Towns, Amiga CD32, and 3DO furthered the company's reputation for games with excellent graphics but limited and poorly designed gameplay. Psygnosis also created the ""Face-Off"" games in the Nickelodeon 1992 television game show, ""Nick Arcade"", such as ""Post Haste"", ""Jet Jocks"" and ""Battle"
"Obitus Obitus is a role-playing video game developed and released by Psygnosis in early 1991 for Amiga, Atari ST and MS-DOS systems. It was also ported for the SNES by Bullet-Proof Software. ""Obitus"" combines several graphics styles and perspectives in a labyrinth-base game. Though nearly every piece of a forest or catacomb looks indistinguishable from the next screen, this can be dealt with by the player making physical maps, using the compass. The game is heavily focused on the need to make maps. Without them, the player will die long before making it to the end. There is very little"
"reverse in their review of the Super NES version, that the game would appeal to RPG enthusiasts but not those who dislike RPGs. They gave it a 6.4 out of 10, summarizing it as ""a slow-moving RPG that will appeal more to patient gamers."" Obitus Obitus is a role-playing video game developed and released by Psygnosis in early 1991 for Amiga, Atari ST and MS-DOS systems. It was also ported for the SNES by Bullet-Proof Software. ""Obitus"" combines several graphics styles and perspectives in a labyrinth-base game. Though nearly every piece of a forest or catacomb looks indistinguishable from the"
"on the Amiga. Eventually, Psygnosis would buy Silicon Graphics workstations for the sole purpose of creating these animations. While most games companies of the mid-to-late 1980s (including Psygnosis) were releasing identical games on both the Amiga and Atari ST, Psygnosis started to use the full potential of the Amiga's more powerful hardware to produce technically stunning games, with the landmark title ""Shadow of the Beast"" bringing the company its greatest success so far in 1989. Its multi-layered parallax scrolling and music were highly advanced for the time and as such led to the game being used as a showcase demonstration"
"of the Bands"". In 1993, the company was acquired by Sony Electronic Publishing. In preparation for the September 1995 introduction of Sony's PlayStation console in Western markets, Psygnosis started creating games using the PlayStation as primary reference hardware. Among the most famous creations of this period were ""Wipeout"", ""G-Police"", and the ""Colony Wars"" series, some of which were ported to PC and to other platforms. Psygnosis stated that the PlayStation marked a turning point in their game design, and that their games were now moving away from the prerendered graphics and limited gameplay that the company had become associated with."
"graphic artist Andy Ingram on a short game demo for the Commodore Amiga, and took it to publishing company Psygnosis for advice; unexpectedly, Psygnosis was impressed and offered to publish the game. As Traveller's Tales, Burton and Ingram completed the game, a hack and slash adventure titled ""Leander"", which was released in 1991. ""Leander"" was a success and established Traveller's Tales as an up and coming British developer. Subsequently, Psygnosis contracted Traveller's Tales for two games released in 1993: the side-scrolling puzzle game ""Puggsy"" and ""Bram Stoker's Dracula"", a tie-in for the film of the same name. ""Dracula"" was a"
"as far back as 1997. At the time of its first release, ""Lemmings"" received several high scores from gaming magazines, with only the level of graphics and sound receiving some small amount of criticism. David Sears of ""Compute!"", in his review of ""Lemmings"" for the PC, stated that ""perhaps Psygnosis has tapped into the human instinct for survival in formulating this perfect blend of puzzle, strategy, and action."" ""Amiga Computing"" stated that """"Lemmings"" is absolutely brilliant. Psygnosis have managed to produce a game that is not only totally original, but also features the kind of addicting gameplay that will keep"
"the platforms in the future. A contrary note was offered by ""Popular Computing Weekly"", who called it ""very good indeed"" and rated it 4 out of 5. The box cover art for ""Brataccas"" was made by fantasy artist Roger Dean, who would provide artwork for many Psygnosis titles. It was later used as the album cover for Uriah Heep's 2001 album ""Remasters: The Official Anthology"". Brataccas Brataccas is a video game released in 1986 for the Amiga, Atari ST, and Macintosh, and was the first game published by Psygnosis. It is a science fiction action-adventure game, with role-playing game elements."
"we talked about all the things we had achieved over the years, the platform launches, the variety of games, going back to Psygnosis days and through to ""F1"" and ""Wipeout"". We knew we wanted to carry on making great games,"" Ankers told IGN. Psygnosis was acquired by Sony in 1993 then in 2001 renamed to SCE Studio Liverpool and the entity was closed down in 2012. The studio is probably most well known for the ""Wipeout"" series. In 2013, the team helped develop one of the launch titles for the PlayStation 4, an augmented reality game, ""The Playroom"". Run Sackboy!"
"Ian Hetherington Ian Hetherington was co-founder of Psygnosis, a company responsible for creating many early computer games. Along with Jonathan Ellis, Hetherington founded Psygnosis from the ashes of the defunct game company Imagine Software where Hetherington was the Financial Director. Working at their Liverpool-based game company, Psygnosis's team was responsible for publishing such games as ""Shadow of the Beast"", ""Wipeout"" and perhaps the most famous of all, ""Lemmings"". Psygnosis was later acquired by Sony in 1993 to work on the PlayStation console. The name Psygnosis eventually became defunct, and the company became known as Sony Studio Liverpool. There are currently"
"Ron and Cytron can use various weapons, and there are computer terminals in various places in the mazes, allowing access to various facilities. Cytron Cytron is a computer game for the Amiga, developed by Lunatic Software and released by Psygnosis in 1992. ""Cytron"" is a futuristic ""Gauntlet""-type maze action/adventure game. The story tells that on a distant research facility, the robots serving the researchers have gone haywire and have taken the researchers hostage. Earth sends a remote-controlled robot called Cytron to rescue the researchers. The player controls Cytron either with a joystick or a mouse. A novel idea is that"
"like other Psygnosis titles, the game has a high degree of difficulty. The Amiga and Atari ST versions consisted of 8 levels separated into two parts each. The Genesis version, published as ""Fatal Rewind"", had 6 levels divided into two parts each. The Killing Game Show The Killing Game Show is a run and gun shooter game developed by Raising Hell Software for the Amiga and Atari ST. It was released in 1990 and published by Psygnosis. It was re-released later under the name Fatal Rewind for the Sega Genesis and published by Electronic Arts. The main character of the"
"Puggsy Puggsy is a 1993 puzzle-platform video game developed by Traveller's Tales and released by Psygnosis on Mega Drive and Mega-CD consoles, and on the Amiga home computer. ""Puggsy"" is the name of the title character, an orange space hopper-like alien who landed his spaceship on The Planet, intending to return home until his spaceship was stolen by the raccoon natives of the planet. The gameplay is mostly a cross between a normal platform game, with the usual style of platformer enemies and a variety of means to kill them, and a puzzle game of sorts where Puggsy is often"
"originally made for the Sega Mega Drive, and also published by Psygnosis, an ""extra-secret"" level called ""Lee and Errr"", which can only be accessed by working out a math equation given during the credits after completing the story game, contains the following message written in large print in the background: ""Leander is Galahad on the Megadrive"". Leander (video game) Leander is a video game for the Commodore Amiga developed by Traveller's Tales and published by Psygnosis in 1991. It was the first game to be developed by Traveller's Tales. ""Leander"" is often compared to ""Shadow of the Beast"", an earlier"
"Agony (1992 video game) Agony is a side-scrolling shoot 'em up game, released by Psygnosis in 1992 for the Amiga platform. ""Agony"" is a shoot 'em up but with a surreal-fantasy background. It features an owl (the company logo) flying its way through six worlds filled with monsters. The owl uses various waves of echo-location which the player fires at the enemies. According to the manual backstory, the sun-wizard master Acanthropsis discovers the ""Cosmic Power"" with a toll on his life. Before dying he teaches it to his disciples, Alestes and Mentor. Because of memory constraints, the game features no"
"Cytron Cytron is a computer game for the Amiga, developed by Lunatic Software and released by Psygnosis in 1992. ""Cytron"" is a futuristic ""Gauntlet""-type maze action/adventure game. The story tells that on a distant research facility, the robots serving the researchers have gone haywire and have taken the researchers hostage. Earth sends a remote-controlled robot called Cytron to rescue the researchers. The player controls Cytron either with a joystick or a mouse. A novel idea is that Cytron is able to split into two smaller robots, Cyt and Ron, which can be controlled individually, and later joined again. Both Cyt,"
"Armour-Geddon Armour-Geddon is a 3D video game developed and published in 1991 by Psygnosis for the Amiga, MS-DOS and Atari ST. There is also a sequel of this game called ""Armour-Geddon 2: Codename Hellfire"" available for Amiga. It was published in 1994. The setting for the game is post-nuclear holocaust Earth, where a privileged group of humans have made it through the war in purpose-built shelters while rest of the humankind suffered. People outside, disapproving how they have been treated, have secretly constructed a laser cannon to even the score. The player takes the side of the Sheltered ones trying"
"Some players also criticised slow loading times. While ""Baal"" does feature Psygnosis's trademark macabre mood, it is unusual among that company's games in foregoing their usual psychedelic Roger Dean cover artwork. Instead, the cover artwork was created by Melvyn Grant. Baal (video game) Baal is a platform-based shoot 'em up video game from 1988, published by Psygnosis. The player takes on the role of a ""Time Warrior"" sent into the recesses of hell to recover pieces of ""The War Machine"", which has been stolen by the evil minion Baal. On the Amiga, the power indicator light flashed in time with"
"design, concept and story (in-game script and dialogue is big in size for almost 80 pages of written text). Many of these three people would later help create the real-time strategy title ""Theocracy"". Perihelion: The Prophecy Perihelion: The Prophecy is an RPG developed by Morbid Visions and published by Psygnosis in 1993 for Amiga computer. The player controls six characters who are supposed to save the realm they live in from an evil being which is slowly materialising into their dimension. The character races are rather unusual in RPGs and include Bionecrons, Symbions and various cross-breeds between humans, animals and"
"The game's futuristic vehicle designs were based on ""Matrix Marauders"", a 1994 Amiga 3D grid-based strategy game whose concept was developed by fellow Psygnosis employee Jim Bowers. The name ""Wipeout"" was decided upon during a pub conversation, and was inspired by the instrumental song Wipe Out by The Surfaris. After the beta version of ""Wipeout"" appeared in the cult film ""Hackers"", Sony expressed interest in Psygnosis on the basis of the ""impressive work"" they had produced with 3D graphics. In September 1995, Sony purchased the Liverpool-based company outright. Subsequent development of ""Wipeout 2097"" spanned seven months, and a nightclub tour"
"submitted to Art & Magic. Franck Sauer advised Wright that he could source improved piano sounds for the piece, and requested permission to change them. Wright agreed, but did not hear the end result before the game went to final master, and consequently some notes within the piece were transposed; this 'mistake' was also covered by Dimmu Borgir. Agony (1992 video game) Agony is a side-scrolling shoot 'em up game, released by Psygnosis in 1992 for the Amiga platform. ""Agony"" is a shoot 'em up but with a surreal-fantasy background. It features an owl (the company logo) flying its way"
"with a black background and fantasy artwork bordered in red. This style was maintained for the better part of ten years. For the next few years, Psygnosis's releases contained increasingly improved graphics, but were marred by similarly difficult gameplay and control methods. The original company headquarters were located at the Port of Liverpool Building at the Pier Head in Liverpool, but soon moved to Century Buildings in Brunswick Business Park (also in Liverpool), and later moved down the road 200 metres to South Harrington Building in South Harrington Dock. Although Psygnosis primarily became a game publisher, some games were developed"
"chess pieces patrol the level. The chess pieces may move correctly placed tiles to somewhere else on the level, or block the player's path. In addition, later levels contain several pictures, and several screens. Nevermind (video game) Nevermind is a computer game published by Psyclapse (a subsidiary of Psygnosis) released in 1989. The game was often given to UK Amiga owners who had sent their machine for repair. The repair centres in the UK sent this title (among others) as sort of compensation for their machine going faulty. The game is played in a 3D isometric environment. Each isometric square"
"personification of hope who provides an optimistic outlook. There are twenty-eight major locations that the player visits. Blue Ice (video game) Blue Ice is a video game released in 1996, developed and published by Psygnosis. It is similar in design to ""Myst"", with a sequence of screens representing the rooms in a large house, navigated by point and click. The screens are made through what appears to be a blend of grainy photography and bitmap painting. The player completes puzzles by collecting and using items. Some of the puzzles include brewing tea, dissolving gold in vitriol, finding keys, and making"
"to overcome using the help of various items (e.g. fans or trampolines). ""Computer Gaming World"" liked the game's graphics and puzzles, and called it ""one of Psygnosis' best Amiga offerings of late ... the most entertaining and addictive Amiga title I have played in a long time"". Bill's Tomato Game Bill's Tomato Game is a puzzle game for the Atari ST and Amiga designed by Bill Pullan and published by Psygnosis in 1992. The artwork is by Lee Carus-Westcott and the music by Mike Clarke. A planned Sega Mega Drive port was cancelled, but a prototype cart exists and was"
"a ""Paperboy"" clone called ""Paper-Round"" that took two years to develop but was never released. While working on that game, they started ""Ravenskull"" which would be their first published game, released in 1986 by Superior Software. This was followed by ""Codename: Droid"" and an Acorn Electron conversion of ""Stryker's Run"" in 1987. The name Reflections was first used for their 1989 hit Amiga game, ""Shadow of the Beast"", published by Psygnosis which spawned two sequels. The original Amiga game was partially written by Paul Howarth, and started out life as a parallax test of the blitter of the Amiga's Agnus"
"Brataccas Brataccas is a video game released in 1986 for the Amiga, Atari ST, and Macintosh, and was the first game published by Psygnosis. It is a science fiction action-adventure game, with role-playing game elements. ""Brataccas"" is believed to be the remains of the much hyped vaporware project Bandersnatch, which was partially developed by Imagine Software. Having been talked about in the press for some time before finally emerging, ""Brataccas"" saw considerable coverage in the computer press. It was generally reviewed poorly due to significant control problems, although the graphics were widely praised. The player controls Kyne, a genetic engineer"
"Perihelion: The Prophecy Perihelion: The Prophecy is an RPG developed by Morbid Visions and published by Psygnosis in 1993 for Amiga computer. The player controls six characters who are supposed to save the realm they live in from an evil being which is slowly materialising into their dimension. The character races are rather unusual in RPGs and include Bionecrons, Symbions and various cross-breeds between humans, animals and mechanical entities. The gameplay concerns juggling through the set of screens which are responsible for different parts of the game, such as exploring the dungeon and a world map, inventory management, spell creation"
"the game would have required a cartridge or dongle to support the demands of the game. However, before any of the Megagames had been completed, Imagine Software went bankrupt owing to financial mismanagement, with the spectacular demise being shown in a BBC documentary named 'Commercial Breaks'. A new company called Finchspeed (formed from the remnants of Imagine) acquired the ""Bandersnatch"" rights and sold an option on the game to Sinclair Research Ltd. Finchspeed itself folded, but a complete working version was developed for the Sinclair QL. The directors Dave Lawson and Ian Heatherington then formed Psygnosis and the now-complete game"
"software remained with original copyright owners. After Imagine, Lawson and Hetherington set up a new company called Finchspeed which used ""Bandersnatch"" (one of Imagine's much-hyped but never completed ""Megagames"") as the basis of what became ""Brataccas"", the first game published by Psygnosis. The name of another Imagine Megagame – the proposed but never developed ""Psyclapse"" – was later used by Psygnosis as an alternative label for some of their releases, such as ""Captain Fizz Meets The Blaster-Trons"" and ""Ballistix"". Psygnosis produced only one title in 1986, ""Deep Space"", a complex, difficult space exploration game. The box artwork was very distinctive"
"multiple sequels to many of Psygnosis's games to date, as well a recent PSP release of ""Wipeout"", called ""Wipeout Pure"". Hetherington was also Chairman of ""Evolution Studios"" and ""Realtime Worlds"". He counts racing Ferraris in club events as his hobby. Ian Hetherington Ian Hetherington was co-founder of Psygnosis, a company responsible for creating many early computer games. Along with Jonathan Ellis, Hetherington founded Psygnosis from the ashes of the defunct game company Imagine Software where Hetherington was the Financial Director. Working at their Liverpool-based game company, Psygnosis's team was responsible for publishing such games as ""Shadow of the Beast"", ""Wipeout"""
"Novastorm Novastorm is a rail shooter developed by Psygnosis in 1994. A version for the FM-Towns/Marty systems had previously been released under the name ""Scavenger 4"". The game takes place some time in the distant future. Humans have left earth in several huge arks containing Earth's ecosystem, in search of a new paradise. They have become complacent: everything is controlled by artificial intelligence, while the human race sleeps and dreams of its new home. The computer systems evolve, however, and prophetize of a conquest of silicon against flesh. The player takes control of the Scavenger 4 squadron, which has a"
"as Enix's sci-fi Sharp X1 computer game ""Brain Breaker"" in 1985, Pony Canyon's ""Super Pitfall"" in 1986, System Sacom's ""Euphory"" in 1987, Bothtec's ""The Scheme"" in 1988, and several ""Dragon Slayer"" action RPGs by Nihon Falcom such as the 1985 release """" and 1987 releases ""Faxanadu"" and ""Legacy of the Wizard"". ""Endless running"" or ""infinite running"" games are platform games in which the player character is continuously moving forward through a usually procedurally generated, theoretically endless game world. Game controls are limited to making the character jump, attack, or perform special actions. The object of these games is to get"