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In April, 1982, the day after Lord Pim,
British Foreign Office Secretary,
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landed in Washington in one last effort
to prevent the war with Argentina,
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00:00:39,715 --> 00:00:45,037
and one day before the Spanish singer Lucía
lost the 27th Eurovision contest
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to the German singer Nicole,
the British company Sinclair Research
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00:00:50,087 --> 00:00:56,321
launched an 8-bit computer that would be
known forever as the ZX Spectrum.
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Its creator was Clive Sinclair,
a self taught and talented entrepreneur
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who had created the first pocket
calculator, the first digital wrist watches,
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the first portable TV set
and the first personal computer.
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As well as the first printer.
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00:01:18,389 --> 00:01:23,801
But none of those inventions, future or past,
would have the same impact as the ZXSpectrum,
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since it would change drastically
the gaming culture across generations
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and it would establish the foundations
for a new universe: the virtual one.
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In this new dawn of the 8-bit era,
a group of 16 and 17 year olds
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would develop a game named Captain Seville
that would be made public in the late 80's,
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when the controversial golden age of
Spanish videogames was coming to an end.
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This is their story.
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We do not like Captain Blood Sausage!
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Captain Seville's project got started in
Seville by recruiting young people, my age,
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to develop a Spectrum videogame for Dinamic,
the company we worked for back then.
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00:02:35,331 --> 00:02:40,814
Alvaro Mateos was Dinamic's star,
if you will,
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because he created
two best selling videogames
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that positioned Dinamic as a big production
and distribution company in Spain.
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00:02:49,878 --> 00:02:52,719
Those games were West Bank and Rocky.
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00:02:52,776 --> 00:02:59,329
When he first presented a plot, an idea,
a script for Captain Blood Sausage,
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Dinamic knew it would be
a massive success, a blockbuster.
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That's how I got started. First you go to
your friends and people you already know.
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It was then when I met Angel Tirado,
who had the original idea as a comic
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which he had been drawing as
he attended his high school classes.
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The comic on which Captain Seville
videogame is based upon
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I drew when I was 14 for the magazine my high
school published, the Becker High School.
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The plot was preposterous. It had not been
properly designed and it sounded braindead.
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The main character is Mariano López, a truck
driver who usually transports cured meats.
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By chance, he drives past an area
reserved for nuclear weapons tests,
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precisely when a test goes wrong and there
is a radiation leak in the whole area.
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Mariano is affected in a way that each time
he takes a bite of some cured meat
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he becomes Captain Blood Sausage, and he has
superhuman powers Mariano López never had.
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00:04:20,845 --> 00:04:27,994
Other people in the affected area become
radioactive mutants who endanger the planet.
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Evil Professor Torrebruno will use them
to conquer Earth, as he had planned.
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Captain Blood Sausage's mission
is to fight off these mutants.
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Rather than a classic videogame, it sounds
like the plot of a comic made for the screen.
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That is what makes it
so original in many ways.
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Then we just had to use the techniques
of the time for the trends of the time,
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00:05:05,389 --> 00:05:10,002
and we had to find the staff we needed
in order to complete this project.
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00:05:10,026 --> 00:05:14,754
Also, we didn't want it
to be the first game,
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but the starting point for a company that
would launch other videogames in the future.
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00:05:40,757 --> 00:05:48,170
I was 4 or 5 when I first saw Space Invaders,
the Martian killing game we all know.
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I freaked out. I didn't even know how
it worked. I imagined it would be...
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00:05:53,087 --> 00:05:57,251
like animated cartoons
moving behind the screen.
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I wanted to venture into playing.
So I asked my dad many times.
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He would pilot and I would shoot, 'cause
I was too small to reach the screen.
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I was so impressed when I saw it that
I wanted to have it at home somehow.
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Before I could have a computer,
I went to big shops to touch
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the ones in display and play in them until
I got kicked out. ''Kid, get out already!''
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But I would return the next day,
at 9 am sharp, to keep playing.
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I spent many hours in front
of those computers, playing
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00:06:28,858 --> 00:06:34,957
and waiting forever until those games
would be downloaded into a tape.
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Like all children my age, I hated the error
message ''Download incomplete - Start over''.
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I can't remember my childhood
unless it involves a computer,
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playing games with my brother...
We were there at the right time,
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00:06:53,167 --> 00:06:57,983
at the time of the big bang
for the 8-bit computers.
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00:07:03,351 --> 00:07:11,351
Videogames existed for my generation since
very early in our lives, in gaming rooms
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and in bars. Beyond the impact
of videogames in our culture,
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computers had an even bigger impact.
Microcomputers entered our homes
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and changed the concept of entertainment.
They had such potential...
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You could do your own programming in BASIC,
which was the simplest coding language.
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An important part that was associated
with computers was gaming.
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Those of us who discovered computing then
lived through an era that won't happen again.
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Also because it was
the first era of its kind.
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Before then, there were only corporation
computers so pricy we wouldn't dream of them.
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When microcomputers reached our homes, we
discovered a world that didn't exist before.
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00:07:58,974 --> 00:08:01,775
So, everything could still be explored.
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00:08:01,799 --> 00:08:09,310
My first real encounter with computing
happened when my Spectrum broke down.
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I started studying the computer's inners,
and the Z80 assembly language.
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When my computer was fixed,
games became secondary.
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I wanted to apply what I had learned
to my Spectrum and see what happened.
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It was a fascinating world.
With graphics, with sound even...
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00:08:32,586 --> 00:08:40,586
Back then the technical part was
more demanding but less complex.
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You'd work in machine code, unlike now. And
you had to know the machinery components.
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But that machinery was not complex.
So, it was more demanding and intensive.
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But individuals like us nowadays
would be out of their depth.
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I did the programming, the graphics
and even the artwork.
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00:09:03,289 --> 00:09:09,859
Now it wouldn't be possible for one person
to do 10% of graphics, or 10% of coding.
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Whatever you wanted to do,
it was almost impossible to achieve.
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00:09:26,166 --> 00:09:31,524
You were dealing with a computer
that barely had an operating system,
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00:09:31,548 --> 00:09:37,080
designed to be used at home,
almost like a...
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00:09:37,104 --> 00:09:41,608
a scientific calculator where you had a
very limited range of programming options.
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00:09:41,677 --> 00:09:47,872
But you could use motion graphics
with a certain range of colors.
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You had 8 basic colors which would
refuse to interact with one another,
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00:09:55,112 --> 00:10:02,219
a low screen resolution, an also limited
processing speed for graphics animation,
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00:10:02,243 --> 00:10:10,243
In the best videogames companies of the
time, the goal of their best programmers was
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00:10:10,892 --> 00:10:15,186
was to get to show the animated graphics
at a 12 frames per second speed,
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00:10:15,240 --> 00:10:18,320
which was almost magic to us.
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It contained only the basics,
just enough to be operational.
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00:10:28,095 --> 00:10:33,635
You'd use 7 k for the screen,
and the remaining 41 k
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you had to use with a clear plan
and precise measurements,
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so that the final effect was
so much more enjoyable.
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00:10:45,509 --> 00:10:51,399
There was an assembler, a disassembler,
just the least you needed to start coding.
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In the assembler, there were graphics apps
that would allow you to draw rather easily.
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00:10:59,773 --> 00:11:03,049
There were apps for animation
where you could learn a few tricks.
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00:11:03,073 --> 00:11:10,332
You would superseed an image with another,
and you could create the ilussion of movement.
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00:11:10,463 --> 00:11:16,886
There were music apps. Rudimentary,
grant you, but you made sounds.
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00:11:16,910 --> 00:11:22,269
Back then there was nothing at all.
No cell phones, no Internet...
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00:11:22,293 --> 00:11:30,293
Having a device where you could program
a sound and then hear it was fascinating.
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00:11:51,466 --> 00:11:59,466
The big four were Dinamic Software,
Opera Soft, Made in Spain and Topo Soft.
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Dinamic was the best known one,
because they...
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00:12:09,377 --> 00:12:16,499
They had the best company model. TopoSoft
and them had the best company structure.
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00:12:16,523 --> 00:12:22,516
The others were groups of kids that decided
to start a company, but they remained kids.
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00:12:22,540 --> 00:12:30,540
On the other side of the corporation fabric
of the time were Opera and Made in Spain.
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00:12:32,146 --> 00:12:40,146
Made in Spain was pure craftsmanship, and
they were the greatest software researchers.
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They had the craziest creations,
absolutely fantastic.
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00:12:45,882 --> 00:12:53,882
They really researched into those machines
in depth to get the best out of those 8 bits
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00:12:53,931 --> 00:13:00,794
we had back then, just like the Opera people
did. And each one created exceptional games.
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00:13:01,101 --> 00:13:08,037
I think there was more competition
back then than there is now.
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00:13:08,061 --> 00:13:14,159
Now, all videogames companies
are associated one way or another.
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00:13:14,667 --> 00:13:18,889
We don't feel we are competing.
The market is much bigger now.
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00:13:19,378 --> 00:13:24,644
To give you a proper picture: Amstrad Spain,
formerly Indexcom, started out with nothing,
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00:13:24,668 --> 00:13:30,281
and in 1988, I think, they had billings for
24 or 28 thousand million Pesetas.
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00:13:31,167 --> 00:13:36,312
Dinamic had billings for 140 in 1988. They
had started out in their parents' attic.
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00:13:36,336 --> 00:13:43,401
Erbe, which Paco Pastor started out as a
side project, billed 1000 million in 1988.
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00:13:43,486 --> 00:13:48,360
Within a 5 year period, there was
an incredible bing bang.
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00:13:48,952 --> 00:13:52,659
I do not know the numbers nowadays,
but I can give you a reference.
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00:13:52,683 --> 00:13:57,032
The Butragueño game sold 150 thousand copies,
and although ADS won't give the total numbers
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00:13:57,056 --> 00:14:02,900
for videogame copies sold in Spain, it's said
that the last CoD sold 300 thousand here.
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00:14:02,924 --> 00:14:08,736
It's impressive 30 years ago a game sold half
as many copies as their best selling one now.
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00:14:08,938 --> 00:14:16,938
It was just a fraction of the industry
we know nowadays.
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00:14:17,244 --> 00:14:24,117
It was like the toy soldier
varnish industry.
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00:14:24,141 --> 00:14:27,275
You could be creative and
have plenty of feedback,
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00:14:27,299 --> 00:14:33,113
but nobody knew videogaming,
nobody understood what it was you did.
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00:14:33,137 --> 00:14:35,332
But it was truly satisfying.
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00:14:35,356 --> 00:14:42,078
They were actual authors' products, because
few people would work in any one project.
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00:14:42,102 --> 00:14:49,513
Nowadays a project involves many people,
and the sense of authoring is lost.
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00:14:49,537 --> 00:14:55,244
We paid a lot of attention to technical
issues. We'd see a new game in a gaming room,
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00:14:55,268 --> 00:14:59,408
and we'd focus on the great scrolling,
or on the animation, and we'd want it.
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00:14:59,481 --> 00:15:04,074
We wouldn't focus so much on playability.
In Spain we had started with Arcade,
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00:15:04,542 --> 00:15:11,204
that gave instant gratification for graphics,
for motion and for all on-screen objects.
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00:15:11,228 --> 00:15:17,781
The scene in Andalusia did not exist. Just
small groups, like the Captain Seville one.
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00:15:17,982 --> 00:15:25,982
Or us, who made side projects and then moved
on to other Spanish companies like Dinamics.
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00:15:27,527 --> 00:15:30,114
We didn't know each other.
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00:15:40,470 --> 00:15:46,733
Alvaro was always
a restless soul like that.
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00:15:46,757 --> 00:15:50,890
Always ahead of his time and his age.
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00:15:52,273 --> 00:15:57,056
To us, to the gang,
he was a hero.
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00:15:57,080 --> 00:16:04,057
He called a meeting to meet
kids with similar interests to his.
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00:16:04,264 --> 00:16:09,239
I imagined they all lived in caves, because
you wouldn't see them out in the streets.
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00:16:09,456 --> 00:16:15,645
I learned about the project through
a friend from the same town.
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00:16:15,669 --> 00:16:19,439
He was already in college.
I wasn't yet.
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00:16:19,493 --> 00:16:24,020
He gave me a leaflet
he had found in the ads board.
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00:16:24,044 --> 00:16:30,159
The leaflet called for a meeting
at a driving school in Seville.
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00:16:30,183 --> 00:16:32,508
I think the school was called Montelló.
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00:16:32,532 --> 00:16:36,493
The meeting intended to get
collaborators for a videogame.
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00:16:36,517 --> 00:16:42,311
When I got there,
it was amazing because...
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00:16:42,523 --> 00:16:50,523
I was happy. You have to
go back to the time, 1986-87-88.
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You'd meet some 20 people with your interests
and good skills for coding and graphics.
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I was almost high
with the atmosphere there.
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00:17:08,190 --> 00:17:13,628
Alvaro Mateos showed up.
He was a living legend.
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00:17:13,665 --> 00:17:19,468
Everybody introduced themselves.
We were just kids, actually.
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00:17:19,492 --> 00:17:27,321
We were naive in a way that
we would never be or see again.
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00:17:27,394 --> 00:17:32,028
We all had our eyes wide open,
and our mouths wide open.
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00:17:32,052 --> 00:17:37,299
We'd ask if that was happening for real.
If it was really going to happen here.
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00:17:37,323 --> 00:17:45,323
People with different abilities showed up.
Some would never be seen again.
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00:17:45,916 --> 00:17:52,025
Others would join in during
the production process.
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00:17:52,049 --> 00:18:00,049
I was most impressed that people so young
would try something like that. It was big.
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00:18:11,481 --> 00:18:14,996
Most of all, I'd say they were
games that you could play,
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which is different from games nowadays, that
are mostly films or sightly interactive games
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that make you have the stick in your hand
for ages as they tell you stories and films.
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00:18:31,603 --> 00:18:35,142
They were games you could play.
Games you actually played.
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00:18:35,166 --> 00:18:41,214
Since the videogame was so simple,
and it had such a limited power,
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it had two other defining elements: first,
you had to complete it with some showmanship,
168
00:18:46,059 --> 00:18:50,086
and also it was icon based,
so it was far more suggestive.
169
00:18:50,110 --> 00:18:58,028
It alienated the gamer with a more
complex imaginary formation than now.
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I'm not saying games now are less.
They are just different.
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There were works of art, and games
that were worthless. Just like now.
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00:19:08,113 --> 00:19:12,132
Luckily for Spain, there were very good
coders then, very talented people.
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Games here were at the same level as
the ones from abroad, or even better.
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00:19:18,516 --> 00:19:26,516
Maybe ours were a bit difficult. It could
be because coders were also testers.
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00:19:27,007 --> 00:19:33,196
Maybe we played them so often
we came to think they were easy.
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They had a reputation for being difficult.
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00:19:39,547 --> 00:19:43,320
Just the opposite of what a publishing
company would want nowadays.
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If it's too difficult, they won't play it,
and they won't buy another game from you.
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00:19:47,280 --> 00:19:50,822
Back then I would think
I was a bad player.
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00:19:50,846 --> 00:19:55,424
And that was why I couldn't complete the
games. Now I see the difficulty standards
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00:19:55,448 --> 00:19:58,332
back in the 80's could not be compared
with present day standards.
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00:19:58,356 --> 00:20:03,522
I don't know why we made them like that.
They may be too short and we needed content,
183
00:20:03,546 --> 00:20:11,546
so we made them difficult in order to make
longer the actual playing time.
184
00:20:11,678 --> 00:20:19,678
Abu Simbel was criminally difficult.
Some people told me they hated me for it.
185
00:20:24,309 --> 00:20:28,910
But they were hooked up at the same time.
And that was the real issue there.
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00:20:28,934 --> 00:20:32,000
To get gamers hooked up
on how difficult games were.
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00:20:32,024 --> 00:20:36,808
Now there is nothing but tutorials. It's all
designed to make things easier for players.
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00:20:36,832 --> 00:20:44,832
The very producers now admit their aim
is to keep users from getting frustrated.
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00:20:46,090 --> 00:20:50,531
That makes me sad. I am old school,
and I need to be challenged.
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00:20:50,559 --> 00:20:52,583
But I can't find those challenges.
191
00:20:57,213 --> 00:21:02,688
There were better and worse things, but
some were really good. Good enough to say
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00:21:02,712 --> 00:21:10,712
there really was a golden age for Spanish
software, although this annoying term,
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00:21:11,633 --> 00:21:17,396
golden age, sounds self-aggrandizing
and self-serving, but
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it can really be applied to some games and
some apps that were created here at the time.
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00:21:24,535 --> 00:21:29,756
It was the biggest explosion ever occurred in
Spain for videogames, with no external help,
196
00:21:29,780 --> 00:21:32,829
and it left a mark on a whole generation
of gamers for ever.
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00:21:32,853 --> 00:21:35,628
That alone would merit
calling it a golden age.
198
00:21:35,652 --> 00:21:39,547
This industry was really born in England,
with the Spectrum.
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00:21:39,581 --> 00:21:45,195
We looked up to those coders.
Later on they looked up to us.
200
00:21:45,784 --> 00:21:50,380
A time came when the production was
important, and it was also exported abroad.
201
00:21:50,404 --> 00:21:55,880
Software development in Spain was as
advanced as any in Europe, at UK's level.
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00:21:55,976 --> 00:22:02,636
Games developed by Topo or Dinamic would
reach top places in best selling ranks.
203
00:22:02,660 --> 00:22:08,513
Top got the exclusive license
rights for the film Gremlins.
204
00:22:08,537 --> 00:22:13,765
Foreign companies had nothing
on Spanish companies. Quite the contrary.
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00:22:13,789 --> 00:22:19,175
At that time, any videogame
released by Topo, Dinamic or Opera,
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00:22:19,199 --> 00:22:27,199
had a warm welcome.
And it was sold fast.
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00:22:27,503 --> 00:22:30,036
Buyers really wanted them.
208
00:22:30,354 --> 00:22:38,354
That, along with the fact that those machines
allowed users to develop their creativity,
209
00:22:38,967 --> 00:22:43,649
because anyone with a little interest
was able to get something done.
210
00:22:43,673 --> 00:22:49,803
Sometimes even products so good
that could be released commercially.
211
00:22:49,939 --> 00:22:57,457
Such possibilities make way to call that
time the golden age of Spanish software.
212
00:22:57,481 --> 00:23:05,481
I don't think it's a mistaken label, but
it may be a bit over the top, uncalled for.
213
00:23:05,505 --> 00:23:13,505
But we are feeling so nostalgic regarding all
things 8-bit and 16-bit, it can't be avoided.
214
00:23:14,091 --> 00:23:17,484
It was indeed a golden age for Spain.
For us, for our national market.
215
00:23:17,508 --> 00:23:25,053
There was a market, there were national
products, there was press and exposure.
216
00:23:25,577 --> 00:23:32,175
For the global market, there were just
exceptions. One release here or there.
217
00:23:33,905 --> 00:23:38,017
Our graphics caught their attention,
but they disliked our playability.
218
00:23:38,041 --> 00:23:41,152
To me, it was a golden age
for Spanish software indeed,
219
00:23:41,176 --> 00:23:47,958
but other developed countries
had it too at the same time.
220
00:23:47,982 --> 00:23:53,297
Kids all over the world, in the UK,
Germany, France, the USA, even Japan,
221
00:23:53,321 --> 00:24:00,130
started developing videogames at home,
and some of them generated real business
222
00:24:00,154 --> 00:24:08,154
worldwide, as was the case with Spain.
And some of them made a real profit.
223
00:24:17,844 --> 00:24:22,378
We rented a flat in Seville,
in the Triana area.
224
00:24:22,402 --> 00:24:25,525
We kind of made an office out of it.
225
00:24:25,549 --> 00:24:33,549
We had equipment to work with: computers,
a printer, discs for security back ups...
226
00:24:35,204 --> 00:24:39,752
The first few weeks were for meetings,
specially with graphic artists,
227
00:24:39,776 --> 00:24:46,886
since they would take point, not just
in the visual aspects of the videogame,
228
00:24:47,067 --> 00:24:52,295
but also in the plot,
the action, the AI elements...
229
00:24:52,319 --> 00:24:57,856
As time went by, you would identify
what each person was more qualified for.
230
00:24:57,880 --> 00:25:02,181
In the end, each team member
had a precise task.
231
00:25:02,205 --> 00:25:10,098
Alvaro was in charge of the technical
direction, specially the programming.
232
00:25:10,122 --> 00:25:14,351
He put me in charge of the graphics team.
233
00:25:14,375 --> 00:25:17,653
Including me, that team comprised 4 people.
234
00:25:17,677 --> 00:25:25,677
Captain Seville was a platforms game, which
was one of the most successful types then.
235
00:25:26,426 --> 00:25:32,191
Considering the possibilities those computers
offered, that was the most colorful option.
236
00:25:32,215 --> 00:25:40,215
There were two options: screen by screen,
or the finite screens that scrolled softly
237
00:25:42,122 --> 00:25:44,783
up and down and side to side
in your computer screen.
238
00:25:44,867 --> 00:25:50,227
In the end, it was preferred to
have several levels of depth
239
00:25:50,691 --> 00:25:55,531
instead of moving side to side,
and the decision was clear.
240
00:25:55,555 --> 00:26:00,329
Since you couldn't have it both ways, it
was decided it would be screen by screen,
241
00:26:00,353 --> 00:26:06,056
and each level could have a higher level
of detail, it could have a life of its own.
242
00:26:06,080 --> 00:26:11,811
Because of the limitations Spectrum had,
we chose to work in monochrome,
243
00:26:11,835 --> 00:26:18,037
also tainting the screen, except for
the area reserved for information,
244
00:26:18,061 --> 00:26:22,450
where you could see how many lives
you had left, etc. It had a bit more color.
245
00:26:22,474 --> 00:26:27,865
Screens were black and white with some sort
of color filter superimposed on them.
246
00:26:28,066 --> 00:26:33,986
We made these choices so that we could
work on creating more complex characters.
247
00:26:34,010 --> 00:26:38,127
In other games, the color
range could be deeper,
248
00:26:38,328 --> 00:26:45,111
but that would limit the avatars'
shapes and their movement.
249
00:26:46,134 --> 00:26:51,962
I was in charge of creating the ilussion
of movement for our characters.
250
00:26:53,119 --> 00:26:59,899
As a sub-routine, you had to indicate
the coordinates in the X and Y axis
251
00:26:59,923 --> 00:27:02,917
where each graphic element
had to be drawn.
252
00:27:02,941 --> 00:27:06,744
Also the direction, whether
we were looking right or left.
253
00:27:07,990 --> 00:27:11,345
And little else. It only
appeared to be little.
254
00:27:11,369 --> 00:27:15,991
But you had to describe
parabolic arcs for the assaults,
255
00:27:16,015 --> 00:27:21,622
there was a flight motion effect for
Captain Seville that could be controlled
256
00:27:21,646 --> 00:27:26,940
from the keyboard by a sensor that measured
the speed with which you pressed the key.
257
00:27:26,964 --> 00:27:31,870
The quicker you pressed the key,
the quicker he moved and flew.
258
00:27:31,966 --> 00:27:35,991
Captain Seville was a bidimensional game
with some tridimensional elements.
259
00:27:36,054 --> 00:27:44,054
Some objects would move in front of others,
and there were objects in the background too.
260
00:27:44,187 --> 00:27:51,203
To make that effect of an object moving in
front of another you had to create a mask.
261
00:27:51,373 --> 00:27:58,490
That mask would make you see the object in
the back as transparent through the coding.
262
00:27:58,514 --> 00:28:01,057
It made it look tridimensional.
263
00:28:13,300 --> 00:28:20,519
We gave it all the hours it needed
in a laid back environment,
264
00:28:20,543 --> 00:28:28,543
because sometimes I would be absent and
I would arrive in the middle of a party...
265
00:28:28,586 --> 00:28:36,445
Thinking that a group of 13 or 14 people
between 16 and 18 years old
266
00:28:37,110 --> 00:28:45,110
would start up a company and would have
a clear and professional structure
267
00:28:45,461 --> 00:28:47,555
is rather naive, right?
268
00:28:47,579 --> 00:28:52,999
We didn't feel we were working. We enjoyed
it, had fun and felt passionate about it.
269
00:28:53,023 --> 00:29:01,023
We could work hours on end, whole nights,
mixing it with fun, jokes, laughter...
270
00:29:01,247 --> 00:29:09,247
Sometimes we'd go out and have a few drinks.
When we got bored we'd go back to work
271
00:29:09,934 --> 00:29:13,681
until the very next day.
It was fun.
272
00:29:13,705 --> 00:29:18,927
It was like Microsoft,
but back in the day.
273
00:29:19,052 --> 00:29:23,990
It was complete chaos. Luckily,
everyone would fly ideas,
274
00:29:24,014 --> 00:29:30,867
which would then be discarded
or not. But it was chaotic.
275
00:29:31,167 --> 00:29:34,391
It was a nice and fun kind of chaos.
276
00:29:34,415 --> 00:29:40,228
It's only normal. We were kids trying
to carry out a hard, long term project.
277
00:29:40,252 --> 00:29:44,969
Alvaro would ask for all the information
we had gathered on occasion,
278
00:29:44,993 --> 00:29:49,359
so that he could manage it. This way,
the game would go on being developed.
279
00:29:50,039 --> 00:29:56,635
Even if we worked individually, he gathered
and managed all information rather well.
280
00:29:56,659 --> 00:30:00,761
The system evolved,
and it included ups and downs.
281
00:30:00,785 --> 00:30:04,573
Generally speaking, everybody
was committed to the project.
282
00:30:04,597 --> 00:30:09,071
Some people quit. They didn't
think it was interesting.
283
00:30:09,438 --> 00:30:14,791
Mostly, I think, because they didn't
see a clear future, money wise.
284
00:30:14,833 --> 00:30:22,833
In the graphics team, the people in charge
of the videogame's design and image,
285
00:30:22,882 --> 00:30:28,407
Angel was the point man,
he created the characters,
286
00:30:28,431 --> 00:30:36,431
and he decided what characters
we had to design.
287
00:30:36,669 --> 00:30:44,669
We used a drawing technique I recycled
from a comic drawing manual I once read.
288
00:30:46,000 --> 00:30:50,417
Its author was Josep María Béa.
Basically, you draw on paper,
289
00:30:50,441 --> 00:30:57,454
then you transfer it to acetate, either with
a marker or by photocopying it on the acetate,
290
00:30:57,478 --> 00:31:01,047
then you'd place that acetate on the screen
which was connected to your computer,
291
00:31:01,225 --> 00:31:06,066
and then your would trace again
with pixels the lines you had drawn
292
00:31:06,090 --> 00:31:08,783
by turning pixels
on and off, one by one.
293
00:31:08,807 --> 00:31:16,335
It became information that the coding team
could use to integrate it into the game.
294
00:31:16,603 --> 00:31:22,181
We would bring comic books and magazines
to some meetings. That was real fun.
295
00:31:22,205 --> 00:31:26,856
We were looking for documentation.
We would meet and point out one we liked.
296
00:31:27,130 --> 00:31:30,953
Then Angel or Manolo or me
would draw a sketch
297
00:31:30,977 --> 00:31:36,959
that we later on had to pass onto those black
and white, or black and blue tiny squares...
298
00:31:37,168 --> 00:31:41,395
If I liked motorcycles,
I would draw one.
299
00:31:41,552 --> 00:31:49,552
I don't know... If I particularly liked the
head of an effigy from an old Peruvian cult,
300
00:31:50,829 --> 00:31:52,588
I would just draw it.
301
00:31:52,623 --> 00:31:59,283
Each one would contribute
their own personal take on things.
302
00:31:59,355 --> 00:32:03,735
In some meetings we would split
the RAM memory, which was peculiar,
303
00:32:03,759 --> 00:32:09,247
since the 48 K Spectrum had we had
to divide for graphics, music, coding
304
00:32:09,271 --> 00:32:12,254
and anything else that ended
up in the final game.
305
00:32:12,577 --> 00:32:16,610
From today's perspective,
that was like juggling.
306
00:32:16,756 --> 00:32:24,237
The RAM memory was so little we sometimes
had to make magic to enter graphics
307
00:32:24,261 --> 00:32:30,317
and programming routines in places used by
the system. It was really hard sometimes.
308
00:32:48,772 --> 00:32:53,904
What does look like a miracle today
is that we managed to complete it.
309
00:32:54,105 --> 00:32:59,535
All through the time we were working on
the videogame, roughly a year and a half,
310
00:32:59,559 --> 00:33:04,766
all who took part in making
the game had a great rapport,
311
00:33:04,842 --> 00:33:10,611
but the end was... too sudden.
312
00:33:10,635 --> 00:33:17,321
We had spent the money Alvaro
had gathered as the starting budget,
313
00:33:17,469 --> 00:33:22,475
and we had to close the office because
we couldn't pay the rent anymore.
314
00:33:22,499 --> 00:33:27,041
And the publishing company started putting
pressure on us to finalise it quickly.
315
00:33:27,065 --> 00:33:31,164
The MSX version had troubles.
The Amstrad version had troubles.
316
00:33:31,927 --> 00:33:34,620
We were no longer in the flat by then.
317
00:33:34,644 --> 00:33:39,411
By then many things were solely Alvaro's
responsibility and he had to do them at home.
318
00:33:39,435 --> 00:33:42,840
But he was in charge of other things,
besides the game.
319
00:33:42,864 --> 00:33:48,302
As it was being postponed, we lost our
enthusiasm and our chances, little by little.
320
00:33:48,506 --> 00:33:54,946
In the end there was some friction, some
tension. We didn't stop getting along, but...
321
00:33:54,970 --> 00:34:02,309
We never had the usual big farewell party
when the project was complete.
322
00:34:02,530 --> 00:34:09,839
It dragged on forever. The game
should have had a Christmas release,
323
00:34:09,863 --> 00:34:12,422
but we missed the deadline.
324
00:34:12,446 --> 00:34:20,446
We barely touched the game. We just agreed on
small changes by phone, like title or logo.
325
00:34:23,753 --> 00:34:29,171
The game came from an experienced group,
with Alvaro as team leader,
326
00:34:29,348 --> 00:34:31,955
and Alvaro had already developed
two successful games,
327
00:34:31,979 --> 00:34:38,025
so it made no... Mind you, it's true that
other games I would sit down to play them
328
00:34:38,049 --> 00:34:46,049
and find possible improvements, corrections
or mistakes. But they, as a team,
329
00:34:46,500 --> 00:34:48,364
had already delivered a final product.
330
00:34:48,388 --> 00:34:51,462
The game's first name was Captain
Blood Sausage because that was
331
00:34:51,486 --> 00:34:53,498
the title of the comic it was based upon.
332
00:34:53,522 --> 00:35:01,522
But, as the project took shape and Dinamic
looked at promotion and marketing strategies,
333
00:35:04,946 --> 00:35:09,687
the name was called into question
because it wasn't appealing for sales.
334
00:35:09,711 --> 00:35:17,445
So it was changed to Captain Seville, but
we didn't think the name had to be changed.
335
00:35:17,489 --> 00:35:20,270
It was a bit frustrating for all of us.
336
00:35:22,743 --> 00:35:30,743
After the bittersweet last few months,
it meant relief mixed with pride.
337
00:35:31,391 --> 00:35:39,391
Seeing it released was so moving...
I will never have the same feeling again.
338
00:35:40,862 --> 00:35:48,862
I was thrilled. At 16 or 17, I had made a
game that was being analysed in magazines.
339
00:35:51,499 --> 00:35:54,530
I couldn't score with girls
because of it, but still..
340
00:35:54,953 --> 00:36:02,555
We tried to make a successful and
fun videogame for the Spanish market,
341
00:36:02,721 --> 00:36:09,765
but we didn't care so much about
the impact it could have anywhere else.
342
00:36:09,789 --> 00:36:15,363
I think it was Gremlins Graphics
that took it to England,
343
00:36:15,387 --> 00:36:20,706
and from England, which
was Spectrum's core,
344
00:36:20,730 --> 00:36:24,502
it was released in other countries,
like France, Italy, Germany...
345
00:36:24,526 --> 00:36:29,276
but it was sold as a low budget game.
346
00:36:36,695 --> 00:36:41,541
A lot of videogames' artwork was
done by Azpiri, specially Dinamic's.
347
00:36:41,603 --> 00:36:49,603
Since we could make suggestions to Dinamic
regarding the advertising campaign,
348
00:36:50,206 --> 00:36:57,438
I proposed to ask Max to draw the comic
and the videogame's cover art.
349
00:36:57,481 --> 00:37:05,481
Seeing my story drawn by Max, and my name
by his name, was an exciting moment for me,
350
00:37:07,807 --> 00:37:11,504
since I was so young, and Max
was one of my favourite artists.
351
00:37:13,858 --> 00:37:19,613
When it was released, Captain Seville
became a surprise.
352
00:37:20,102 --> 00:37:23,944
It was a surprise first of all
because it was a good game.
353
00:37:24,236 --> 00:37:29,053
It had a good graphic quality, and it
was surprising that it was made in Spain.
354
00:37:30,466 --> 00:37:36,647
Because most videogaming software came
from England, from English developers.
355
00:37:36,671 --> 00:37:42,497
It was a bit disappointing to see
it didn't achieve what we expected.
356
00:37:43,554 --> 00:37:50,727
But it was due to the changes the industry
was going through at that time.
357
00:37:51,004 --> 00:37:58,434
There were new things, and maybe
it wasn't the best time for this game,
358
00:37:58,458 --> 00:38:03,568
which had gotten great reviews,
and was well liked.
359
00:38:03,647 --> 00:38:08,263
I remember I had to buy a copy for myself.
360
00:38:08,287 --> 00:38:14,906
Because we had a rule: no one could take
out any tape or anything from the office.
361
00:38:14,930 --> 00:38:19,495
The risk of piracy was too high,
it was a big problem in Spain.
362
00:38:19,519 --> 00:38:27,519
I remember going to the flee market in
Alameda, where pirated games were sold,
363
00:38:27,555 --> 00:38:34,590
and having the feeling, when looking at the
game there with the other pirated games,
364
00:38:34,614 --> 00:38:38,042
that I had made it, or I was one
of the people who made it.
365
00:38:38,066 --> 00:38:46,066
It was a weird feeling, seeing your pirated
game there, but I guess it's still the same.
366
00:38:46,941 --> 00:38:53,578
Captain Seville just covered its cost,
and didn't make way for further projects.
367
00:38:53,617 --> 00:38:57,071
At least we tried.
368
00:38:57,173 --> 00:39:05,173
The publishing company paid Alvaro
according to the number of copies sold.
369
00:39:05,442 --> 00:39:12,031
And Alvaro paid us in one single installment
according to the effort we had made,
370
00:39:12,055 --> 00:39:19,860
and the achievements we had accomplished. I
saved it to buy a PC when I went to college.
371
00:39:19,884 --> 00:39:21,955
They were very expensive.
372
00:39:22,361 --> 00:39:30,361
I always say this fantastic job got me a
leather jacket and U2's Joshua Tree album.
373
00:39:35,226 --> 00:39:39,152
Little else. It wasn't very profitable.
374
00:39:39,176 --> 00:39:45,060
Money and profit didn't really motivate
me to work on that videogame.
375
00:39:45,084 --> 00:39:48,429
It was just one more motivating reason.
376
00:39:48,453 --> 00:39:53,274
But it was also the fist
money I made by working.
377
00:39:53,298 --> 00:40:00,063
It was thrilling when we got paid because
we all wondered what to do with the money.
378
00:40:00,548 --> 00:40:05,571
We went camping to the beach
for a weekend, the same people...
379
00:40:05,595 --> 00:40:13,521
And we even had a picture taken with that
first money we had made honestly.
380
00:40:13,545 --> 00:40:18,445
It could have been the starting point for
other games, but it came apart on its own.
381
00:40:18,469 --> 00:40:22,425
It didn't really work.
382
00:40:29,760 --> 00:40:37,760
Nostalgia aside, I think it's a fun game,
and very playable, which is paramount.
383
00:40:41,553 --> 00:40:48,818
I think it makes you feel things. It has a
story, and stories were hard to get then.
384
00:40:49,475 --> 00:40:57,475
As a whole, it makes you feel you
are going through an adventure.
385
00:40:58,222 --> 00:41:03,342
It is an A+ game. Not only for
back in the day, but also for today.
386
00:41:03,386 --> 00:41:10,278
For an external production, its quality was
better than other games from abroad.
387
00:41:10,302 --> 00:41:18,302
I was astonished by the superhero concept,
since I was a big fan of superhero comics.
388
00:41:20,473 --> 00:41:28,198
The detailed graphics also mesmerised me,
but I was a suffering MSX user,
389
00:41:28,737 --> 00:41:33,316
so I said to myself ''Another Dinamic game
with a monochrome Spectrum version''.
390
00:41:33,510 --> 00:41:38,367
But that didn't keep me
from enjoying the game's value.
391
00:41:38,423 --> 00:41:44,769
I really liked it. As with all Spanish
products, I was mad at its difficulty.
392
00:41:44,793 --> 00:41:46,359
And I got a bit frustrated.
393
00:41:46,383 --> 00:41:54,156
The game was easy. Getting to the next screen
was hard. Each screen had a hard enemy.
394
00:41:54,180 --> 00:41:59,244
Each enemy's goal is
to kill the main character.
395
00:41:59,511 --> 00:42:07,163
There was a trick. If you ate a sausage,
you could just fly away.
396
00:42:07,187 --> 00:42:15,187
You just signed a non aggression pact with
them, and you could fly until the very end.
397
00:42:16,083 --> 00:42:18,615
I started playing Captain
Seville rather late.
398
00:42:19,180 --> 00:42:22,145
I looked for it, of course, because
I had to know it.
399
00:42:23,377 --> 00:42:29,436
I thought it was a game for high level
players. For real hardcore gamers.
400
00:42:29,579 --> 00:42:31,717
It was a masochist game.
401
00:42:31,804 --> 00:42:39,804
It's as difficult as most Dinamic's games,
and I felt sorry for players from that time.
402
00:42:43,215 --> 00:42:48,171
Games nowadays are not
like that, for good or bad.
403
00:42:48,195 --> 00:42:55,265
It was different. I don't think
it's at the top of Spanish software.
404
00:42:55,289 --> 00:43:02,517
But it wanted to be different. There was a
long tradition of Spanish comic already.
405
00:43:02,622 --> 00:43:07,762
And we were really disappointed with
the first Mortadelo from Magic Vice.
406
00:43:07,786 --> 00:43:12,282
Captain Seville mixed the American
tradition with a fully Spanish style.
407
00:43:12,306 --> 00:43:14,653
The first thing of a game
you'd see is the cover art.
408
00:43:14,677 --> 00:43:19,074
The design, very much like Viper drawings,
caught my attention.
409
00:43:19,098 --> 00:43:22,146
And Captain Seville himself
caught my attention.
410
00:43:22,170 --> 00:43:30,170
The usual was an American hero, or a hero
from a Spanish place other than Andalusia.
411
00:43:30,374 --> 00:43:31,746
It caught my attention.
412
00:43:31,770 --> 00:43:35,912
Captain Seville had a very
warm welcome in the press.
413
00:43:35,936 --> 00:43:39,302
I remember the reviews
in Micromania and Microhobby.
414
00:43:39,326 --> 00:43:44,628
It didn't really left me puzzled.
It was Arcade, which was complicated.
415
00:43:44,652 --> 00:43:52,652
I think I completed it by making loops
and cheating to get infinite lives.
416
00:43:53,495 --> 00:43:58,950
When you try the remake, you see it
with fresh eyes, it has another look.
417
00:43:58,974 --> 00:44:04,817
You go back to those times,
and it's still a difficult game.
418
00:44:28,082 --> 00:44:33,456
I quit videogames because
I needed a job with some future.
419
00:44:33,480 --> 00:44:37,786
So I was away from them
for a number of years.
420
00:44:38,089 --> 00:44:44,284
I got an email some time later letting me
know a remake for PC had been released.
421
00:44:44,350 --> 00:44:52,350
I was surprised that the one game that
was remade for PC was Captain Seville.
422
00:44:53,766 --> 00:45:00,450
Captain Seville started out when most
of the group was still at Computer Emuzone.
423
00:45:00,474 --> 00:45:08,474
I think it was LordFred who did some
graphics and had the idea of making a remake.
424
00:45:09,979 --> 00:45:17,586
Then Benway in coding and Daniel Celemín,
LordFred, in graphics, joined forces.
425
00:45:17,610 --> 00:45:19,667
That's how the project got started.
426
00:45:19,691 --> 00:45:27,691
I came to Captain Seville when I decided to
remake a real game, and I considered options.
427
00:45:27,874 --> 00:45:32,756
I wanted to remake a classic Spanish game
from the 80's, and I chose this one.
428
00:45:32,780 --> 00:45:38,880
I think the graphics were different
from other games of the time.
429
00:45:38,904 --> 00:45:42,043
Each screen is different.
It's a little bit surreal.
430
00:45:42,067 --> 00:45:49,667
It think it was a bunch of
kids' ideas put together.
431
00:45:50,993 --> 00:45:54,933
They tried to put everything in it.
An elephant, a waiter...
432
00:45:54,957 --> 00:46:00,580
When we played the game, each screen
was inspected, each enemy...
433
00:46:00,604 --> 00:46:06,627
You're playing a game that takes place in
Seville, with a superhero that eats sausages.
434
00:46:06,651 --> 00:46:09,279
Let's try to get into the game's spirit.
435
00:46:09,303 --> 00:46:15,196
We had to coordinate schedules, the two of
us, and the development had ups and downs.
436
00:46:15,569 --> 00:46:20,025
We could complete it through
self imposed discipline.
437
00:46:20,049 --> 00:46:26,047
In the course of 3 years, not only time
but also motivation fails you at times.
438
00:46:26,115 --> 00:46:32,818
But we could finally complete it. And
I was very happy with the final product.
439
00:46:32,912 --> 00:46:37,970
I love remakes, first of all. I think it's a
chance for a second lifetime for videogames.
440
00:46:37,994 --> 00:46:45,994
Whether it is Captain Seville, or the Crime
Bay, which I adore, by Seville programmers.
441
00:46:46,692 --> 00:46:54,674
It's nice to see
those games remade,
442
00:46:54,698 --> 00:46:58,207
and play them in different ways.
443
00:46:58,231 --> 00:47:01,807
For us that's fun,
and we love it.
444
00:47:21,451 --> 00:47:29,451
I think the passion for retro is to try to
relive those happy times you had as a kid.
445
00:47:32,171 --> 00:47:35,250
Ultimately, people just try to feel good.
446
00:47:35,274 --> 00:47:40,387
They remember those times with nostalgia,
possibly because of their age.
447
00:47:40,411 --> 00:47:43,289
As a kid you are more impressionable,
and your imagination is freer.
448
00:47:43,313 --> 00:47:47,435
We try to relive those experiences
that made us happy once.
449
00:47:47,459 --> 00:47:54,636
In the 80's, you played in the streets.
You played football, hide and seek...
450
00:47:54,660 --> 00:48:02,580
The entertainment was not digital. Any fun
with the first computers or consoles
451
00:48:02,604 --> 00:48:06,548
would caught your attention and
left a mark. Of course, back then,
452
00:48:06,572 --> 00:48:10,506
if you gave a kid a videogame that made
him the lead character in an adventure,
453
00:48:10,530 --> 00:48:16,587
what else would he want? He could use his
imagination, and that leaves a mark.
454
00:48:16,611 --> 00:48:23,888
People who nowadays play pixelated,
remade games, they play out of nostalgia.
455
00:48:23,912 --> 00:48:29,003
I think it's nostalgia.
Plus, playing is actually fun.
456
00:48:29,230 --> 00:48:37,213
If you lived back then and want to play a
game, and you're shown Abu Simbel or SirFred,
457
00:48:37,237 --> 00:48:42,631
you'll find it more appealing, 'cause you
remember the moments you lived as a kid.
458
00:48:42,655 --> 00:48:46,724
If you can relive it,
why wouldn't you? Go and play.
459
00:48:47,061 --> 00:48:50,047
A whole generation lived
and sucked on that.
460
00:48:50,186 --> 00:48:56,792
They refuse to lose it, and they organize
talks, and meetings with people their age.
461
00:48:57,011 --> 00:49:01,953
They aim to preserve them so that
those games can be played nowadays
462
00:49:01,977 --> 00:49:05,638
and those who didn't live it
back then can live it now.
463
00:49:05,662 --> 00:49:13,420
As the videogames fans we are, it matters
to remember how the industry started out.
464
00:49:13,444 --> 00:49:17,445
And how present day games have
their roots in what was done 30 years ago.
465
00:49:17,520 --> 00:49:25,512
It may be that. The usual lines about the
time and the chocolate sandwich and such.
466
00:49:25,536 --> 00:49:31,797
But I think it's more that old players
have opened their eyes because
467
00:49:31,821 --> 00:49:35,661
they still live gaming actively,
and they realise
468
00:49:35,685 --> 00:49:40,250
that now they don't have as much fun
as they used to have.
469
00:49:40,274 --> 00:49:46,544
Nostalgia is comparing the new games
you play to the first games you played.
470
00:49:46,937 --> 00:49:51,892
I have a friend who describes it well
as the First Computer complex.
471
00:49:51,916 --> 00:49:56,735
I value videogames
by their playability.
472
00:49:56,759 --> 00:50:04,759
Nostalgia has no part in the playability
of an app that still works as a videogame.
473
00:50:05,195 --> 00:50:08,955
Nostalgia pisses me off,
it upsets me.
474
00:50:09,114 --> 00:50:17,114
It upsets me because it can complicate
the rapport of a gamer with a game.
475
00:50:28,284 --> 00:50:32,688
The most relevant case of Pixelart
success has been Mein Kraft.
476
00:50:32,712 --> 00:50:37,035
You make a sword by putting 4 pixels up,
and two across. And that's a sword.
477
00:50:37,310 --> 00:50:45,238
That allows people who don't master
graphic design to make objects easily.
478
00:50:45,262 --> 00:50:53,262
The beauty of Pixelart is that shapes are
simple, but they stand for something bigger.
479
00:50:54,216 --> 00:50:58,476
It's a like a book reader.
Their mind does the rest.
480
00:50:58,500 --> 00:51:03,148
It generates images. Pixelated games
can get the same effect.
481
00:51:03,172 --> 00:51:08,060
There is a worldwide passion
for retro aesthetics, at many levels,
482
00:51:08,084 --> 00:51:14,138
and it's particularly intense
in videogaming.
483
00:51:14,316 --> 00:51:21,753
I mean reinterpretation,
apropiation from other disciplines.
484
00:51:21,777 --> 00:51:29,777
Artists in love with pixels and 8-bit
things which computers now have left behind,
485
00:51:30,061 --> 00:51:34,885
because machines with millions of polygons
and textures that make it look real...
486
00:51:34,909 --> 00:51:42,909
Somehow, past aesthetics left something that
won't happen again with today's computers.
487
00:51:43,744 --> 00:51:51,744
Because of cell phones, in part, and
because of the remakes of those old games
488
00:51:53,458 --> 00:52:01,458
a new generation of people are
attracted to that kind of games.
489
00:52:02,048 --> 00:52:06,400
Those games have a simple playability,
490
00:52:06,424 --> 00:52:09,819
because back then you couldn't
do complicated stuff.
491
00:52:09,843 --> 00:52:16,868
And then they are joined
by casual gamers,
492
00:52:16,892 --> 00:52:20,687
people who only play simple games.
They like simple games.
493
00:52:20,711 --> 00:52:27,270
Some ideas from those old games
can be projected now more easily.
494
00:52:27,458 --> 00:52:34,022
In the world of Spectrum and old consoles,
systems cannot communicate with one another.
495
00:52:34,046 --> 00:52:37,704
A Spectrum machine couldn't
connect to another Spectrum.
496
00:52:37,728 --> 00:52:39,960
That was a revolution.
497
00:52:39,984 --> 00:52:44,925
Together with the capacity for graphics
today, that allows for interesting things.
498
00:52:44,949 --> 00:52:51,023
Still, I find games that don't intend
to use that capacity for graphics,
499
00:52:51,047 --> 00:52:58,319
but to use the vintage
pixelation of the old days.
500
00:52:58,343 --> 00:53:01,927
From a designer's perspective,
they do look a bit different.
501
00:53:01,951 --> 00:53:09,015
Things to get back from those days...
First, we had a strong national market.
502
00:53:09,039 --> 00:53:13,893
We had game production companies
developing games for specific platforms,
503
00:53:14,032 --> 00:53:18,881
and those games were distributed in the
Spanish market, and people would buy them.
504
00:53:18,905 --> 00:53:23,619
To me, the 80's are valuable
because of that national market.
505
00:53:23,643 --> 00:53:27,655
A national market that doesn't exist now.
That is their value.
506
00:53:32,446 --> 00:53:40,446
Then, in 1990 or 1991, Spanish production
was completely destroyed.
507
00:53:40,659 --> 00:53:45,305
Only Dinamic survived,
under the Hobbypress umbrella.
508
00:53:45,928 --> 00:53:49,418
And still they made a great product,
which was PC Football.
509
00:53:50,410 --> 00:53:57,261
We had to wait for a restart
until Arvirago and Noria were born.
510
00:53:57,285 --> 00:54:01,219
That's when I joined Ignacio
in his Pyro project,
511
00:54:01,243 --> 00:54:06,868
with all credit for Ignacio, for the money
he spent and the company sense he had,
512
00:54:06,892 --> 00:54:12,153
and we were luckily successful with
Commandos 1, which was a milestone
513
00:54:12,177 --> 00:54:18,909
in the sense that it proved Spain
could play at international level again.
514
00:54:39,750 --> 00:54:43,939
When we talk about videogames, everybody
thinks about big multinational corporations,
515
00:54:43,963 --> 00:54:51,714
about consoles, about PC's. But most Spanish
production companies focus on other markets.
516
00:54:51,738 --> 00:54:58,137
There's plenty of games for cell phones,
for tablets, for social networks,
517
00:54:58,161 --> 00:55:01,777
for websites, for browsers,
for download, MMO...
518
00:55:01,801 --> 00:55:06,401
There are many types of videogames
and interactive entertainment nowadays,
519
00:55:06,425 --> 00:55:09,578
and most Spanish companies
are focused on that.
520
00:55:09,602 --> 00:55:17,242
Something nice about a Spectrum was that
even a kid at home could create a videogame.
521
00:55:17,266 --> 00:55:19,308
You just needed the Spectrum.
522
00:55:19,332 --> 00:55:27,239
Now we have a new chance with mobile
platforms like AppleStore or Android Market.
523
00:55:27,263 --> 00:55:32,832
Those little games could have room there.
524
00:55:32,856 --> 00:55:37,787
They can be developed by one person or two:
A programmer, a graphic designer...
525
00:55:37,888 --> 00:55:43,213
You no longer need a publisher
to release your product.
526
00:55:43,237 --> 00:55:46,382
I think consoles will always
keep their market.
527
00:55:46,406 --> 00:55:49,863
I think mobile devices
have a different market.
528
00:55:49,887 --> 00:55:53,690
I think they will coexist, because
Triple A's will keep being produced.
529
00:55:53,714 --> 00:55:59,078
People are going back to developing.
530
00:55:59,102 --> 00:56:07,102
Big productions, 3D PC games, cannot be
produced by an independent team,
531
00:56:07,927 --> 00:56:15,927
but cell phones have created a new space
where people can develop their creativity.
532
00:56:17,991 --> 00:56:24,802
It's not like back in the 80's, but you can
make your own videogames and publish them.
533
00:56:33,453 --> 00:56:37,880
It's clear that people working
in Spain are really talented.
534
00:56:39,203 --> 00:56:46,003
We can mention relevant cases like
Invizimals, a big hit in Sony's platforms.
535
00:56:46,027 --> 00:56:53,433
We have Castlevania: Lord of Shadows,
a Spanish company getting a big franchise
536
00:56:53,457 --> 00:56:56,354
from a Japanese multinational.
537
00:56:56,378 --> 00:57:00,294
You realise those are big
achievements within the industry.
538
00:57:00,342 --> 00:57:08,342
But, if you analyse one case at a time,
you find out all of these Spanish companies
539
00:57:10,903 --> 00:57:14,213
actually depend on companies
that are not Spanish.
540
00:57:14,314 --> 00:57:18,280
Joking about, I'd say we are
an exceptionally gifted dwarf.
541
00:57:18,486 --> 00:57:26,486
I mean to say, our numbers are unimpressive,
but our point people really deliver.
542
00:57:27,683 --> 00:57:31,820
An impact on iPhones as
the 3rd power in digital legends.
543
00:57:31,844 --> 00:57:39,638
Virtual Toys, that sold in the old Nintendo
DS astounding numbers, even if unreleased.
544
00:57:39,670 --> 00:57:45,850
FX that keep fighting to be
on point at development.
545
00:57:45,874 --> 00:57:53,874
We have a group of production companies
fighting well on the international stage.
546
00:57:54,801 --> 00:58:00,408
My own Pyros Studios, which keeps
changing to stay at the top.
547
00:58:06,784 --> 00:58:14,784
It's impossible to get millions of users you
need for a minimum profit in any one country.
548
00:58:15,566 --> 00:58:20,707
Profit to compensate the cost of
developing. So, you have to go abroad.
549
00:58:20,731 --> 00:58:28,351
If we want Spanish production to be viable,
we need to create sale channels for it.
550
00:58:28,375 --> 00:58:32,825
First, nationally.
We need Spanish publishers
551
00:58:32,849 --> 00:58:37,351
to position that Spanish production
in the national market.
552
00:58:37,375 --> 00:58:42,215
Then, we can try to get publishers
to reach out to international markets.
553
00:58:42,239 --> 00:58:49,190
Those companies should be able to go
out with good competition prospects,
554
00:58:49,214 --> 00:58:54,156
that is, to help them with international
promotion, with international costumers,
555
00:58:54,180 --> 00:59:02,180
because Spain is an important market, but
we'll remain a small market for our producers,
556
00:59:02,974 --> 00:59:05,756
because this industry is fully globalised.
557
00:59:05,780 --> 00:59:10,905
If we had to live just from our national
market, we couldn't make a living.
558
00:59:11,160 --> 00:59:18,159
That creativity, that language,
are modern. They are just 50 years old.
559
00:59:18,183 --> 00:59:26,183
So modern, it's much more global than
other languages like film or literature.
560
00:59:26,511 --> 00:59:29,433
And it can be easily exported.
561
00:59:29,457 --> 00:59:35,359
I think the videogame industry, or
videogames as cultural items,
562
00:59:35,383 --> 00:59:41,701
is growing and looking for its own place.
It still doesn't have the room it deserves,
563
00:59:41,725 --> 00:59:48,053
because, being bigger than film industry
or any other culture related industry,
564
00:59:48,655 --> 00:59:52,384
it's still not recognised as serious.
565
00:59:52,408 --> 00:59:59,183
If, 30 or 3000 years from now,
an alien ship landed on Earth,
566
00:59:59,207 --> 01:00:04,928
and dug for documents to find out how
civilization was in our present days,
567
01:00:04,952 --> 01:00:10,750
I'm sure they'd find many signs to indicate
that videogames were important,
568
01:00:10,774 --> 01:00:18,774
that interactive videogames were important
and marked the world's global culture.
569
01:00:32,774 --> 01:00:37,979
What's important is that the project
was released, and that was a success.
570
01:00:38,003 --> 01:00:45,354
With good and bad things, but it was created
and completed by young people from Seville.
571
01:00:51,648 --> 01:00:58,447
I think it was a privilege to be part
of such a project at my age.
572
01:00:58,471 --> 01:01:01,968
It was ambitious, even if
we didn't sense it.
573
01:01:01,992 --> 01:01:06,501
We had great dreams, and it
enriched us for the future.
574
01:01:06,525 --> 01:01:09,835
It was most valuable for me.
575
01:01:18,257 --> 01:01:23,365
To me, on a personal level,
it was a huge experience.
576
01:01:23,389 --> 01:01:28,504
I met back then my best friends.
They still are my best friends now.
577
01:01:28,528 --> 01:01:35,203
That year and a half was unforgettable and
crazy, because all kinds of things happened.
578
01:01:35,227 --> 01:01:39,713
In a way, it was like going
into adulthood through the backdoor.
579
01:01:39,737 --> 01:01:43,939
An awakening of sorts,
for pretty and for bad.
580
01:01:48,137 --> 01:01:54,712
It was a human and personal experience,
rather than professional,
581
01:01:54,736 --> 01:01:59,803
although it was also interesting
professionally. Many times we'd say
582
01:01:59,827 --> 01:02:05,399
that it was like the era of
silent films, but for videogames.
583
01:02:05,423 --> 01:02:08,544
We were part of it, but we
didn't know we were part of it.
584
01:02:08,568 --> 01:02:13,125
You realise in time, when
you gain perspective.
585
01:02:13,149 --> 01:02:20,555
But, personally, it was incredible. It gave
me things I've used the rest of my life.
586
01:02:24,252 --> 01:02:30,942
Personally, I retain a kid's dream
that gets something done.
587
01:02:30,966 --> 01:02:38,966
When I spoke to my town friends, other kids
like me, I was the hero, not Captain Seville.
588
01:02:41,008 --> 01:02:47,582
I had made the game they were playing.
It was very important to me.
589
01:02:50,476 --> 01:02:54,086
To me,
it's a time in my life I do remember.
590
01:02:54,110 --> 01:03:02,110
I remember the fun, the intensity...
I'm sure it helped me to do what I do now.
591
01:03:05,176 --> 01:03:10,376
That saying that goes. ''work on something
you love, and you will be happy''.
61138
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