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These are the user uploaded subtitles that are being translated: 1 00:00:29,526 --> 00:00:35,570 In April, 1982, the day after Lord Pim, British Foreign Office Secretary, 2 00:00:35,594 --> 00:00:39,587 landed in Washington in one last effort to prevent the war with Argentina, 3 00:00:39,715 --> 00:00:45,037 and one day before the Spanish singer Lucía lost the 27th Eurovision contest 4 00:00:45,061 --> 00:00:50,063 to the German singer Nicole, the British company Sinclair Research 5 00:00:50,087 --> 00:00:56,321 launched an 8-bit computer that would be known forever as the ZX Spectrum. 6 00:00:58,084 --> 00:01:02,242 Its creator was Clive Sinclair, a self taught and talented entrepreneur 7 00:01:02,266 --> 00:01:07,571 who had created the first pocket calculator, the first digital wrist watches, 8 00:01:07,595 --> 00:01:11,785 the first portable TV set and the first personal computer. 9 00:01:11,874 --> 00:01:14,146 As well as the first printer. 10 00:01:18,389 --> 00:01:23,801 But none of those inventions, future or past, would have the same impact as the ZXSpectrum, 11 00:01:23,825 --> 00:01:28,497 since it would change drastically the gaming culture across generations 12 00:01:28,521 --> 00:01:32,976 and it would establish the foundations for a new universe: the virtual one. 13 00:01:33,173 --> 00:01:38,962 In this new dawn of the 8-bit era, a group of 16 and 17 year olds 14 00:01:38,986 --> 00:01:46,534 would develop a game named Captain Seville that would be made public in the late 80's, 15 00:01:46,558 --> 00:01:50,466 when the controversial golden age of Spanish videogames was coming to an end. 16 00:01:50,561 --> 00:01:53,077 This is their story. 17 00:01:53,101 --> 00:01:59,377 We do not like Captain Blood Sausage! 18 00:02:18,541 --> 00:02:26,541 Captain Seville's project got started in Seville by recruiting young people, my age, 19 00:02:27,067 --> 00:02:35,067 to develop a Spectrum videogame for Dinamic, the company we worked for back then. 20 00:02:35,331 --> 00:02:40,814 Alvaro Mateos was Dinamic's star, if you will, 21 00:02:40,838 --> 00:02:44,473 because he created two best selling videogames 22 00:02:44,497 --> 00:02:49,854 that positioned Dinamic as a big production and distribution company in Spain. 23 00:02:49,878 --> 00:02:52,719 Those games were West Bank and Rocky. 24 00:02:52,776 --> 00:02:59,329 When he first presented a plot, an idea, a script for Captain Blood Sausage, 25 00:03:00,613 --> 00:03:07,086 Dinamic knew it would be a massive success, a blockbuster. 26 00:03:07,256 --> 00:03:14,660 That's how I got started. First you go to your friends and people you already know. 27 00:03:14,921 --> 00:03:20,019 It was then when I met Angel Tirado, who had the original idea as a comic 28 00:03:20,043 --> 00:03:27,987 which he had been drawing as he attended his high school classes. 29 00:03:28,011 --> 00:03:31,534 The comic on which Captain Seville videogame is based upon 30 00:03:31,558 --> 00:03:37,392 I drew when I was 14 for the magazine my high school published, the Becker High School. 31 00:03:37,537 --> 00:03:45,526 The plot was preposterous. It had not been properly designed and it sounded braindead. 32 00:03:45,587 --> 00:03:51,000 The main character is Mariano López, a truck driver who usually transports cured meats. 33 00:03:51,257 --> 00:03:56,774 By chance, he drives past an area reserved for nuclear weapons tests, 34 00:03:56,798 --> 00:04:04,798 precisely when a test goes wrong and there is a radiation leak in the whole area. 35 00:04:06,714 --> 00:04:13,229 Mariano is affected in a way that each time he takes a bite of some cured meat 36 00:04:13,530 --> 00:04:20,381 he becomes Captain Blood Sausage, and he has superhuman powers Mariano López never had. 37 00:04:20,845 --> 00:04:27,994 Other people in the affected area become radioactive mutants who endanger the planet. 38 00:04:28,018 --> 00:04:35,900 Evil Professor Torrebruno will use them to conquer Earth, as he had planned. 39 00:04:35,924 --> 00:04:40,775 Captain Blood Sausage's mission is to fight off these mutants. 40 00:04:40,799 --> 00:04:48,799 Rather than a classic videogame, it sounds like the plot of a comic made for the screen. 41 00:04:49,645 --> 00:04:53,791 That is what makes it so original in many ways. 42 00:04:53,815 --> 00:04:59,610 Then we just had to use the techniques of the time for the trends of the time, 43 00:05:05,389 --> 00:05:10,002 and we had to find the staff we needed in order to complete this project. 44 00:05:10,026 --> 00:05:14,754 Also, we didn't want it to be the first game, 45 00:05:14,778 --> 00:05:22,117 but the starting point for a company that would launch other videogames in the future. 46 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. 47 00:05:48,194 --> 00:05:53,063 I freaked out. I didn't even know how it worked. I imagined it would be... 48 00:05:53,087 --> 00:05:57,251 like animated cartoons moving behind the screen. 49 00:05:57,275 --> 00:06:02,841 I wanted to venture into playing. So I asked my dad many times. 50 00:06:02,865 --> 00:06:06,893 He would pilot and I would shoot, 'cause I was too small to reach the screen. 51 00:06:06,925 --> 00:06:12,649 I was so impressed when I saw it that I wanted to have it at home somehow. 52 00:06:12,673 --> 00:06:17,006 Before I could have a computer, I went to big shops to touch 53 00:06:17,030 --> 00:06:21,459 the ones in display and play in them until I got kicked out. ''Kid, get out already!'' 54 00:06:21,483 --> 00:06:25,988 But I would return the next day, at 9 am sharp, to keep playing. 55 00:06:26,012 --> 00:06:28,834 I spent many hours in front of those computers, playing 56 00:06:28,858 --> 00:06:34,957 and waiting forever until those games would be downloaded into a tape. 57 00:06:35,062 --> 00:06:43,062 Like all children my age, I hated the error message ''Download incomplete - Start over''. 58 00:06:43,825 --> 00:06:47,780 I can't remember my childhood unless it involves a computer, 59 00:06:47,804 --> 00:06:53,143 playing games with my brother... We were there at the right time, 60 00:06:53,167 --> 00:06:57,983 at the time of the big bang for the 8-bit computers. 61 00:07:03,351 --> 00:07:11,351 Videogames existed for my generation since very early in our lives, in gaming rooms 62 00:07:12,301 --> 00:07:18,358 and in bars. Beyond the impact of videogames in our culture, 63 00:07:18,382 --> 00:07:24,578 computers had an even bigger impact. Microcomputers entered our homes 64 00:07:24,602 --> 00:07:28,715 and changed the concept of entertainment. They had such potential... 65 00:07:28,739 --> 00:07:34,180 You could do your own programming in BASIC, which was the simplest coding language. 66 00:07:34,204 --> 00:07:38,753 An important part that was associated with computers was gaming. 67 00:07:38,777 --> 00:07:43,749 Those of us who discovered computing then lived through an era that won't happen again. 68 00:07:43,773 --> 00:07:46,751 Also because it was the first era of its kind. 69 00:07:46,775 --> 00:07:51,945 Before then, there were only corporation computers so pricy we wouldn't dream of them. 70 00:07:51,969 --> 00:07:58,950 When microcomputers reached our homes, we discovered a world that didn't exist before. 71 00:07:58,974 --> 00:08:01,775 So, everything could still be explored. 72 00:08:01,799 --> 00:08:09,310 My first real encounter with computing happened when my Spectrum broke down. 73 00:08:09,334 --> 00:08:15,817 I started studying the computer's inners, and the Z80 assembly language. 74 00:08:16,937 --> 00:08:20,513 When my computer was fixed, games became secondary. 75 00:08:20,537 --> 00:08:28,239 I wanted to apply what I had learned to my Spectrum and see what happened. 76 00:08:28,263 --> 00:08:32,534 It was a fascinating world. With graphics, with sound even... 77 00:08:32,586 --> 00:08:40,586 Back then the technical part was more demanding but less complex. 78 00:08:40,679 --> 00:08:46,098 You'd work in machine code, unlike now. And you had to know the machinery components. 79 00:08:46,122 --> 00:08:53,054 But that machinery was not complex. So, it was more demanding and intensive. 80 00:08:53,159 --> 00:08:57,827 But individuals like us nowadays would be out of their depth. 81 00:08:57,880 --> 00:09:03,265 I did the programming, the graphics and even the artwork. 82 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. 83 00:09:20,446 --> 00:09:26,142 Whatever you wanted to do, it was almost impossible to achieve. 84 00:09:26,166 --> 00:09:31,524 You were dealing with a computer that barely had an operating system, 85 00:09:31,548 --> 00:09:37,080 designed to be used at home, almost like a... 86 00:09:37,104 --> 00:09:41,608 a scientific calculator where you had a very limited range of programming options. 87 00:09:41,677 --> 00:09:47,872 But you could use motion graphics with a certain range of colors. 88 00:09:47,959 --> 00:09:55,088 You had 8 basic colors which would refuse to interact with one another, 89 00:09:55,112 --> 00:10:02,219 a low screen resolution, an also limited processing speed for graphics animation, 90 00:10:02,243 --> 00:10:10,243 In the best videogames companies of the time, the goal of their best programmers was 91 00:10:10,892 --> 00:10:15,186 was to get to show the animated graphics at a 12 frames per second speed, 92 00:10:15,240 --> 00:10:18,320 which was almost magic to us. 93 00:10:24,149 --> 00:10:28,071 It contained only the basics, just enough to be operational. 94 00:10:28,095 --> 00:10:33,635 You'd use 7 k for the screen, and the remaining 41 k 95 00:10:33,659 --> 00:10:40,844 you had to use with a clear plan and precise measurements, 96 00:10:40,868 --> 00:10:45,485 so that the final effect was so much more enjoyable. 97 00:10:45,509 --> 00:10:51,399 There was an assembler, a disassembler, just the least you needed to start coding. 98 00:10:51,423 --> 00:10:59,423 In the assembler, there were graphics apps that would allow you to draw rather easily. 99 00:10:59,773 --> 00:11:03,049 There were apps for animation where you could learn a few tricks. 100 00:11:03,073 --> 00:11:10,332 You would superseed an image with another, and you could create the ilussion of movement. 101 00:11:10,463 --> 00:11:16,886 There were music apps. Rudimentary, grant you, but you made sounds. 102 00:11:16,910 --> 00:11:22,269 Back then there was nothing at all. No cell phones, no Internet... 103 00:11:22,293 --> 00:11:30,293 Having a device where you could program a sound and then hear it was fascinating. 104 00:11:51,466 --> 00:11:59,466 The big four were Dinamic Software, Opera Soft, Made in Spain and Topo Soft. 105 00:12:01,248 --> 00:12:09,248 Dinamic was the best known one, because they... 106 00:12:09,377 --> 00:12:16,499 They had the best company model. TopoSoft and them had the best company structure. 107 00:12:16,523 --> 00:12:22,516 The others were groups of kids that decided to start a company, but they remained kids. 108 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. 109 00:12:32,146 --> 00:12:40,146 Made in Spain was pure craftsmanship, and they were the greatest software researchers. 110 00:12:41,847 --> 00:12:45,701 They had the craziest creations, absolutely fantastic. 111 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 112 00:12:53,931 --> 00:13:00,794 we had back then, just like the Opera people did. And each one created exceptional games. 113 00:13:01,101 --> 00:13:08,037 I think there was more competition back then than there is now. 114 00:13:08,061 --> 00:13:14,159 Now, all videogames companies are associated one way or another. 115 00:13:14,667 --> 00:13:18,889 We don't feel we are competing. The market is much bigger now. 116 00:13:19,378 --> 00:13:24,644 To give you a proper picture: Amstrad Spain, formerly Indexcom, started out with nothing, 117 00:13:24,668 --> 00:13:30,281 and in 1988, I think, they had billings for 24 or 28 thousand million Pesetas. 118 00:13:31,167 --> 00:13:36,312 Dinamic had billings for 140 in 1988. They had started out in their parents' attic. 119 00:13:36,336 --> 00:13:43,401 Erbe, which Paco Pastor started out as a side project, billed 1000 million in 1988. 120 00:13:43,486 --> 00:13:48,360 Within a 5 year period, there was an incredible bing bang. 121 00:13:48,952 --> 00:13:52,659 I do not know the numbers nowadays, but I can give you a reference. 122 00:13:52,683 --> 00:13:57,032 The Butragueño game sold 150 thousand copies, and although ADS won't give the total numbers 123 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. 124 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. 125 00:14:08,938 --> 00:14:16,938 It was just a fraction of the industry we know nowadays. 126 00:14:17,244 --> 00:14:24,117 It was like the toy soldier varnish industry. 127 00:14:24,141 --> 00:14:27,275 You could be creative and have plenty of feedback, 128 00:14:27,299 --> 00:14:33,113 but nobody knew videogaming, nobody understood what it was you did. 129 00:14:33,137 --> 00:14:35,332 But it was truly satisfying. 130 00:14:35,356 --> 00:14:42,078 They were actual authors' products, because few people would work in any one project. 131 00:14:42,102 --> 00:14:49,513 Nowadays a project involves many people, and the sense of authoring is lost. 132 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, 133 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. 134 00:14:59,481 --> 00:15:04,074 We wouldn't focus so much on playability. In Spain we had started with Arcade, 135 00:15:04,542 --> 00:15:11,204 that gave instant gratification for graphics, for motion and for all on-screen objects. 136 00:15:11,228 --> 00:15:17,781 The scene in Andalusia did not exist. Just small groups, like the Captain Seville one. 137 00:15:17,982 --> 00:15:25,982 Or us, who made side projects and then moved on to other Spanish companies like Dinamics. 138 00:15:27,527 --> 00:15:30,114 We didn't know each other. 139 00:15:40,470 --> 00:15:46,733 Alvaro was always a restless soul like that. 140 00:15:46,757 --> 00:15:50,890 Always ahead of his time and his age. 141 00:15:52,273 --> 00:15:57,056 To us, to the gang, he was a hero. 142 00:15:57,080 --> 00:16:04,057 He called a meeting to meet kids with similar interests to his. 143 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. 144 00:16:09,456 --> 00:16:15,645 I learned about the project through a friend from the same town. 145 00:16:15,669 --> 00:16:19,439 He was already in college. I wasn't yet. 146 00:16:19,493 --> 00:16:24,020 He gave me a leaflet he had found in the ads board. 147 00:16:24,044 --> 00:16:30,159 The leaflet called for a meeting at a driving school in Seville. 148 00:16:30,183 --> 00:16:32,508 I think the school was called Montelló. 149 00:16:32,532 --> 00:16:36,493 The meeting intended to get collaborators for a videogame. 150 00:16:36,517 --> 00:16:42,311 When I got there, it was amazing because... 151 00:16:42,523 --> 00:16:50,523 I was happy. You have to go back to the time, 1986-87-88. 152 00:16:51,193 --> 00:16:59,193 You'd meet some 20 people with your interests and good skills for coding and graphics. 153 00:17:00,570 --> 00:17:08,061 I was almost high with the atmosphere there. 154 00:17:08,190 --> 00:17:13,628 Alvaro Mateos showed up. He was a living legend. 155 00:17:13,665 --> 00:17:19,468 Everybody introduced themselves. We were just kids, actually. 156 00:17:19,492 --> 00:17:27,321 We were naive in a way that we would never be or see again. 157 00:17:27,394 --> 00:17:32,028 We all had our eyes wide open, and our mouths wide open. 158 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. 159 00:17:37,323 --> 00:17:45,323 People with different abilities showed up. Some would never be seen again. 160 00:17:45,916 --> 00:17:52,025 Others would join in during the production process. 161 00:17:52,049 --> 00:18:00,049 I was most impressed that people so young would try something like that. It was big. 162 00:18:11,481 --> 00:18:14,996 Most of all, I'd say they were games that you could play, 163 00:18:16,091 --> 00:18:24,007 which is different from games nowadays, that are mostly films or sightly interactive games 164 00:18:24,031 --> 00:18:31,579 that make you have the stick in your hand for ages as they tell you stories and films. 165 00:18:31,603 --> 00:18:35,142 They were games you could play. Games you actually played. 166 00:18:35,166 --> 00:18:41,214 Since the videogame was so simple, and it had such a limited power, 167 00:18:41,238 --> 00:18:46,035 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. 170 00:18:58,052 --> 00:19:01,017 I'm not saying games now are less. They are just different. 171 00:19:01,041 --> 00:19:08,059 There were works of art, and games that were worthless. Just like now. 172 00:19:08,113 --> 00:19:12,132 Luckily for Spain, there were very good coders then, very talented people. 173 00:19:12,156 --> 00:19:18,492 Games here were at the same level as the ones from abroad, or even better. 174 00:19:18,516 --> 00:19:26,516 Maybe ours were a bit difficult. It could be because coders were also testers. 175 00:19:27,007 --> 00:19:33,196 Maybe we played them so often we came to think they were easy. 176 00:19:33,291 --> 00:19:39,523 They had a reputation for being difficult. 177 00:19:39,547 --> 00:19:43,320 Just the opposite of what a publishing company would want nowadays. 178 00:19:43,344 --> 00:19:47,256 If it's too difficult, they won't play it, and they won't buy another game from you. 179 00:19:47,280 --> 00:19:50,822 Back then I would think I was a bad player. 180 00:19:50,846 --> 00:19:55,424 And that was why I couldn't complete the games. Now I see the difficulty standards 181 00:19:55,448 --> 00:19:58,332 back in the 80's could not be compared with present day standards. 182 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. 186 00:20:28,934 --> 00:20:32,000 To get gamers hooked up on how difficult games were. 187 00:20:32,024 --> 00:20:36,808 Now there is nothing but tutorials. It's all designed to make things easier for players. 188 00:20:36,832 --> 00:20:44,832 The very producers now admit their aim is to keep users from getting frustrated. 189 00:20:46,090 --> 00:20:50,531 That makes me sad. I am old school, and I need to be challenged. 190 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 192 00:21:02,712 --> 00:21:10,712 there really was a golden age for Spanish software, although this annoying term, 193 00:21:11,633 --> 00:21:17,396 golden age, sounds self-aggrandizing and self-serving, but 194 00:21:17,420 --> 00:21:24,475 it can really be applied to some games and some apps that were created here at the time. 195 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. 197 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. 199 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. 202 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. 205 00:22:13,789 --> 00:22:19,175 At that time, any videogame released by Topo, Dinamic or Opera, 206 00:22:19,199 --> 00:22:27,199 had a warm welcome. And it was sold fast. 207 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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