I've been writing about and investigating the history of Retro City Rampage for the past few months. Brian Provinciano, the creator of Retro City Rampage, stumbled upon my articles and was kind enough to take time out of his busy schedule to do an interview via email.
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Addison: Brian, what was it like growing up? How was your childhood?
Brian: I wouldn't be where I am today without my parents! They're amazing, but the really funny twist is that they were originally afraid that video games would impair my future! Needless to say, I eventually convinced them otherwise. From not being allowed to play Mortal Kombat when I was young to its re-release being one of the first titles I worked on in the industry, read on for the thrilling tale!
The NES was the coolest toy out there when I was young. I remember playing Super Mario Bros as early as four years old over at friends houses. My parents didn't want one in the house, in fear that video games would be detrimental to my future, haha. They held the NES on a stick to keep me in line. If I was good all week, they'd rent the system, which came with SMB/Duck Hunt... if I was REALLY lucky, I'd be able to rent another game too. I'm sure we'd paid for the system in all the times we rented it!
Of course, like any other kid with access to Packard Bell 286 PC, I found a loophole and was able to play games on that. Though my parents got me such stellar titles as “Grade-A Math” and “Spell it Plus!”, one great afternoon in 1990 my Dad bought me Activision's Ghostbusters II for DOS! It wasn't a platformer, but I still played the hell out of it. It was Ghostbusters, and a GAME! Yeah in those days nothing beat a platformer! Another funny memory being when my Dad asked me to turn the volume down, but I couldn't! It was the PC SPEAKER, and IT was in control!! Years later, the shareware movement became the greatest thing to happen to the PC for years to come, with such favorites of mine as Commander Keen.
Back to the consoles, my Mom finally got us a SNES the Christmas it launched, another pillar of my fond memories! I loved those simple days where I could play Mario World over and over for a year straight without even needing to look at another game!
Addison: How did you get into gaming and programming?
Brian: The programming all started with art! One of my fondest memories growing up was when my Dad arranged a visit to an animation studio here in Gastown, Vancouver.
See, the trip to the studio stemmed from the fact that I'd wanted to be an artist from the time I was born. An amazing guy named Rob Davies was kind enough to let us come in and show us around. I think I must've been 8 or so at the time and I brought my art “portfolio” with me. I'll never forget when Rob called everyone else over to look at my drawings. They applauded them like they were masterpieces jolting me full of motivation for years to come.
Eventually I decided that my art was destined for video games. I remember one my first pieces being a Sonic the Hedgehog mock-up level in MS Paint. Amazingly, years later I was lucky enough to work on the two Sonic titles for PSP, a dream come true! Anyway, toiling away making game art in MS Paint but unable to find a programmer, I reluctantly started learning to do it myself. My sister found some Basic books at the library and I began tediously typing in hundreds of lines of code.
I was lucky enough to later find a program called Klik & Play, which allowed me to pretty much just do art and still get things going. Getting that program though was a long process! It came on a stack of floppies, and one didn't work. I sent it back and waited for a new one. What I got back were just the disks, so I had to get them to send the book... but they didn't send the install key, so I had to phone again! What bumps in the road, but I was determined! When I finally got it installed, I was the happiest kid around.
Eventually I jumped into C++, plowing through book after book. When I set my mind on something, I put my all into it. I couldn't wait to finish high school to get going, so I started taking part time programming classes at BCIT during my grade 9 and 10 years on evenings and weekends. I believe I attended their last Assembly language class before x86 ASM was deemed obsolete for the curriculum. However, it was far from obsolete for me! Being interested in deep down low level programming, I chowed down on diassembly, got into electronics and everything. My only regret being the solder fumes that it subjected me to. Despite keeping the garage door open and having a fan, it was still awful. I was too motivated for my own good in soldering the hundreds of wires to get my circuit working, haha. It's good people these days have CPLDs, FPGAs and simulators. I even etched a PCB once, a success, but not something even back then that I was going to do again! Understanding how hardware works though has been instrumental to my programming skills. A key reason why I've been so diligent with Retro City Rampage's authenticity, making exceptions only for the sake of gameplay and function.
Addison: What sparked the idea for Retro City Rampage?
Brian: My love for GTA, my love for the NES, and my desire to both create my own open-world game and something 8-bit. Being the multitasker that I am, I killed two birds with one stone!
Addison: Describe the lifespan of Retro City Rampage from start to finish, including all of the rebrandings and etc.
Brian: There are only two games in the timeline, Grand Theftendo and Retro City Rampage, both open-world retro games, but both completely separate.
Grand Theftendo was an actual NES game, and an ode to GTA3. Written in assembly language, it ran on the original hardware using the MMC5 mapper chip. The same chip used in Castlevania III. I began sketching things up in late 2002, learning 6502 assembly language and drawing the background art.
By the fall of 2004, its development had reached the point where you could roam around an 8-bit version of GTA3's Portland, use weapons, grab cars, collect hidden packages and play some simple missions. It was fully running, but in the big picture that's really only the beginning when we're talking open-world games.
While the goal of that game was to deliver a 2D 8-bit experience functionally equivalent to that of the 3D PS2 game, my focus shifted around 2005. I became less interested in impressing the world with a technological feat and more interested in creating something so fun to play, people couldn't put it down! Retro City Rampage was born. An original title, made authenticity retro, but for modern platforms, with fun at its forefront. By creating an original title, my creativity bloomed and it evolved into a title far beyond a simple GTA clone. As for “Retro Theftendo”, that was the working title for Retro City Rampage, and has no relation to Grand Theftendo otherwise.
Addison: What can you tell us about Retro City Rampage that hasn't already been said elsewhere. Details on the plot, specific mission details, etc.
Brian: There's a power-up with ears and a tail that allows you to move around above people's heads.
Addison: You've been working on Retro City Rampage for the better part of a decade, are you happy with the finished product? Is there anything you would have done differently?
Brian: I'm happy to say that it's exceeded my expectations. My only enemy was time, and I sincerely wish I could've finished it before Mega Man 9.
Addison: What are you planning on doing after Retro City Rampage? Is it going to be retro-themed as well?
Brian: Everyone, go out and buy Retro City Rampage when it's released! I want the capital to make a sequel!
In addition to that, I've already been discussing other possibilities with colleagues of mine, and have plans for a diverse portfolio of titles which consists of of my epic three pillars! The big change will be that future projects will be team efforts, thus not taking nearly as long to finish.
Addison: Were there any problems you ran into during Grand Theftendo's development? Like hardware limitations?
Brian: Nothing show-stopping. However, due to MMC5's sprite bankswitching limitation, there was only one car type at once, though it could be in one of four colors. In addition, as all know, the NES was limited to 8 sprites per scanline, meaning a maximum of ¼ of the screen's width could have sprites on it, and that's not even accounting for overlap. Being the case, having too many cars on screen at once was terrible for flicker. One solution would've been to make the cars smaller, but that's a double edge sword because then you just have more empty roads on screen.
Addison: If you could go back in time to when you first started development on Retro City Rampage, what would you tell yourself?
Brian: Wow. I can't believe how long I've spent on this. I would've recruited people from the beginning and made it a team effort. I also would've taken time out to jump on the iPhone launch bandwagon to help fund it!
I also would've reminded myself how much time the business side takes up. I can go over a week without even touching the code or art and still be working long days!
Addison: Thanks for your time Brian. I sincerely appreciate it.
Brian: Thanks Addison! It's been great to reminisce on old memories that brought such joy into my life!
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-Addison Gumprecht-