In the 1990s, the shareware concept downloading a limited demonstration
version of a game to try for free before buying the full-featured version was
taking the PC game market by storm. Just about every publisher at the time was
offering some sort of teaser to lure potential customers. Not only
were established companies taking advantage of this business model, as many small
bands of newcomers also appeared to offer a taste of their wares.
But while the shareware concept launched many a success story, countless games
were also lost in the shuffle. One such title was Procryon's Battle of the Eras,
a fighting game featuring digitized characters a la Midway's Mortal Kombat.
Pitched in 1995, the game offered several unique gameplay modes including
modem play a trend that was just starting to catch on which allowed
two players in different locations to battle each other over a data connection
sent through their telephone lines.
In spite of its features, Battle of the Eras went completely overlooked without
a single copy sold. In the years that followed, even the freely downloadable
demo version became difficult to find. Thankfully, its fate wouldn't be sealed
so easily.
In June of 2013 I decided to contact Joseph Mocanu, de facto leader of the
small team that developed Battle of the Eras. Thanks to him I was finally able
to check out the complete game. Not only that, but he was nice enough to take time
out of his busy schedule to share the interesting story of the game's development
process. I am proud to share that interview with you now.
Interview with Joseph Mocanu of Procryon, by Brandon Cobb |
How old were you when development began, and how long did the game take to
complete?
14 years old, and it took about 18 months to finish (amidst school and
summer vacations)
What sorts of challenges did you face?
Well, I was the only (good) programmer, and the only one who could make
music, so it couldn't be as feature rich as I had hoped.
I had to mix and match 3rd party several libraries to make them together
(e.g. had a custom library to access XMS memory, which I then had to make
work with the sound/music library, which wasn't designed to use that memory)
The graphics side were brutal, as we had filmed in front of a green screen
hoping to be able to remove the background automatically. However the
crappy video digitizer we used created a lot of color noise, that prevented
our (limited) paint program from removing the green. In hindsight I
probably should have just made my own tool to 'intelligently' remove the
background, based on average or smoothed color values, but I hardly had the
technical sophistication back then.
The game's documentation highlights the fact that development was
undertaken in Belleville, Ontario, and by a small, devoted team. How did
you guys come together, and what were your hopes for the final product?
We all went to the same high school, were friends, and were on average less
'cool' than the other kids. We also liked computers and video games.. kind
of an eventuality when you take all those factors together.
You must have had fun working on the game together. Do you have any
memorable anecdotes to share?
Ah my memory is fuzzy. I do remember filming in Mark (Gatekeeper's)
basement, taping up all the props, and babysitting Tom (XLX)'s little
brother Rob (Shadowsnake) as we were doing all of this. I recall a lot of
people were wondering what we were up to, and I'm sure Mark's parents
thought we were pretty weird kids. Thankfully we never filmed outside or
in public else in our small town, it would have drawn quite the odd stares.
Oh there is another one. The minotaur character that has a parasite burst
out of it at the start of fighting was total improv. The clay we had used
to model that character (we totally ripped of Mortal Kombat in the use of
claymation for a fighter [they used it for Goro]) was not rigid enough to
support complex articulation, so we had to make due with what we had and
improvised on the spot with the 'worm' creature.
The storyline is very complicated, to the point of becoming confusing
rather quickly. What was the inspiration behind the story, and why did you
choose to go in that direction?
Your guess is as good as mine - sands of time and all. I think as a child
I was interested in studying genetics (which I ended up doing and making a
career out of for a little while), and watched a lot of science fiction.
Specific influences, I can't quite recall.
What did you learn from the experience of producing this game? Did it help
to better prepare you for your future career?
Well, it taught me that I can successfully complete a complicated project,
and gave me the confidence of being able to lead a development team. It
also taught me that I should probably seek a market opinion at some point
early in development. I don't really think it directly contributed to
preparing for my future career - perhaps in some intangible way.
Were you satisfied with the final product? Looking back, is there anything
that you would have done differently?
Not really satisfied with the final product. Graphics could be better,
collision detection too. The code was ugly like no tomorrow. Looking back
however, I probably couldn't have done much differently with what I knew.
Why do you believe the game was not a commercial success?
Well, it was kind of ugly and buggy :). Also, we may have asked too high
of a price to register.
The Procryon FAQ mentions that a second game, Omicron 7, was also in
development. What became of it?
Nothing - we were planning on using this game's proceeds to fund it. That
obviously didn't happen.
Are you still in touch with any of your former Procryon teammates?
Not really - generally fell out of touch with my high school friends,
however do occasionally see updates on Facebook or LinkedIn. People grow
apart with time, interest change, families happen, you know the drill.
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DOWNLOAD BATTLE OF THE ERAS
For the first time, the full version of Battle of the Eras is available as a
free download so you may try it for yourself. While it is fully playable, a
few minor graphical glitches may appear due to the game having been stored on
floppy disks for several years prior to retrieval.
Please note: This game was developed for MS-DOS. You will need to use
DOSBox to play the game
under Windows, Mac OS or Linux.
Battle of the Eras - registered version 2.0ß
The shareware demo version of the game is also available for the sake of completion.
This was the playable teaser that was uploaded to various bulletin
board systems (BBS) in order to attract customers.
Battle of the Eras - demo version 2.0D
Bug fix patch for Battle of the Eras demo version
Bug fix patch II for Battle of the Eras demo version
If you enjoy the game, please consider making a small donation to the developer.
Donate $5
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Donate $15
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Donate $30
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Battle of the Eras © Procryon Software. Article and website content © Brandon Cobb. |
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