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Game Of Harmony, The
ECS/OCS
also known as E-Motion also known as Sphericule [Prerelease name]
Game Of Harmony, The - Double Barrel Screenshot
Information 1 review Manual Cheatcode 4 weblinks
3 screenshots Boxscan Diskscan Miscshot 2 conversions Gamemap
Information
Year of the first release1990LicenseCommercial
Number of disks (or CD)1PublisherAccolade - USA
Number max of players2Budget publisher
Simultaneous max players2DeveloperAssembly Line, The
LanguageEnglish
ArtistsCoder : Adrian Stephens
Graphician : Assembly Line, The
Graphician : Nick Pavis (Blue Turtle)
Musician : Adrian Stephens
Musician : John Dale
Misc : Assembly Line, The
Misc : John Dale
Language in manualEnglish
HardwareECS
OCS
Amiga original gameno
Have cheatcodeno
Have SPS releaseyes
WHD installyesWHD information
AuthorCodetapper
Updated  2002-09-17 04:27:08
HD installunknownHD notes
Genre
CategoryPuzzler
SubcategoryPuzzler - Physics & Motion
Dimension2D
ScrolltypeNone
ThemeAbstract Concepts
ViewpointTop Down
Conversion hardwareAtari ST/E
Commodore C64/128
Nintendo Game Boy
PC (DOS)
Tandy PC/IBM PCjr
Conversion notes

Based on 1990 The Assembly Line/US Gold release.
PC versions: CGA, EGA, MCGA/VGA, Tandy

Classic compilation
Relationshipis a precursor to Vaxine
Page views: 3376 - Last update: 9th March 2017
Rarity: Rare RareRareRare
Notes:  

[1] Game concept & design by John Dale and The Assembly Line team. Coding by Adrian Stephens. Graphics by The Assembly Line; additional artwork by Nick Pavis (Blue Turtle). Music by John Dale and Adrian Stephens; sound FX by John Dale.

[2] Released outside the U.S. as E-MOTION, and also known as SPHERICULE.


TRIVIA: Game designer John Dale took inspiration from the classic arcade games ASTEROIDS and JOUST in coming up with the concept for THE GAME OF HARMONY (aka E-MOTION). In a 1990 interview he explained the thought processes behind his conception of the game:

"My job is to have ideas - I just sit around and have them. There was a little bit of thinking about the fact that there haven't been many games which use the 'Asteroids' type motion. You know: rotate and thrust. But at the same time we thought: 'What can we do that's different to Asteroids?' We had the idea for the ship that rotates and moves and then we thought: 'Well what's it going to do if it's not going to shoot things? Let's try pushing things around and see what we can do.' And we did."

"You push two different coloured ones together and they become a pod.... that's an idea from Joust (an ageing Williams arcade game, which unfortunately only ever made it onto the ST, and even then not very accurately). You know, when you kill a bird it drops an egg? Well, if you don't get the egg it hatches out into another bird. So we kind of 'borrowed' that idea, in as much as you generate pods, and if you don't get the pods they grow into full size balls again. So the idea just got built up, really."

[Source: The Assembly Line interview, The One for 16-bit Games (Issue 18, Mar 90, p44); courtesy of the Amiga Magazine Rack].


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