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X-Com: UFO Defense
also known as UFO: Enemy Unknown
Missing In Action
Information Review Manual Cheatcode Weblink
Screenshot Boxscan Diskscan Miscshot Conversion Gamemap
Year of the first release1995LicenseCommercial
Number of disks (or CD)5PublisherMicroProse - USA
Number max of players1Budget publisher
Simultaneous max players1DeveloperClimax
ArtistsCoder : Bob Koon (Robert Koon)
Coder : Scott Johnston
Coder : Steve Legg
Graphician : Mike Baxter
Musician : Matthew Simmonds (4mat/Ate Bit, 4-Mat/Razor 1911^Cosine^Anarchy)
Misc : Julian Gollop
Misc : Nick Gollop
Language in manual
Amiga original gameno
Have cheatcodeno
Have SPS releaseno
WHD installnoWHD information
HD installyesHD notesHD installer is contained on disk 1.
SubcategoryWargame - Turn-based
QuickmatchLaser Squad
ScrolltypeScrolling - Multi-directional
Conversion hardwarePC (DOS)
PC (Windows)
Sony PlayStation
Conversion notesBased on 1994 Mythos Games/MicroProse PC release.
PC versions: VGA

N.B. Initially began life on the Atari ST as LASER SQUAD 2, but the final product never saw the light of day on the machine.
Classic compilation
Page views: 4309 - Last update: 26th August 2010
Rarity: Extremely rare Extremely rareExtremely rareExtremely rareExtremely rare
Notes:   [1] Game designed by Julian & Nick Gollop.

[2] Game requires a min. 1Mb ram. Extra memory is recommended, however, to access additional features (e.g. playback of music & sound FX simultaneously in-game, HD gameplay).

[3] This U.S. release of the game reportedly has fixed bugs that prevented completion of the European release UFO: ENEMY UNKNOWN.

TRIVIA: The game initially began life as LASER SQUAD 2 on the Atari ST. Game designer Julian Gollop shared these revealing insights on the early beginnings and subsequent development of Mythos' best-selling title:

'We showed a demo of ‘Laser Squad 2’ on the Atari ST to Microprose in 1991. The idea was to produce a sequel to ‘Laser Squad’ but with much neater graphics using an isometric style very similar to Populous. They liked what we had done so far, but they explained that they wanted a ‘big’ game. I said "what do you mean by ‘big’" and they said "well, you know – BIG". They also said that it had to be set on earth, like Civilisation or Railroad Tycoon, because people could relate to it much more. So we went away, scratched our heads and thought about it. Then we came up with the idea of adding on a grand strategic element to the game, very firmly set on earth, in which the player managed an organisation that defended the planet against UFO incursions. I bought quite a few books on UFOs for research purposes so that we could give the game an even more ‘authentic’ basis.

The project started reasonably well with myself and Nick designing and programming, while the art was to be done by John Reitze and Martin Smillie at MicroProse. Soon we had some problems because Microprose did not understand our game design and they asked for clarification. Several documents later we were not much better off and I had wasted a lot of time. Certain creature types were removed, including the ‘Men In Black’ and others added. Then the whole project was nearly axed when MicroProse made some cutbacks due to financial difficulties. Everything proceeded reasonably smoothly for a while until Spectrum Holobyte acquired Bill Stealey’s shares in the company. Our producer was made redundant and the game was nearly axed again. Finally we had to spend a couple of months working very long hours at MicroProse in Chipping Sodbury to get the game finished by the end of March in 1994'
[Source: Mythos Games' old website, courtesy of the Internet Archive].

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