Over the previous few years, Digital Eclipse has cemented its standing because the main developer and writer of retro compilations.
Whereas another studios are content material to assemble a bunch of recreation ROMs and bundle them with a rudimentary emulator, Digital Eclipse helps its video games with a wealth of options and supplementary supplies, to the extent that even if you happen to don’t care in regards to the video games being featured in one in every of its compilations, you’d nonetheless be smart to choose it up.
The head of Digital Eclipse’s achievements up to now has been Atari 50, a mind-boggling journey by means of the historical past of Atari which takes place over various interactive timelines and comprises video interviews, top quality imagery and no fewer than 103 Atari video games to play.
Atari 50’s construction was so well-crafted that Digital Eclipse has properly determined to copy it for the Gold Grasp Sequence, a brand new line of titles that takes particular person titles and offers them the ‘interactive museum’ therapy as seen in Atari 50.
The primary of those is The Making of Karateka, primarily based on the primary revealed recreation by Prince of Persia creator Jordan Mechner. And if it’s an indicator of how the remainder of the Gold Grasp Sequence goes to go, retro gaming lovers must be extraordinarily excited.
What you get to your $19.99 / £16.74 is, very similar to in Atari 50, a set of timelines that observe the story of key moments within the making of the sport. The primary offers with Deathbounce, the primary main recreation Mechner tried (and finally failed) to get revealed.
The second timeline covers the early planning phases for Karateka, the third has a detailed have a look at the rotoscoping animation method he used for the sport, the fourth focuses on the worldwide advertising the sport obtained, the ultimate timeline appears to be like at Karateka II, the never-released sequel.
The time period ‘interactive museum’ is used lots for retro compilations – we’ve already used it on this assessment, in any case – however the timeline construction utilized in The Making of Karateka (and Atari 50 earlier than it) actually does really feel just like the kind of factor you’d see in a particular limited-time exhibition at a media museum.
Fortunately for our sake, Mechner has held onto a wealth of fabric over time, which means these timelines are crammed with household images, design paperwork, passages from his journal and copies of letters from his back-and-forth conversations with writer Broderbund.
These are additionally accompanied by round 15 movies containing interviews with different online game luminaries, however primarily specializing in a dialog between Mechner and his father Francis, whose capacity to recall recollections of his son’s early profession from round 40 years in the past is heartwarming.
The spotlight of the bundle is one other surprisingly heartfelt sequence. The primary timeline, which focuses on Mechner’s unpublished recreation Deathbounce, is a captivating have a look at the evolution of a recreation from thought to abandonment.
Brilliantly, Mechner saved maintain of his prototype disks of Deathbounce all these years, and the compilation enables you to not solely see them however play them, permitting for a really participating solution to observe the progress of the sport.
From the early prototype, which looks like nothing greater than a primary Asteroids knock-off, you’ll learn Mechner’s letters to Broderbund and the suggestions they despatched him again, and play the quite a few iterations that might observe because of these conversations.

It’s actually fascinating to see Mechner attempting to take the writer’s notes into consideration whereas nonetheless attempting to maintain components of his authentic design intact. It’s a warts-and-all have a look at an 18-year-old developer attempting to nail the components. You may see when he’s being cussed, you’ll be able to pinpoint the second when he makes the sport too sophisticated, however as the sport takes form you’ll be able to’t assist rooting for him, although the intro already tells you it was by no means to be.
After which, brilliantly, the primary timeline ends with Deathbounce: Rebounded, a modern-day tackle the sport developed by Digital Eclipse with Mechner’s enter. Not solely is that this ‘ultimate’ model a pleasure to play, it’s exhausting to not have a heat feeling on the realisation that having, obtained all these rejection letters greater than 4 a long time in the past, 18-year-old Mechner’s recreation has lastly been accomplished and revealed simply earlier than he turns 60.
In all, there are 14 items of software program to play on this compilation, however given the character of the bundle these aren’t 14 separate video games, they’re deep dives right into a handful of particular titles.
“In all, there are 14 items of software program to play on this compilation, however given the character of the bundle these aren’t 14 separate video games, they’re deep dives right into a handful of particular titles.”
In addition to the 4 prototypes of Deathbounce and the modernised Deathbounce: Rebounded, there are additionally two very early video games Mechner made for the Apple II, Asteroid Blaster and Star Blaster.
Karateka is clearly the beginning of the present right here, and in addition to three prototypes in various phases of completion, you additionally get the ultimate Apple II, Commodore 64 and Atari 8-bit variations of the sport in addition to Karateka Remastered one other Digital Eclipse revamp.

It’s not with out its flaws. Naturally, the choice to deal with a single recreation (properly, two video games if you happen to depend Deathbounce) means it was by no means going to be as various as Atari 50 with its 103 playable titles, so if you happen to haven’t picked that up we’d most likely advocate that as a place to begin earlier than transferring onto this if you happen to love the construction.
One other irritating factor is Mechner’s abysmal handwriting. There are a wealth of design paperwork included, that are a deal with, however a few of them are virtually not possible to learn and would have benefited vastly from non-obligatory captions clarifying what he says.
After all, there’s additionally the matter of Karateka itself, which as a virtually 40-year-old preventing recreation might not fairly maintain as much as some participant’s trendy tastes.
By the point you attain the sport within the timeline most will already be invested in it, and one would hope most gamers participating in software program like this may settle for that context is essential, but it surely nonetheless must be mentioned that specializing in a single recreation is at all times a bet if the participant finally ends up not clicking with that recreation.
Finally, although, as the primary entry in what is going to hopefully be a prolonged collection, The Making of Karateka is a captivating solution to current the story of a single recreation. At $20 the worth is true, too, making it a troublesome proposition for anybody within the historical past of the medium to show down.