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Roadhugg

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This was Zippo Games' first project, an Amiga game which was planned as both a coin-op for the Arcadia System, and as a home computer release on the Melbourne House label.

The game was a racing / battle game set on a road system on the outer surface of a rotating cylinder - well, a torus actually, I suppose - encircle a planet (like Halo!).

The game was only half developed before work stopped.

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Roadhugg screen shot 1

Project details

Started:

Tue, 01 Mar 1988

Development studio:

Zippo Games

Main client / publisher:

Mastertronic

Status:

Unfinished

Proper Pickford Bros game?

No, either a work-for-hire project, or we aren't claiming much credit for this game.

Core studio team:

John Pickford

Game Designer

Steve Hughes

Programmer

Ste Pickford

Graphic Artist

Roadhugg Amiga EU cover

Platform:

Amiga

Territory:

Europe

Release date:

(Unreleased)

Title:

Roadhugg

Publisher:

Mastertronic

Developer:

Zippo Games

Sales:

0

Ste Pickford

This game was based on some clever Amiga only raster technique to create a horizontal cylider on the screen out of a flat screen layer, which scrolled and rotated on top of a regular screen layer. The back layer showed the background of the planet, and the cylider layer was the road surface which you drove upon.

Becuase of this fancy technique there are no screenshots of Roadhugg! I don't think it looked that good, to be honest.

I'm not exactly sure why we stopped working on this game. It could have been canned by the publisher, but I have a vague recollection that they were just being crap about paying us. We'd hooked up with Rare about this time (responding to their request in a UK computer games magazine to find developers to work on the NES with them), and had the offer of doing Ironsword, so there's a chance we might have dropped Roadhugg ourselves in favour of working with Rare, who were more reliable payers, and who were probably offering us more.

 

† Sales Estimates
Almost all sales estimates given are educated guesses. Being lowly developers we rarely had access to the publisher's sales infomation, and in many cases hadno contact with the publisher whatsoever after each game was completed. Even in cases where we were the owners of the development studio and on royalty deals, for various reasonsit was very rare that we received accurate sales figures from the publishers involved. We'd be delighted to correct any errors, or hear more accurate sales figures for any of the titles here.Please email the webmaster if you know something we don't!

Credits
The credits listed are accurate to the best of our recollection, but if we've made any errors or ommissions (quite likely!) please email the webmaster to let us know and we'll try to make a correction as soon as possible.

 

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