Swagman (video game)

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Swagman
Sega Saturn Swagman cover art.jpg
Developer(s)Core Design
Publisher(s)Eidos Interactive
Producer(s)Jeremy Heath-Smith
Troy Horton
Designer(s)Richard Morton
Programmer(s)Chris Long
Artist(s)James Ryman
Writer(s)Vicky Arnold
Composer(s)Nathan McCree
Platform(s)PlayStation, Sega Saturn
ReleaseSaturn
PlayStation
  • NA: 1997
  • EU: 7 July 1997
Genre(s)Action-adventure
Mode(s)Single-player

Swagman is a 1997 action-adventure video game developed by Core Design and published by Eidos Interactive in Europe for the Sega Saturn and in North America for the PlayStation.[2] In the game, players assume the role of Zack and Hannah to free the imprisoned Dreamflight fairies and stop the villain Swagman from unleashing his horde of monsters upon the world, whose inhabitants cannot wake up from their nightmares. The title was developed in conjunction with other projects at Core Design, taking influence from the works of Tim Burton. Versions for both the 32X and Atari Jaguar CD were announced but not released. It was received with mostly positive reception from critics.

Gameplay[]

PlayStation version screenshot.

Swagman is an action-adventure game with platform elements that is played in a top-down perspective, where the players initially take control of Zack and later Hannah to traverse through both the real and the Terrortries world, with the main objectives being to rescue captured Dreamflight members and stop the titular villain from unleashing his horde of monsters upon the world, whose inhabitants cannot wake up from their nightmares.[3][4] Zack/Hannah can travel from the real world to the Terrortries world at almost any location by using a Mirror warp.[3][4]

Synopsis[]

During one night at Paradise Falls, the siblings Zack and Hannah read a poem about an entity known as the Swagman, which tells how he and his minions emerged from Terrortries to spread nightmares on people with Dream-Ash.[3][4] Both wind and a noise from their window alarmingly froze the siblings before seeing a Dreamfly sprinkling their room with Dreamdew. However, the Swagman lurks in the darkness to capture the Dreamfly with a swarm of Dream-Ash alongside other members of the Dreamflight, allowing the Swagman to send his minions between his and the real world, resulting with people not being able to wake up from their nightmares. Witnessing the events from their bedroom, Zack and Hannah hide in fear before their floor fractures with evil creatures emerging from a portal to invade their room and steal their bug collection. Hannah is found by one of the creatures, who conjures a spell to shrink her before being imprisoned on a bird cage. Zack has to rescue his sister and both siblings must free the captured Dreamflies before stopping Swagman and his minions from spreading more nightmare to people.

Development and release[]

Swagman was developed in conjunction with other projects at Core Design for the Sega Saturn and PlayStation.

Swagman was developed by Core Design alongside other games for PlayStation and Sega Saturn at the England-based studio including Tomb Raider and Soulstar X, with a team of two programmers and three artists reportedly working on the project at one point.[5][6][7][8] Both Jeremy Heath-Smith and Troy Horton headed its creation as producers, while Chris Long served as lead programmer.[3][4] Both Richard Morton and James Ryman acted as designer and lead artist respectively, with Vicky Arnold writing the plot, while the soundtrack was scored by Nathan McCree.[3][4] Other people also collaborated in its development.[3][4] The title took influence from works of Tim Burton,[9] while the pre-rendered graphics and sprites were created as 24-bit color images by using the 3D Studio graphics software program and Silicon Graphics (SGI) workstations.[6][10][11][12][13]

Swagman was released for the Sega Saturn by Eidos Interactive in Europe in April 1997.[1] A playable demo was included in the first issue of Saturn Power magazine.[14] The PlayStation version was released in North America by Eidos on the same year.[15] Versions for the 32X and Atari Jaguar CD were announced but not released.[7][16]

Reception[]

Swagman was met with mostly positive reception from critics.

References[]

  1. ^ Jump up to: a b c Yeo, Matt (May 1997). "Review: Swagman". Sega Saturn Magazine. No. 19. Emap International Limited. pp. 62–63.
  2. ^ Proudlove, Peter (February 1997). "ProPreview: Core... it's a Swagman". PlayStation Pro. No. 4. IDG Media. pp. 56–57.
  3. ^ Jump up to: a b c d e f Swagman manual (Sega Saturn, EU)
  4. ^ Jump up to: a b c d e f Swagman manual (PlayStation, US)
  5. ^ "World Network: Straight To The Core!". Games World. No. 6. Paragon Publishing. December 1994. pp. 8–9.
  6. ^ Jump up to: a b "Reportage - Swagman - Prévu sur Saturn et PS-X". CD Consoles (in French). No. 4. Pressimage. February 1995. p. 64.
  7. ^ Jump up to: a b "WCES Special - Winter CES '95". GameFan. Vol. 3 no. 3. DieHard Gamers Club. March 1995. p. 110.
  8. ^ Lee, Alex (December 1996). "Previews - The Eidos Five: Swagman". PlayStation Pro. No. 1. IDG Media. pp. 74–76.
  9. ^ Ellis, Les. "Previews (Saturn) - Swagman". GamesMaster. Future Publishing. p. 26.
  10. ^ "News - Core blimey!". Official UK PlayStation Magazine. No. 1. Future Publishing. November 1995. p. 17.
  11. ^ "Degree - Core". Ultimate Future Games. No. 13. Future Publishing. December 1995. p. 97.
  12. ^ Montón, Raúl (April 1997). "Super Nuevo - Swagman". Superjuegos (in Spanish). No. 60. Grupo Zeta. p. 31.
  13. ^ "Preview - Swagman". Total Saturn. Vol. 1 no. 6. Rapide Publishing. July 1997. pp. 12–15.
  14. ^ "On Your CD: Playlist - Swagman". Saturn Power. No. 1. Future plc. June 1997. p. 4.
  15. ^ Jump up to: a b House, Michael L. (1998). "Swagman (PlayStation) - Review". AllGame. All Media Network. Archived from the original on 2014-11-16. Retrieved 2020-06-20.
  16. ^ "News - More Core 32X". Mean Machines Sega. No. 25. EMAP. November 1994. p. 11.
  17. ^ "Testscreen round-up - Swagman (PlayStation)". Edge. No. 46. Future plc. June 1997. p. 95.
  18. ^ Alway, Robin (June 1997). "Reviews (PlayStation) - Swagman". GamesMaster. No. 56. Future Publishing. pp. 36–37.
  19. ^ Jump up to: a b Navarro, Rubén J. (May 1997). "Novedades – PlayStation/Sega Saturn: Swagman - Pesadilla antes del verano". Hobby Consolas (in Spanish). No. 68. Hobby Press. pp. 92–93.
  20. ^ "Swagman - Core and Eidos may have a number of good games coming out soon, but this isn't one of them". IGN. Ziff Davis. May 15, 1997. Retrieved 2020-06-20.
  21. ^ ToLy (March 7, 2013). "Test de Swagman sur PS1 par jeuxvideo.com". Jeuxvideo.com (in French). Webedia. Retrieved 2020-06-20.
  22. ^ ToLy (March 7, 2013). "Test de Swagman sur Saturn par jeuxvideo.com". Jeuxvideo.com (in French). Webedia. Retrieved 2020-06-20.
  23. ^ Szriftgiser, Gregory; Santoni, Jean (June 1997). "Test - PlayStation: Swagman". Joypad (in French). No. 65. Yellow Media. pp. 92–93.
  24. ^ Jump up to: a b Ehrle, Oliver (September 1997). "Test - Swagman (PS/SA)". MAN!AC (in German). No. 47. Cybermedia. p. 72.
  25. ^ Jump up to: a b Schneider, René (September 1997). "Spieletest - PlayStation/Sega Saturn Action-Adventure; Swagman" (PDF). Mega Fun (in German). No. 60. Computec. p. 63.
  26. ^ C.F.M. (June 1997). "Punto De Mira: Swagman (PlayStation) - Creador de malos sueños". Micromanía (in Spanish). Vol. 3 no. 29. HobbyPress. p. 115.
  27. ^ Adloff, Denis (June 1997). "Tests - PlayStation: Swagman". Player One (in French). No. 76. Média Système Édition. pp. 84–85.
  28. ^ Karels, Ralph (July 1997). "Tests - Playstation: Swagman" (PDF). Video Games (in German). No. 68. Future-Verlag. pp. 94–95.
  29. ^ Martin; Jim (August 1997). "Swagman - Review". Absolute PlayStation. Absolute PlayStation International. Archived from the original on 2000-05-30. Retrieved 2020-06-20.
  30. ^ Gray, Joey (June 28, 1997). "PS1 reviews - Swagman". PSX Nation. UGO Networks, Inc. Archived from the original on 2005-01-04. Retrieved 2020-06-20.
  31. ^ "Reviews - Saturn - Swagman". Sega Power. No. 91. Future plc. April 1997.

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