Overview
Shadow of the Beast was designed to sell Amigas. Its thirteen layers of parallax scrolling, ethereal soundtrack by David Whittaker, and alien landscapes made other systems look primitive. That the gameplay was brutally difficult and sometimes unfair mattered less than the technical showcase it provided.
Fast facts
- Developer: Reflections Interactive.
- Publisher: Psygnosis.
- Lead programmer: Martin Edmondson.
- Artist: Roger Dean (cover), internal team.
Technical showcase
| Feature | Achievement |
|---|
| Parallax layers | 13 simultaneous |
| Colour palette | 128+ colours on screen |
| Scrolling speed | Smooth 50fps |
| Memory | 1MB required |
Visual design
| Element | Style |
|---|
| Landscapes | Surreal, alien |
| Enemies | Biomechanical |
| Architecture | Gothic fantasy |
| Atmosphere | Dark, oppressive |
Sound design
David Whittakerโs soundtrack:
- Sample-based orchestral
- Atmospheric ambient sections
- Memorable main theme
- Technical showcase for Paula chip
Gameplay
| Aspect | Design |
|---|
| Structure | Side-scrolling action |
| Combat | Punch-based |
| Difficulty | Extreme |
| Length | Short but punishing |
Criticism
The visuals overshadowed:
- Unfair enemy placement
- Instant deaths
- Limited continues
- Cryptic progression
Commercial impact
| Achievement | Detail |
|---|
| System seller | Amiga sales boost |
| Packaging | Distinctive, premium |
| Marketing | Technical focus |
| Sequels | Two follow-ups |
The series
| Title | Year |
|---|
| Shadow of the Beast | 1989 |
| Shadow of the Beast II | 1990 |
| Shadow of the Beast III | 1992 |
| Platform | Quality |
|---|
| Mega Drive | Impressive conversion |
| TurboGrafx-16 | Decent port |
| Atari ST | Reduced colours |
| Master System | Cut down |
Legacy
Shadow of the Beast proved:
- Amigaโs graphical superiority
- Visuals could sell systems
- European development ambition
- Technical demos have market value
See also