URIDIUM ADVANCE
Jester Interactive had big plans for Graftgold’s back catalogue, but ultimately only one of its proposed updates was completed. John McMurray looks back at his unreleased GBA follow-up Uridium Advance
Words by Rory Milne
A
t the turn century, Steve Cain, Johnson coder John McMurray left Liverpool’s Rage Software to form Tin Tiger, and as John tells us, the firm’s first big project was a Game Boy Advance update of Uridium for Jester Interactive. “Through our various connections in the industry we got this offer,” John says of the deal, “so I sat down with a C64 emulator and played Uridium. I soon that it was a very difficult game, and that it needed some of the edges taken off it.”
Based on his research, John decided that his GBA follow-up should revolve around speed and weapon upgrades rather than deadly obstacles. “My main aim was to create a game that really encouraged you to go fast,” John enthuses. “You still hit things, but when you were chasing after power-ups you really went for it.”