Hunchback Redux Clerk: You are accused of disturbing the peace, abducting a woman, and resisting the King's guards. What is your defence... Quasimodo: Quasimodo! Clerk: So, you plead guilty? Quasimodo: Twenty-five next month! Clerk: For that, you shall be *whipped*! Quasimodo: Bell ringer of Notre Dame! Procurator: Your Honor, the prisoner is deaf. He hears nothing. A classic is being reworked by rwx designs (Robert Wilson). 'Hunchback Redux' will be based on the original game, but will be more expansive and set across several levels. Many of the original obstacles in the first game will exist, plus many more new ones! We caught up with Rob to get the background on how what and when... How did the game get started and why? "Hunchback Redux got started after I was looking around on YouTube thinking about all the games released on the C64 which could be made a lot better if done today with today's development tools and more modern coding techniques. I chose Hunchback primarily because I was never happy with the look of the main sprite of Quasimodo (until I learned that Hunchback the arcade game was originally going to be Robin Hood - but that's a story in itself!). I thought given the look of the Quasimodo on the arcade machine cabinet (which is the same as the C64 cover of the Ocean game), I could at least make the main character a bit more likeable. So I cartoonified him, I liked the initial sprite I drew, so I continued. I also wanted to use this game as an exercise to relearn 6510 after a 32-year hiatus." Where is the game at right now? "Currently, about 10-20% of the way completed. The trouble is, the more ideas I bring into this reworked version, the percentage fluctuates. I've only coded on 10 days so far and probably spent only seven or eight hours in total doing so, the majority of my time has been on the graphics. I'm expecting development time to increase around November onwards when I will get more time." What is the final game looking like? "The game will be split over 5 or 7 levels, with up to 10 screens per level. Instead of getting to a bell on every screen (as per the original), there will be a bell at the end of every level. There may be an animated intro/ending to the game, explaining the game story - set in medieval France. Music/SFX in-game (optional). Expect some features of the original, knights with lances, expect arrows, fireballs may be present, but they won't be purple and expect other surprises i.e. hazards! The game was originally going to start by guiding Quasimodo at the bottom of the castle walls (outside the castle) past guards by throwing rocks at them to get to the castle entrance. I also had the idea of a vertical scrolling platform section in a tower at the end of each level, but I'm unsure if that will happen - it will depend on the main game. If I think the game needs it, I will add it." How/when will it be made available? "It was originally planned to be 2024, but given the enthusiasm I've had, I'm bringing it forwards to some point in 2022. I'm currently exploring cartridge format, both digital and physical for the game - cartridges seem to be very popular at the moment, and the technology to make them is better than it was in the 80s." Any trivia? "The Quasimodo sprite is 5 colours and made from 3 sprites - 1 multicolour and 2 hires overlays. His clothing colours are the same as the C64 startup screen." We are looking forward to playing the deaf and deformed 15th-century bell-ringer Quasimodo, hopefully, in 2022 and from what we have learnt, there will be no teddy bears' picnic! :)