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Forging WeaponLord

In 1995, a team of young game developers created the most barbaric, heavy metal fighting game imaginable. Nearly two decades later, its legacy endures.

WeaponLord On a warm April night in 1995, two developers reclined on their balcony and stared up into the sky. It was three o'clock in the morning, and a hundred stars stared back as the pair swapped stories of heroic barbarians and monstrous demons. These late-night discussions were not uncommon for James Goddard and David Winstead. Together with the team at Visual Concepts, they had been hard at work for the past 13 months building a game designed to give Street Fighter and Mortal Kombat a run for their money. That game was WeaponLord.

Since development began, this one-on-one, weapons-based fighting game consumed Goddard and Winstead's lives from dawn to dusk. When they were not in the office, the two designers were back at the two-bedroom crash pad they shared with game tester Fred Cochero. Armed with crates of Snapple and Easy Cheese, the three alternated between competitive bouts of Street Fighter and endlessly tuning their usurper to the fighting game throne. This is the game they always wanted to make, and each is confident WeaponLord will be more badass than anything the genre has seen before.

Throughout the early 1990's, a lasting divide between Eastern and Western fighting game design was forming. Eastern fighters, such as Street Fighter and The King of Fighters, had a reputation for fast-paced, highly complex play; while Western fighters, such as ClayFighter and Primal Rage, demonstrated a simpler, slower-paced approach. Unless you were Midway, creators of Mortal Kombat, it was suspect to think the West could bottle the technical wizardry of the East. Then along came WeaponLord. Designed by a small team in California, this game sought to combine Eastern complexity and Western brutality into one muscle-bound, broadsword-wielding whole. WeaponLord's creators thought they would conquer the world with this game--but they had to make it first.

James "DJAMES" Goddard never cheated at Street Fighter, though plenty of people accused him of such. "There was no Internet back then," he said, "so if you knew these tricks, such as doing a walking pile drive with Zangief, people thought you were a voodoo priest or something!" Knowledge was power, and Goddard knew all the tricks. In 1991, he was hired by Capcom, creator of Street Fighter II, as a game tester, and quickly rallied that into an apprenticeship at the company's Japanese offices. He then took that knowledge and worked his way up to support designer and advisor on Street Fighter II: Champion Edition, followed by master game balancer on Street Fighter II: Hyper Fighting. Goddard was learning from the best, and those lessons would help him immensely when developing WeaponLord.

There was no Internet back then," Goddard said, "so if you knew these tricks, such as doing a walking pile drive with Zangief, people thought you were a voodoo priest or something!"David "Dr. Dave" Winstead was in the right place at the right time. The time was 1989, and the place was Gary's Game Corner, a locally owned comic book and video game rental shop in Redwood City, California. Not far from Gary's, a little magazine called GamePro was just getting off the ground. The editors would sometimes stop by to peruse the games selection, and Winstead was always there to toss in his two cents. Eventually, this made an impression on Patrick Ferrell, one of the magazine's founders, who tasked Winstead with turning his stream of advice into a few demo articles for the magazine. Before long, the young writer found himself taking screen shots part-time, and eventually becoming a full-time editor.

And then Street Fighter II happened. In 1991, Capcom's breakout fighting game landed in American arcades, jump-started arcade culture, and created the template for a new genre of gaming. Unlike most arcade games, Street Fighter didn't have you compete over a high score. It was direct competition against the person standing next to you, and if you lost, it was because the other person was better, plain and simple. Winstead was enamored. "I told the editors this game was crazy! I'd never played anything like it. You really got this buzz off fighting another person." He knew Capcom had struck gaming gold, and he pushed for coverage in the magazine. After some convincing, his editors relented, and suggested he contact Capcom about purchasing a Street Fighter II arcade board. Given the game's popularity, they were sure to have plenty in stock.

Capcom didn't have any in stock. It could barely keep up with orders already because of the game's explosive popularity and didn't have any extras to sell to random magazine editors. But Winstead kept calling, and one day an exasperated Capcom representative handed the phone off to James Goddard. When Goddard learned that he was talking to the Dr. Dave of GamePro magazine, he got an idea. This was a golden opportunity to get arcade coverage in a console magazine. He arranged to get Winstead a board, and in the meantime he invited the writer down to Capcom's offices to check out the latest version of the game. The two hit it off quickly, and within a few days they were meeting regularly to play--and analyze--Street Fighter. Slowly, the game became their entire lives. They were obsessed.

Roughly a year later, in 1992, Goddard offered Winstead a job working with him at Capcom R&D. The R&D department was currently a one-man operation, and Goddard needed someone who shared his passion for the game and who could help shape its future. Winstead, still early into his career at GamePro, wasn't sure at first, but the other editors encouraged him to follow his dreams and not let this opportunity pass by. After much consideration, Winstead accepted Goddard's offer and Street Fighter became his full-time job. "The work was never done," he said. "We would bring the arcade board with the latest build home, and we'd play religiously three or four hours a night before emailing updated suggestions to Japan."

As the former journalist settled into his new life at Capcom, Goddard was already planning his next move. By 1993, he was becoming frustrated with Capcom's direction for the future of Street Fighter. The 25-year-old developer was ready to try his hand at game design. And Ken Lobb was going to make that happen. Lobb, an employee at Namco, was working on an unannounced project (codenamed "Melee") and encouraged Goddard to join the team. Little did Goddard know that this was because Lobb was planning his own move, and when Goddard made the jump, so did Lobb. Melee ended up in Goddard's hands, while Lobb joined Nintendo to develop a little game called Killer Instinct.

Meanwhile, Winstead remained at Capcom a little longer, helping publish Aliens vs. Predator and other games. But eventually--inevitably--his old friend came calling, and the offer was even more enticing than before. This is our chance, Goddard told him, to finally make a fighting game of our own! This wasn't going to be one of the many copy-cat Street Fighter II clones flooding the market. It was going to have weapons. It was going to be a gritty, "no-bullshit" take on barbarian style. It was going to be their game.

This was an offer Winstead couldn't refuse.

Clips from the game testers straight off VHS tape labeled "Jason vs. Gerald" circa 1994.

Together again, the duo took stock of their new team. Visual Concepts was known for its work with Electronic Arts on various sports games, including Madden and NHL. Recently, the developer had taken its first, awkward steps into the fighting genre with ClayFighter on the Super Nintendo. Now they were working with Japanese publisher Namco on Melee, a four-player brawler. A handful of Visual Concepts' staff, around 20 people, was assigned to work on the game, and they didn't bat an eye when Goddard proposed taking it in a new direction.

By January of 1994, Melee had been scrapped and development was in full swing for WeaponLord (the project's new codename). However, dark clouds were gathering on the horizon. The golden age of the 16-bit game console was waning, and a new technology--3D technology--was on the rise. Change was coming to the realm of video games, and WeaponLord, an original, 2D fighter developed for home consoles, was looking to become the last of its kind. As an American team supported by a Japanese company, Visual Concepts had been granted the leeway to create exactly what they wanted. It was an envious circumstance that would, for better or worse, forge WeaponLord into a fighting game unlike anything the genre had seen before.

Maxwell McGee
By Maxwell McGee, Editor

Maxwell McGee earned a degree in Journalism from the University of Arkansas, and has contributed to The Escapist, GamePro, PC Gamer, and more. His introduction to video games was Sonic the Hedgehog 2 on the Sega Genesis, and he has never looked back. He welcomes your feedback through the site, or Twitter.

193 comments
spideyj08
spideyj08

wow, that was a great read, i never got to experience any gaming back then, but by the end of this write up i felt i lived through it all. thanks 

julianozuca
julianozuca

I hope this helps such an amazing lost gem to be re-released, re-made, re-hashed, whatever... :P There's so much crap being thrown at us lately, why not ressurecting a genuinely interesting IP?

Dragonps
Dragonps

Killer Instinct and Eternal Champions hold very dear places in my heart. Hoping KI will return at E3

darnzyo
darnzyo

Great article, Maxwell. 

A detailed development history of other classic games would be fantastic. It doesn't have to be purely fighting games unless you want to look exclusively at that genre. I would enjoy a diverse selection of games researched in similar fashion. 

Thanks again for this one :)

spectreSE7EN
spectreSE7EN

My brother and I played the hell out of this game.  Korr was my favorite.  Great game.  There were more fluid fighters at the time for sure, but for me, it was always about the concept and the atmosphere that made this game what it was.  This game introduced unique weapons to each character which really wasn't done by many fighters at the time.  Awesome article and it brought back many memories for me.  

Sux138
Sux138

I've played this game back in the day on the genesis; it was pretty shitty. And Slow. Remember King of Fighers 95, NeoGeo was flying miles above this.

Maxwell
Maxwell moderator moderatorstaff like.author.displayName like.author.displayName like.author.displayName 3 Like

I've noticed a lot of you asking about WeaponLord 2, so I put together a quick blog post detailing what Goddard and Winstead would like to see in a sequel.

stevelerario
stevelerario

Awesome article...not moving to 32 meg was the real downfall if you ask me...still too slow...but love the love put into it....wish there were more articles like this i would seriously read every single one of them...i love hearing about the technical aspects of the gaming worlds GREATEST GENERATION 16-bit

Marv Baguyo
Marv Baguyo

Street fighter 2 world warrior. And of course, Killer Instinct.

Cody Sims
Cody Sims

Street Fighter Alpha 2 on SNES.

Richard Woo
Richard Woo

yeah when i was 9.. all fighting games are boring

Chuck Renninger
Chuck Renninger

Mortal Kombat 1,2,3,ult 3, mk Trillogy Rest of the series can eat a fat one...

Andrew Murray
Andrew Murray

Super Street Fighter. Wore my left thumb raw many times playing that game in the early 90's.

Jerry M Davis Jr
Jerry M Davis Jr

Eternal Champions was always my favorite fighting game on the Genesis. Even though it was a rip off of the Mortal Kombat franchise, it had plenty to offer like the cinematic "OverKills" and Killer Combos that were easy to pull off

Ben Redman
Ben Redman

Ah killer instinct, love that they gave you a soundtrack cd with the game!

Dave MacPhail
Dave MacPhail

Turtles Tournament Fighters on the SNES was pretty great, really enjoyed Battle Tycoon too (import)

Frank Moya
Frank Moya

Street Fighter and Killer Instinct

Christopher Harkreader
Christopher Harkreader

Weapon Lord was an awful game if the did make a sequel they would have to make it better. For me it was Street Fighter II, killer instinct, Samurai Shodown, and Mortal Kombat.

Justin Millard
Justin Millard

I'm hearing rumours that Rare could bring back Killer Instinct. Would be great to have it back.

Justin Millard
Justin Millard

I loved Street Fighter II back in the day, but I didnt have a copy so I played Mortal Kombat 2 with mates. Killer Instinct was good.

Reina Harriet Watt
Reina Harriet Watt

Hmm, well I guess Eternal Champions was pretty decent. I liked the music in the bios section and the concept that all of the fighters were already dead was different.

Sigit Nananda
Sigit Nananda

mortal kombat mortal kombat II mortal kombat 3 ultimate mortal kombat 3

3v1LR0n1N
3v1LR0n1N

I played this as a kid... i always loved the idea but hated the execution. the controls were too stiff for my liking... well compared to other fighting games at the time, and quite frankly i got bored real fast with it.... I did like the art style though thats what drew me to rent it lol

Klyern
Klyern

HOW DAFUQ DID I MISS THIS GAME

trivolution
trivolution like.author.displayName like.author.displayName like.author.displayName like.author.displayName 4 Like

The 90's where games were made by developers owned by developers and not by businessmen.

shmuppafromhell
shmuppafromhell like.author.displayName like.author.displayName like.author.displayName like.author.displayName 4 Like

@trivolution And when you bought a game, you knew for sure you were actually getting the whole game. We'll always have the memories.

blackace
blackace like.author.displayName 1 Like

I still have the SNES version. It's like brand new. The game is kind of hard to find now. You'll have to pay over $50 for a complete version of the game, but can get the cartridge by itself for under $20. The game was excellent for it's time. One of the best fighters for the SNES. I would love for them to make a sequel for the new generation consoles. I'd definitely buy it.

The__Haunted
The__Haunted

thank you for this amazing article! I play the game almost everyday on my psp when I use the bathroom, always testing longest strings and death combos. I bought the snes version back then and I won't forget the first time I played it and got my @ss handed over by Divada, I was like wtf this is the easy mode?!?

shantd
shantd

I'd never heard of this game but thanks to a well researched and well written article, I'll always appreciate the work that went into WeaponLord. Terrific article Max, thanks.

Atalalama
Atalalama

I occasionally still break out my SNES cart of this game.

<3

MaxBlaze
MaxBlaze

I recently played through this via the Fusion emulator.  Very awesome game.  Brings me back to the 90s.  I wish there were more games with this level of badass artwork in them today.  Very creative and cool looking.

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