We’ve seen a lot of retro remakes and remasters in recent times and even brand-new games built with a vintage aesthetic, but the recent arrival of Zool Redimensioned is intriguing – simply because of the way in which it was made and the ethos behind its development. Yes, one of the objectives behind the game is to return the Amiga platforming icon to gamers’ attention – and yes, perhaps this is about testing the waters for some kind of return for the ninja from the Nth Dimension. But just as important as that is the fact that Zool Redimensioned was built by students at the Sumo Digital Academy, creating their own C++ engine as the foundation for the remaster. It’s an investment from a major studio in nurturing a new wave of game developers.
You can learn all about it in this special DF Retro interview, where John Linneman and Audi Sorlie talk to Jacob Habgood, director of education partnerships at the Sumo Group about how Zool Redimensioned came to be, while Sumo Digital Academy intern Emma Rogers shares her experiences in helping to create the new version of the game. On top of that, we get some fascinating insights and historical perspectives from none other than Ian Stewart – co-founder of Gremlin Graphics, the 80s/90s publishing powerhouse responsible not just for Zool, but a range of almost legendary micro-computer franchises from Potty Pigeon, Bounder, Monty Mole, through to Switchblade and the officially licensed Lotus racing games – and many more.