"Split the Difference: The Chaos Engines"
It's become clear that the simple idea of running around killing monsters and nothing else is simply not enough. You have to have that extra element of discovery. — Eric Matthews
Passing that particular Turing test remains, says (designer) Simon Knight, "a phenomenally difficult thing to do." It's why practically every multiplayer arcade game holds out for someone to "insert coins" or "press start," and why they seldom feel as comfortable in one mode as the other. Levels built for one feel crowded with two, and vice-versa. But The Chaos Engine, with its fixed player count, could be designed with greater precision.To pull it off, though, the CCP would have to emulate not just a real person, but six personalities: Brigand, Gentleman, Mercenary, Navvie, Preacher and Thug. Malone had designed nine initially, and lists "a Victorian lass and a guy with a fencing mask" among the three that missed out. Each had its own characteristics, the Preacher's treachery—put simply, he'd nick everything—earning him a new name, the Scientist, when the game was released in America.The Chaos Engine very much wanted to be a two-player game, but you had to be able to play it on your own. The AI had to be invisible to the real player, so you'd have the same experience as if you were playing it with mates. — Steve Cargill
Title sequence production drawing, Dan Malone, 1993
Men Machine
'The Chaos Engine' player character production drawing (unused), Dan Malone, 1993

'The Chaos Engine' player character production drawing (unused), Dan Malone, 1993
Joi's theme tune for The Chaos Engine, which Boxall jokes is "completely bizarre and wrong," is by the same token totally right. Its all-inclusive eccentricity symbolises the effect of the computer upon British music, in an intro which sees Victorians dig up a time-warped supersized dinosaur. As it happens, that one image, which all but filled the intro's precious RAM, fed into Joi's process like a punchcard into one of Babbage's machines.
Shamsher continues: "We were insistent on getting ideas, and a picture of what this Chaos Engine was like. We'd researched Celtic stuff, medieval stuff, and instruments that replicated the computer game itself, in ways we thought no one else was doing. We wanted the computery blip-blips, of course, but also something more thematic. 'We haven't got any images,' they said, but we had to have something. When it came, we were off."It felt like it took forever—and it did take quite a while—but we were quite anal about what we did, and they were quite anal about what they did. But we gave each other freedom. We actually wanted to be programmers on the game at one point, to do the final cut, because we didn't want someone fiddling around with our music. We couldn't get the bass and the 101 (a vintage synth) into the game, but they did a good job."
As for a trumpeting elephant being in there, he laughs: "Do you have to ask? We were doing so well with the music we did, that people were going: 'Why all of a sudden are you doing a computer game? Are you selling out?' So, just to still be Joi, we put an elephant in there. It worked quite well! But it was also that idea of time being stretched out, so we'd slowed it down."
It was the only soundtrack Joi would ever do, whether before or after Haroon's untimely death of a heart attack in 1999.
"It wasn't just about saying we'd done one, or proving we could do it," insists his brother, "but about making something from a computer game which actually slammed the floors. And it did!"
People have this illusion that it's somehow easier and quicker to write an action game than it is to write, say, a big RPG. It doesn't wash with me at all. Forget about all the puzzles and RPG elements and all that crap—it's really difficult. — Eric Matthews
Joi's The Chaos Engine theme was indeed released as a white-label to celebrate the game's launch, weaponised into a fully-fledged dance track, B-side included, and "stamped with one of those old-fashioned ink stamps that you get from stationers. DJs were playing it—though me and Haroon were quite selfish about it; we pressed 500 and gave the Bitmaps about 50 in the end," says Shamsher.
In-game, meanwhile, Richard Joseph provided the music, each of his tracks a whirring curio that honoured both Joi's input and the game's bizarre clockwork. The characters don't just stomp around to it, but activate it, the game working like a switchboard for sounds, visuals and gameplay.
"Joi were heavily involved in that game, and very keen," notes Cargill. "The musicians and sound guys were absolutely brilliant in how they could produce music and, from the game logic, switch the pace or even entire tunes, blending them to appear seamless to the player. Close to the end of a level, the pace might speed up; if an enemy came in, you might get a different tone of music come through. That's down to the guys designing the maps working with the musicians to get it all right. There's probably a bit of me in there, too."
Screenshot from 'The Chaos Engine' provided courtesy of Read Only Memory
Matthews later explained: "We sat down and re-assessed it, and I think that what was there wasn't really going to fit into the idea of what we wanted the game to be. We re-rationalized a lot of stuff, like taking out the third character, and it took a lot longer than we thought. We had to make sure it was absolutely right."
That it took two years in total had outsiders scratching their heads. Why so long? Isn't it just an arcade game? Asked that very thing by The One, Matthews lost his cool:
"I don't understand why people say that. Okay, it took longer than it should have done. But people have this illusion that it's somehow easier and quicker to write an action game than it is to write, say, a big RPG. It doesn't wash with me at all. Forget about all the puzzles and RPG elements and all that crap—it's really difficult. If you think about all the other people out there who are writing action games, we have to make sure ours has something which is more than all the others.
"It's not good enough just to bung in a load of monsters, put a shop at the end of the level and think that's enough. It's not. And I really don't think there's any more value in writing a big flight sim or an RPG than there is in writing a really good, playable, arcade-orientated game. The fact is, to write really good games—I don't care what type—takes time."
The verdict, when launch day finally came in 1993: 92% from Amiga Action, 90% from Amiga Computing, and 89% from Amiga Power's Stuart Campbell, who declared it "a spectacular return to form" (suffice to say he wasn't a fan of The Bitmap Brothers' previous game, Magic Pockets), and "an unmissable game."
The One's David Upchurch gets an honorable mention for his 85% review—"I'm really not sure it's more than Gauntlet for the '90s"—which prompted Mike Montgomery to, in his words, "threaten to put a baseball bat over his head."