Skip to main content

How GTA3's predecessor fell out of favour with Nintendo

Bugs, tentacles, faxes and blood: the story of Body Harvest.

While the Nintendo 64 has its legion of fans today, there's no doubt that the all-conquering PlayStation decimated it in terms of sales, with most accounts putting the final figure at a ratio of three to one in favour of the Sony console. Much of this was down to the perception of the respective machines: the PlayStation was cool, appealing to an older demographic with a higher disposable income. The Nintendo 64, with its plastic cartridges and Mario games, despite Nintendo's best efforts, wasn't.

Maybe that perception would have changed if Nintendo hadn't decided to part ways with DMA Design, the studio that would go on to become the all-conquering Rockstar North. But Body Harvest, the game that emerged from the curtailed relationship remains a cult favourite, and the tale behind its development contains many twists and turns.

Body Harvest’s original 50s B-movie theme is taken a decade later during the third stage, set in 1966 America.

DMA began life in the late 80s, formed by Scottish entrepreneur and programmer David Jones, and initially developed games for chiefly the 16-bit computers such as the Commodore Amiga. Joining it a year later was artist Stacey Jamieson. "One day, my mum saw an advert in the newspaper and said, 'you love art, and you love games - why don't you apply for this?' So I did."

Jamieson worked on several games, including Oh No! More Lemmings and Lemmings 2. "Back then, DMA was housed in an old tenement building in Dundee," he recalls. "The initial office was a collection of small rooms and a toilet that shook the wall when it flushed." On the back of Lemmings' incredible success, DMA gained international recognition and soon moved to a bespoke office park called Discovery House.

Meanwhile, buoyant from the success of its 16-bit powerhouse, the SNES, Nintendo began an aggressive expansion plan in the mid-90s, targeting UK developers to form part of an exclusive line-up for the launch of its next console.

Battling a giant bug in early 20th century Greece.

"I remember being told of the new Nintendo machine and how we would be a first-party developer," remembers Jamieson. "For the launch of the Ultra 64, we were part of Nintendo's 'dream team' and had the t-shirts to prove it." DMA began brainstorming ideas for the first of its three contracted games on what would turn out to be the Nintendo 64. One idea that stuck was combining the same open-world aesthetic that had inspired another DMA game, Grand Theft Auto, with a B-movie ambience. Brian Baglow, part of the design team for the game, explains, "It was the B-movies of the 50s that really gave [Body Harvest] its heart: The Blob, Them, even Plan 9 From Outer Space."

In the finished game, the backdrop is substantially different from DMA's opening plans, and there are few sci-fi plots as calamitous as Body Harvest's. A vicious race of aliens has been landing on Earth every 25 years for a century. Beginning in 1916, in Greece, each time the insect-like aliens set up an impenetrable perimeter shield, simultaneously preventing those trapped inside from escaping or help arriving from outside.

Throughout two subsequent visits, the aliens harvest billions of humans until, in 1991, the remaining human forces set up a valiant last stand on the plains of China. They are wiped out, and now the remnants of humanity live on Station Omega, a secret research facility in orbit above the planet. But there's hope: the boffins on Station Omega have devised a time drive capable of sending one person back in time and stopping the invasions - before they start.

A world of fire and destruction – Body Harvest’s cover art doesn’t mess around.

"The notion of evil aliens showing up at various points in Earth's history to harvest humans for food and resources was so cheesy that it fit into Nintendo's family-friendly ethos while giving the game a real differentiator in terms of look and feel," says Baglow. The ambitious game design, wrapped up in an open-world, third-person view, has the player using vehicles to move around and achieve their objectives, ostensibly killing the massive alien invaders.

Given Japan's love of monstrous disaster movies such as Godzilla, it's perhaps no surprise the concept for Body Harvest appealed to Nintendo; but it had already become endeared to the soon-jettisoned 50s premise. Nevertheless, having also impressed with its SNES game, Unirally, DMA signed, and Body Harvest became one of 13 proposed launch titles for the Nintendo 64. But production stumbled, and with Nintendo keen to imbue Body Harvest with RPG elements, a team from DMA was invited to Nintendo's headquarters in Kyoto, Japan. One member of this honoured party was Stacey Jamieson, the lad from Forfar.

"It was a huge culture shock right from the moment we stepped on the plane," he says. Unsurprisingly, Stacey and his colleagues had no previous experience of flying business class and looked suitably incongruous among the rows of suits. "I think we looked so out of place that halfway through the flight, the stewardess came over and politely asked if we were in a band! To this day, we regret not saying yes as she looked disappointed when we told her we developed games."

Using vehicles became an intrinsic part of Body Harvest.

Once Jamieson and his colleagues landed, things got even stranger for the young developers. "We were filled with excitement at how wondrous the Nintendo offices would be, full of colour and fun," he recalls. The reality was somewhat different. "Our car pulled up in front of this non-descript grey box of a building, and we were disappointed in how corporate and bland everything was. My dreams were smashed!" The DMA studio, a bustling hub of chatter and noise, populated by employees dressed in ripped jeans and t-shirts, was a world away from the quiet, business-like atmosphere of Nintendo HQ, all its workers dressed in grey overalls.

Body Harvest had been struggling, its development hampered by the new technology. "As I recall, the development tools were never quite up to scratch," remembers Baglow. "There was a constant struggle to get the dev kit to do what was needed and what was claimed in the specification. And because it was proprietary tech, we couldn't even engineer our own solutions to the problems." The delays led to an initially frosty reception for Jamieson and his colleagues in Kyoto before they received an enlightening peek at Nintendo's inner workings.

"Rooms were filled with post-it notes, and pages of images were plastered on every single space on the walls," says Jamieson. "When you stepped into these rooms, you were almost stepping inside the game. And there were mattresses on the floor where the designers sometimes slept." Throughout the 12-day visit, Nintendo and DMA designed levels, puzzles and gameplay as the two companies attempted to hammer out an agreed basic template for Body Harvest.

The lush island of Java is the scene for Body Harvest’s second scenario, set in 1941.

With the rest of DMA's trip involving an education in the 'Nintendo way' of game design and production, the most significant cultural shift was the diet, as Jamieson painfully recalls. "First time with chopsticks. First time eating raw beef. And dishes with tentacles sticking out of the bowl. These are normal to me now, but terrifying back then, and we were so hungry, we went to the local 7-11 to get something more 'Scottish'." When Jamieson spotted some sugared doughnuts, it appeared to be the ideal solution to their hunger. "Imagine our shock when we bit into them, and even these had jam and a sausage inside!" For Jamieson, one meal out was particularly uncomfortable as he accidentally spilt blood on Shigeru Miyamoto before unwittingly pinching the Nintendo legend's beer.

Upon their return to Scotland, Jamieson and his colleagues resumed work on Body Harvest. Yet while the DMA team had gained much valuable knowledge regarding the game's basic design and the idea of an RPG-lite action adventure, a more serious schism continued to evolve on the project's overall theme. The original B-movie schtick had fallen away, replaced with the somewhat more gruesome scenario described above. And the issue wasn't just between DMA and Nintendo.

"Nintendo of America thought [the time travel plot] was fine, but would rather it was more detailed and complex," DMA designer Steve Hammond wrote on Scottish Games Network's website in 2012. "Nintendo of Japan wanted it simplified." Having firstly wanted to evolve Body Harvest beyond its original arcade-style gameplay into an RPG, it now appeared that Nintendo Japan wanted a return to the original, more straightforward gameplay style. "Nintendo knew what they wanted and knew when they weren't getting it," continued Hammond on Scottish Games Network. "The trouble was, Nintendo often didn't know what they wanted, and they definitely knew when they weren't getting that."

The tone of Body Harvest was another problem. Faxes went backwards and forward as the yawning chasm in style continued: Nintendo wanted something family-friendly to fit in with the Nintendo 64's demographic, while DMA was designing something rather different. The cultural differences, spread across three different continents, added another challenge. "The team at DMA saw nothing in the game that was particularly gratuitous," recalls Baglow. "Yes, people were getting eaten by giant bugs, but it was hardly mature content. I suspect the pressure may have been on Nintendo to ensure that all [of its] titles were super-slick and hit its core family demographic."

Adam Drake’s mission to save humanity begins.

But despite everything, it was ironically time that put paid to Body Harvest for Nintendo, or rather lack of it. When the DMA trip to Kyoto took place in the February of 1997, the Nintendo 64 console had already been on the US and Japanese markets for months, while a European launch was imminent. Body Harvest's inclusion as a launch title wasn't happening, as its ambitious scope had taken its toll. The DMA design and tech teams, tackling concepts and gameplay never seen before in a 3D environment, were stretched. As a result, the third game in its deal with Nintendo, Zenith, was abandoned, and some of its team - unhappily - moved across to Body Harvest, with project leader John Whyte doing his best to keep everybody happy and motivated. "It was a horrible case of overambition," he told Edge magazine in 2009. "We didn't have any idea of what we were getting into at the start."

For Nintendo, time had run out, and it cancelled its deal with the Scottish developer sometime later in 1997. "It was quite a blow as so many people on the team and within DMA were Nintendo fans," notes Baglow. "However, from a business point of view, it wasn't actually that bad." By this point, DMA had hit big with the first game of its Grand Theft Auto series, and Sheffield-based Gremlin Interactive had already purchased the developer, chiefly on the back of its incredible success with the Lemmings franchise. Recalls Baglow, "They sent me out to San Diego to pitch [Body Harvest] to Midway, and they snapped it up for publication in North America."

In Europe, Gremlin handled Body Harvest as, having battled conflicting design documents, technological barriers, elaborate gameplay goals and a mass walk-out of half its development team, it finally saw release in October 1998 alongside the other finished game of the original Nintendo deal, Space Station Silicon Valley. Unfortunately, it was also around the same time as Rare's Banjo-Kazooie and the masterpiece RPG that Nintendo had always wanted, The Legend Of Zelda: Ocarina Of Time. The result was a moderate Nintendo 64 hit that failed to dent the vital all-format chart, a victim of bad timing and the dwindling popularity of the Nintendo 64.

However, today, Body Harvest has a cult following. Looking back, it's possible to appreciate how its team attempted to create something different, welded to an emergent dimension for gaming and a new console that wasn't quite up to handling this exciting combination. Furthermore, its experience with open-world design and philosophies, always a fond concept of the developer, helped funnel DMA's smash hit Grand Theft Auto into the third dimension with GTA3 in 2001. "I love Body Harvest," concludes Baglow. "It's one of the games that I still get asked about to this day and that many players remember very fondly. It had many problems, and it faced many challenges - but I'm still very proud of it."

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com