Simulants’ Revenge – Full Playthrough Features Posted by Jonathan Capps on 19th September 2020, 14:41 EDIT (21/09): Thanks to MiloScat (double thanks, in fact, since he was the one to get us looking into the same in the first place) we’ve very quickly discovered that the version we play here is in fact a medium fidelity version and there’s at least a high and low fidelity version. We’ve now repackaged the downloads to include these versions. This also clears up speculation in the video and in this article regarding the visuals, as the high fidelity version seems to have all the visual features seen in the screenshots. Back in 2003, TOS and a company called Blue Beck launched the first ever official Red Dwarf game, Simulants’ Revenge. Billed as the first of a ‘host’ of new games, it would sadly be the only example of its kind and the only official game to be made for the next decade plus. It was made for the then prominent mobile platform J2ME (if you had a phone in the early to mid 2000s that produced actual colour images it was probably running this platform) but it quickly fell off the face of the earth as GNP’s short lived foray into the mobile space was put on ice. After a question submitted to an episode of DwarfCasts piqued our interests we promptly tracked down a copy to fill a 17 year gap in our collective knowledge, so we can now present to you a full run through of the game with commentary from Jonathan Capps, Danny Stephenson and Ian Symes… The game is, at its core, about as simple as you’d expect from an arcadey mobile game of the time and goes for the tried and tested top down space shoot-em-up forumla you’d expect. You blast your way through waves of enemies until you get to a final boss (if you were able to survive long enough to be become an overpowered killing machine thanks to the plethora of power-ups), kill it, and the whole cycle repeats until you run out of lives and you can log your highscore. The world building is quite interesting as it’s clearly set at some point between Gunmen of the Apocalypse and Rimmerworld. The opening blurb sets the scene by stating that Starbug has wandered in a simulant hunting zone although, put simply, the newly gifted upgrades from the simulants are about to fuck shit up. That’s about as far as the overall story of the game goes (there’s no mention of why, for example, the Simulants seem to have an entire army of GELFs to throw at you) but we also get some fun and often daftly paraphrased quotes from the show between levels to keep us amused. For further reading, check out these Simulants’ Revenge TOS posts from back in the day as well as this really interesting Mr. Flibble interview with Peter Scott of Blue Beck (something we hadn’t actually stumbled on at the time of recording this video) which goes into a load of extra detail about the genesis of the game, as well as the plans for future games such as 6000 and Falling (great name, that), Grav Pool and Rogue Skutters. There’s also a full rundown of the logos created for the arcade section (also by Blue Beck) and the ambitious sounding plans for the future of the platform, including online leaderboards and the like. We also mention in the video the fact that a lot of the publicity screenshots look a lot more detailed than the game itself, and the interview is also a great source of those types of screenshots. At the time if writing, though, we don’t actually know for sure whether these are not from a version of a game that targets more powerful phones, so if you know more than us please do get in touch. It’s a shame the full plans for the Arcade section never came to fruition but we do have Simulants’ Revenge as a very interesting and genuinely fun relic of the time and if you fancy giving it a shot then please sneak over to the Downloads section and ask for the ‘special stuff’ at the counter.