Warhammer: Shadow of the Horned Rat

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Warhammer: Shadow of the Horned Rat
Developer(s) Mindscape
Publisher(s) Mindscape
Release date(s) November 11, 1995
Genre(s) Real-time tactics, Fantasy
Mode(s) Single player
Platform(s) Windows, PlayStation
Media 1 CD-ROM
System requirements 80486, 8 MB RAM,
Input Mouse, Keyboard
Player's cavalry moving in on Goblin squad.
Player's cavalry moving in on Goblin squad.

Published in conjunction with Mindscape in 1995, Shadow of the Horned Rat (WHSHR) is a real-time tactics computer game of medieval and fantasy battles based on squads and squadrons (as opposed to single individuals) as the minimal unit of interaction (see military units).

WH:SHR was a groundbreaking game, partly for being one of the very first real-time tactical games (as contrasted but genre-wise often confused with real-time strategy), and partly for its innovative use of a freely rotatable and zoomable overhead isometric 3D perspective to render the battlefield. Unfortunately, the game as released was afflicted by bugs which may have reduced its popularity.

Based on Games Workshop's Warhammer Fantasy Battle rules and set within the Warhammer Fantasy world, the storyline focuses on a mercenary general's quest to stop a Skaven plot. Playing as the General, the player must defeat a variety of foes in pitched battles using traditional fantasy battle methods such as shooting and close combat as well as magic.

The results of mêlée.
The results of mêlée.

WH:SHR was innovative but largely overlooked in computer games history. One of the main criticisms the game received was for being too difficult. Losses incurred in previous battles remained, and combined with the steeply increasing difficulties of battles the game grew very difficult relatively quickly. The roaming unit losses was offset by that reinforcements could be bought in most towns between missions, towns which had a certain amount of reinforcements that can be bought for gold gained from combat, gold which, however, was generally less than the replacement value of troops. However, when the game was learned, these reinforcements could cover most if not all the losses. Units gained experience and became better through use, but this in turn increased the unit cost of replacement.

Project Leader: Steve Leney

Game Design: Steve Leney, Gavin Moore, Jeff Gamon, Richard Castle, Andy Jones

Lead Programmer: Jeff Gamon

Battle Programming: Jeff Gamon, Rodney Lai

3D Programming: Darren Eteo

Framework Programming: Andy Buchanan, Rodney Lai

Additional Programming: Richard Leinfellner, Paul "The Buck" Brooke

Install Code: Carlo Boggio

3D Engine: Reality Lab, Developed by Rendermorphics and Published by Microsoft

Lead Artist: Steve Leney

3D Sprites: Gavin Moore

2D / 3D Artwork: Richard Castle

Animated Sequences: John "Knuckles" McCormack

2D Artwork: Steve Leney

Additional Artwork: Nick Tresadern Original Games Workshop Artwork: John Blanche, Wayne England, Mark Gibbons

Cinematic Engine: Parijat Chitale, Dave Foster, Len Frenkel, Alex Goldobin

Mission Construction: Karl Fitzhugh

Music / Sound Effects: Mark "Skimpy" Knight, Anthony Bowyer-Lowe Voice Recording: Bright Light Studios

Voice Actors: Marc Finn, Gavin Naylor, Sean Connolly

Voice Technician: Tim Douglass

Story: Dave Gamon, Richard Jones, Andy Jones

Script: Steve Leney, Andy Jones

Localization Coordinator: Patrick Baroni

Quality Assurance: Neil Soane, Adrian Wood-Jones, Mia Garside, Darren Chapman, Richard Plumb, Matthew Dean, James Scalpello, Martin Newing, Steve Leney

Product Marketing: Spencer Crossley, Claudine Joris, Tara Mun

Public Relations: James Morris

Development Manager Manual: Richard Leinfellner, Karl Fitzhugh, Steve Laney, Richard Hewison, Andy Jones, Kevin Bachus

Graphic Design: Bill Duncan, Fiona Todd

Manual Illustrations: John Blanche, Wayne England, Mark Gibbons

Cover Artwork: Dave Gallagher

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