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{{Short description|1997 video game}} {{Other uses|MDK (disambiguation)}} {{Use mdy dates|date=August 2013}} {{Infobox video game | title = MDK | image = Mdk1cover.jpg | caption = North American PC cover art | developer = [[Shiny Entertainment]]{{efn|Ported to Mac OS by Shokwave and ported to PlayStation by [[Neversoft]]}} | publisher = {{vgrelease|NA|[[Playmates Interactive Entertainment|PIE]]|EU|[[Shiny Entertainment]]}} | producer = {{ubl|[[David Perry (game developer)|David Perry]]|Scott Herrington}} | designer = {{ubl|[[Nick Bruty]]|Tim Williams|Bob Stevenson}} | programmer = {{ubl|Andy Astor|Martin Brownlow}} | artist = {{ubl|Nick Bruty|Bob Stevenson}} | writer = Nick Bruty | composer = {{ubl|Todd Dennis|[[Tommy Tallarico]]<small> (producer)</small>}} | series = | platforms = [[Microsoft Windows|Windows]], [[MS-DOS]], [[Mac OS]], [[PlayStation (console)|PlayStation]] | released = '''Windows''' & '''MS-DOS'''{{vgrelease|UK|March 27, 1997<ref>{{Cite news |date=March 27, 1997 |title=Save Up to Half Price on Software |pages=19 |work=[[Daily Record (Scotland)|Daily Record]] |url=https://www.newspapers.com/image/845872278/?terms=%22mdk%22&match=1 |access-date=December 10, 2023 |quote=''MDK'' - Acclaimed as the most revolutionary 3D game ever}}</ref>|NA|May 5, 1997<ref>{{cite web|url=http://headline.gamespot.com/news/97_05/05_mdk/index.html/ |title=MDK Arrives |date=May 5, 1997 |website=[[GameSpot]] |accessdate=December 5, 2019 |url-status=dead |archive-url=https://web.archive.org/web/20001005142130/http://headline.gamespot.com/news/97_05/05_mdk/index.html |archive-date=October 5, 2000 }}</ref>}}'''Mac OS'''{{vgrelease|WW|1997}}'''PlayStation''' {{vgrelease|NA|November 13, 1997<ref>{{Cite web |date=November 10, 1997 |title=PSX MDK To Hit Stores This Week |url=http://www.psxnation.com/news/1110a.html |archive-url=https://web.archive.org/web/19980118044516fw_/http://www.psxnation.com/news/1110a.html |archive-date=January 18, 1998 |access-date=December 10, 2023 |website=[[IGN|PSX Nation]]}}</ref><ref>{{Cite web |date=1998-06-11 |title=Sony PlayStation Available Software sorted by Release Date @ www.vidgames.com |url=http://www.vidgames.com/ps/software/release.html#1995 |access-date=2023-12-10 |archive-url=https://web.archive.org/web/19980611181118/http://www.vidgames.com/ps/software/release.html#1995 |archive-date=June 11, 1998 }}</ref>|EU|November 14, 1997<ref>{{Cite news |date=November 14, 1997 |title=Disks + Discs Computer Store |pages=28 |work=Staffordshire Newsletter |url=https://www.newspapers.com/image/832387551/?terms=%22mdk%22&match=1 |access-date=December 10, 2023 }}</ref>}} | genre = [[Third-person shooter]] | modes = [[Single-player video game|Single-player]] }} '''''MDK''''' is a 1997 [[third-person shooter]] [[video game]] developed by [[Shiny Entertainment]] for [[Microsoft Windows|Windows]] and subsequently ported to [[Mac OS]] by Shokwave,<ref>{{cite web | url=http://www.shokwave.com/ | title=MDK has made it to the Mac! | publisher=Shokwave Software | accessdate=August 8, 2013 | archive-url=https://web.archive.org/web/20131127005004/http://shokwave.com/MDK.html | archive-date=November 27, 2013}}</ref> and to the [[PlayStation (console)|PlayStation]] by [[Neversoft]].<ref name="NeversoftOfficialSite">{{cite web |title=NEWSFLASH |url=http://www.neversoft.com/ |website=Neversoft Entertainment |access-date=18 October 2024 |archive-url=https://web.archive.org/web/19971018201610/http://www.neversoft.com/ |archive-date=18 October 1997 |quote=It is now official that we are writing the Sony Playstation version of the eagerly anticipated MDK game from Shiny Entertainment. |url-status=dead}}</ref> The game was published on all systems by [[Playmates Interactive Entertainment]] (PIE) in North America, while Shiny handled the European release. The game tells the story of Kurt Hectic, a [[janitor]] who reluctantly attempts to save [[Earth]] from an [[alien invasion]] of gigantic [[Surface mining|strip mining]] city-sized [[vehicle]]s named "Minecrawlers". The Minecrawlers are ruthlessly harvesting Earth's [[natural resource]]s and crushing any [[people]] and cities that get in their way. Assisted by his somewhat eccentric boss, Dr. Fluke Hawkins, an inventive scientist, and an unusual robotic companion named Bones, Kurt embarks on a quest to infiltrate each Minecrawler and eliminate its pilot. After accomplishing this dangerous task, he must return to Dr. Hawkins' in-orbit space station, the Jim Dandy. Conceived and co-[[Video game design#Game designer|designed]] by [[Nick Bruty]], ''MDK'' was Shiny's first [[Personal computer|PC]] game, and was notable for using [[software rendering]], requiring a [[Pentium]] or equivalent [[microprocessor]], rather than necessitating any [[Graphics processing unit|GPU]] enhancements, despite its large [[3D computer graphics|3D]] levels and complex [[Polygon (computer graphics)|polygon]]al enemies. As the developers were attempting very ambitious things, they wrote their own [[programming language]]. Additionally, when in [[sniper]] mode, the player has the ability to zoom up to 100x, but the developers chose not to employ any of the standard solutions to [[Draw distance|pop-up]], such as [[Clipping (computer graphics)|clipping]] or [[Distance fog|fogging]]. They also worked to ensure the game ran at a minimum of 30 [[Frame rate|fps]] at all times on all machines. The game's original [[system requirements]] were a 60 MHz Pentium, 16[[Megabyte|MB]] of [[Random-access memory|RAM]], 17MB of [[Hard disk drive|hard drive]] storage, an SVGA-compatible [[video card]], and a [[Sound Blaster]] or equivalent [[sound card]]. ''MDK'' received generally positive [[review]]s, with [[critic]]s praising the [[gameplay]], the [[level design]], the sardonic sense of humor, the game's technical accomplishments, and the use of sniper mode. The most often repeated criticisms included that the game was too short, and the story was weak. The game was a commercial success, and Interplay approached Bruty to work on a sequel immediately. However, he was already developing ''[[Giants: Citizen Kabuto]]'', so [[BioWare]] was hired to develop the game. ''[[MDK2]]'' was published for Windows and the [[Dreamcast]] in 2000, and for the [[PlayStation 2]] (as ''MDK 2: Armageddon'') in 2001. In 2007, Interplay announced a third game was planned, but it was never made.<ref>{{cite web|url=http://www.gamespot.com/articles/interplay-restarting-dev-studio/1100-6182846/ |title=Interplay restarting dev studio |website=[[GameSpot]] |last=Sinclair |first=Brendan |date=November 13, 2007 |accessdate=February 7, 2016 |url-status=live |archive-url=https://web.archive.org/web/20140329044443/http://www.gamespot.com/articles/interplay-restarting-dev-studio/1100-6182846/ |archive-date=March 29, 2014 }}</ref> ==Gameplay== For the most part, ''MDK'' is a run-and-gun [[third-person shooter]]. It also features several [[minigame]]s, and allows the player to enter [[First-person (video games)|first-person]] mode at any time they wish to use their [[sniper rifle|sniper weapon]].<ref name="Behind">{{cite web | url=http://www.gamestm.co.uk/features/behind-the-scenes-of-mdk/ | title=Behind the scenes of MDK | publisher=[[GamesTM]] | last=Mason | first=Graeme | date=November 1, 2015 | accessdate=February 7, 2016}}</ref> The basic design of the game involves distinct [[Level (video gaming)|levels]] in which the [[player character]], Kurt Hectic, must infiltrate a "Minecrawler", fight his way through an array of enemies, tackle some rudimentary [[Puzzle video game|puzzles]], and reach the control center, where he must then eliminate the pilot in a [[Boss (video gaming)|boss fight]]. Every level is completely different; enemies, [[level design]], aesthetic, and control center layout, with a different strategy required to eliminate each pilot.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission: Deliver Kindness |page=20 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=From what our intelligence sources indicate (you got me, it's me and Bones looking at things from our lab), each Minecrawler is equipped with a master pilot. Knock this guy off and by all reasoning, the whole shebang comes to screeching halt. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> During the run-and-gun [[gameplay]], the player must frequently use Kurt's "ribbon chute", a [[parachute]] contained within his outfit that can be used indefinitely. The chute allows Kurt to make long jumps, survive long falls, and utilize [[Vertical draft|updrafts]]. It deploys immediately and retracts automatically when not being used.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Kurt's Instruction Manual |page=18 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Now, you'll notice a small lump on the shoulder. This is nothing, but the larger mass in the centre of your back is the Ribbon Chute. This is an invention of mine that I can't wait to see tested (sorry, Kurt β I had no time to try this out.) All indications show that it should work. Use it to retard your gravitational access to the ground. Open and retract it as often as you want. There's a built-in safety feature that prevents you from accidentally setting it off while you're on the ground. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Kurt also has access to a smart bomb feature, where he can call Max to fly a [[bomber]] over the battle area and drop bombs on the enemies.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Controls |page=4 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> To call Max, Kurt must have collected an airstrike pickup within the game. He must enter sniper mode to select the area he wants Max to target. Additionally, the airstrike can only be used in exterior locations on the Minecrawler.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Gameplay Tips & Techniques |page=6 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Other weaponry in the game includes [[grenade]]s, "The World's Most Interesting Bomb" (when Kurt throws the bomb, all enemies within the vicinity will approach it, at which point Kurt can detonate it),<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission: Deliver Kindness |page=23 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=This technology came from my research in motivating children to eat their [[vegetable]]s, but now it certainly comes in handy in popping off the heads of alien invaders. Funny, eh? Just toss the bomb and watch 'em come running to it! They may be ruthless scavengers from space, but they have little chance of avoiding the alluring elements of this bomb! I've added sections to it that resemble the aliens themselves so you will not fall under the bomb's near-[[Hypnosis|hypnotic]] spell. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> "The Very Large Hamster Hammer" (a giant [[hammer]] that causes the ground to vibrate violently, damaging any nearby enemies),<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission: Deliver Kindness |page=23 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=A smashing success that will vibrate the ground in a 12.9 ([[Richter magnitude scale|Richter scale]]) simulated [[earthquake]]. Launch it and run like the dickens! |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> and "The World's Smallest [[Nuclear weapon|Nuclear Explosion]]" (used for opening locked doors).<ref name="Making10">{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=10}}</ref> In addition to the run-and-gun/sniper modes, there are several additional gameplay modes in ''MDK''. All levels start out with an "[[atmospheric entry]]" in which Kurt jumps from his base ship, the ''Jim Dandy'' [[space station]], which is in orbit around Earth, to the Minecrawler on the planet's surface.<ref name="Manual18">{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Kurt's Instruction Manual |page=18 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> As he descends, the Minecrawler activates its [[radar]], which, if touched, triggers the launch of [[Surface-to-air missile|anti-air missiles]], which must be dodged.<ref name="Manual20">{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission: Deliver Kindness |page=20 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Some levels feature Kurt taking over an enemy bombing ship and performing bombing runs, some feature a [[Glider (aircraft)|glider]] which Kurt must ride to a specific location. One level features several [[snowboarding]] sequences, where Kurt must navigate obstacles while destroying enemies.<ref name="GSpotPC">{{cite web|title=MDK Review (PC) |website=[[GameSpot]] |url=http://www.gamespot.com/reviews/mdk-review/1900-2542499/ |last=Sengstack |first=Jeff |date=May 6, 1997 |accessdate=August 9, 2013 |url-status=live |archive-url=https://web.archive.org/web/20150204165840/http://www.gamespot.com/reviews/mdk-review/1900-2542499/ |archive-date=February 4, 2015 }}</ref> Additionally, once a level has been completed, the Minecrawler disintegrates, and is sucked back into the energy stream from which it emerged, taking Kurt with it. Kurt then has a set period of time in the energy stream, during which he pursues a [[Health (gaming)|health]] [[power-up]], which, if collected, grants 150% health for the start of the next level. If he touches the walls of the stream, he loses health and decelerates. At the end of the set period, Max will enter the stream on a [[tether]] and pull Kurt back to the ''Jim Dandy''.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission: Deliver Kindness |pages=20β21 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> [[File:MDK gameplay.jpg|thumb|left|240px|Sniper mode in ''MDK''. Bullet selection is on the left; [[Health (gaming)|health]] is indicated in the circle on the right. Above the health meter is the current zoom of the sniper weapon. The three "bullet cams" are at the top of the screen.]] Kurt's main defense against his enemies is his "Coil Suit", a skin-tight armor made of a [[Kevlar]]-like material,<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=9}}</ref> and created on a "nuclear-blast proof [[sewing machine]]".<ref name="Manual18"/> This suit serves as a [[bulletproof vest]] during the combat sections of the game, and also protects Kurt from friction and heat during the atmospheric entry sections.<ref name="Manual20"/> Kurt's weapon is a [[chain gun]], which is attached to his [[arm]], and carries unlimited ammo.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Kurt's Instruction Manual |page=19 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> The other major weapon in the game is a sniper gun. This is created when Kurt detaches his chain gun from his arm and mounts it onto his [[helmet]].<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Kurt's Instruction Manual |page=19 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=You can attach the [[chain gun]] to your faceplate and it morphs into a long range [[Sniper rifle|sniper gun]]! This is another one of my almost-tested inventions (it should work, Kurt, trust me, the figures don't lie). I originally had this in mind for [[Birdwatching|bird spotting]], but when attached to a sniper's rifle, I'm afraid the general temptation to graze the hind feathers off the birds was too much. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> The sniper weapon can zoom up to 100x, and has the capability of supporting five different types of ammunition, including [[Missile|homing missiles]] and [[Mortar (weapon)|mortar shells]].<ref name="Revolution">{{cite web|title=MDK Review (PC) |publisher=[[Game Revolution]] |url=http://www.game-revolution.com/games/pc/action/mdk.htm |last=Lee |first=Johnny |date=May 5, 1997 |accessdate=August 9, 2013 |url-status=live |archive-url=https://web.archive.org/web/20041026000913/http://game-revolution.com/games/pc/action/mdk.htm |archive-date=October 26, 2004 }}</ref> Kurt does not actually see out of the helmet, rather, he sees out of a [[Head-up display|HUD]], which he uses to aim. There are also three "Bullet Cams" that track each projectile and linger briefly after impact, showing any damage done.<ref name="PlayStation">{{cite web | url=http://ie.ign.com/articles/1996/12/18/mdk-2 | title=MDK | website=[[IGN]] | date=December 18, 1996 | accessdate=February 4, 2016}}</ref> However, when Kurt is in sniper mode, he is unable to move, and can thus be easily targeted by enemies.<ref name="GSpotPS">{{cite web|title=MDK Review (PS) |website=[[GameSpot]] |url=http://www.gamespot.com/reviews/mdk-review/1900-2545999/ |last=Smith |first=Josh |date=February 12, 1998 |accessdate=August 9, 2013 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://www.gamespot.com/reviews/mdk-review/1900-2545999/ |archive-date=February 10, 2016 }}</ref> The enemies in ''MDK'' are a collective of [[Extraterrestrial life|alien]]s called "Streamriders" under the command of Gunter Glut. Each Minecrawler is manned primarily by various types of soldiers named "Grunts."<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |pages=16β17 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Some areas contain "Grunt generators" which create an infinite number of enemies until destroyed.<ref name="GSpotPS"/> Apart from Grunts, and each Minecrawler's unique pilot, Kurt also encounters various types of [[robot]]s, [[tank]]s, automated and manned [[Gun turret|turret]]s, [[animal]]s, small attack ships, [[Troopship|troop transport ships]], and sentry drones.<ref name="Behind"/> ==Plot== The story of the game begins in 1996 when [[Invention|inventor]]/[[scientist]] Dr. Fluke Hawkins believes he has made a revolutionary discovery; an [[outer space]] phenomenon he calls "Flange Orbits". However, when he approaches the scientific community with his discovery, he is ridiculed. Determined to prove his colleagues wrong, Hawkins builds a [[space station]], the ''Jim Dandy'', and bribes aboard his laboratory [[janitor]], Kurt Hectic, by means of [[Hungarian cuisine|Hungarian]] [[goulash]]. He then launches the station into [[orbit]], projecting that the mission will last five days.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=10 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: Aug. 14, 1996 3:45 [[Greenwich Mean Time|GMT]] (Blast Off). Journal Entry 00.0001: It's about time! I remember now how infuriating those [[NASA]] bureaucrats and their blasted [[red tape]] are when you want to get anything done. This is my ship, not theirs, dang-it, so what's the big deal? That aside, my work on studying the Flange Orbits is under way! Our takeoff was a tad premature but Kurt and I made it into [[orbit]] in one piece and I've adjusted the [[trajectory]] to counter for the early launch. We were heading straight for the [[Sun]], but we're okay now. The mission is scheduled for five days and already I can see Kurt's desire to return to [[Earth]]. I've decided to keep this journal to record the significant events of the expedition in their proper order (self-note: just the material that will assist the nominating committee of the [[Norwegian Nobel Institute|Nobel Institute]] in recognising me for my contributions to Astronomical Research). If anything of an extraordinary nature happens while we're up here, I'll put it in this log. THINK OF IT!! We're now in orbit and my instruments will prove to the scientific community the existence of Flange Orbits ... the most revolutionary discovery of the [[cosmos]] since [[Albert Einstein|Einstein]]'s [[Spacetime|time/space]] work ([[General relativity|relativity]] speaking). I'm going to be listed with the greats β [[Nicolaus Copernicus|Copernicus]], [[Galileo Galilei|Gallileo]], [[Mark Hamill]]! |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> However, after a week, Hawkins realizes Flange Orbits do not actually exist, but rather than return to Earth in shame, he decides to remain on the ''Dandy'' to try to discover something, anticipating another week in space. Kurt is extremely unhappy with this development, but once Hawkins shows him how to program the [[Videocassette recorder|VCR]], he calms down.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=11 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: Aug. 22, 1996 2:43pm GMT. Journal Entry 00.0008: Big disappointment. Flange Orbits do NOT exist. My work at the [[observatory]] (terrestrial viewpoint, WHAT was I thinking?) must have altered the instrument's perceptions, somehow. Have decided to stay up here until I discover SOMETHING of use to the scientific community (beats returning to Earth to face massive amounts of criticism and ridicule). My reputation as a scientist is at stake here! At least now I have plenty of time to dedicate to my research and discoveries, this time, NOT having to worry about atmospheric distortion effects. I have plenty of [[raw material]]s to work with, (what with the now surplus Flange Orbit survey equipment), to create incredible new inventions ... I've told Kurt about my decision to stay up here for a while longer. He was reluctant at first, but once I showed him that the [[Videocassette recorder|VCR]] was programmable, he loosened up a bit. I expect my work to last only another week or so. I'm going to need a little more help around here. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> A year later, having made no discoveries, Hawkins begins work building a [[Genetic engineering|genetically engineered]] [[robot]]ic dog, which he plans to call "Bones".<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=12 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: June 21, 1997 (Really Not Sure) GMT. Journal Entry 00.0232 I've started work on a [[Genetic engineering|genetically engineered]] "worker dog" who will be more than my right hand up here. I'll give him the bulk of the chores (that should lighten Kurt's mood a bit), and teach him the fine art of listening. If nothing else, it should give Kurt someone else to talk to. I think I'll call him "Bones." |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> After a year, Bones is fully operational, although both Bones and Kurt prefer the name Max. Despite having four arms and two legs, and being full of energy, Max proves more than a little reluctant to help Hawkins with the chores on the ''Dandy'', proving more interested in tending to his [[Kitchen garden#Vegetable garden|vegetable garden]].<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=13 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: May 8, 1998 (?) GMT. Journal Entry 00.0445: Almost a year now since I built Bones and he's been a boon to me. Kurt insists on calling him Max (why, I'll never know), and his spirits have been lifted greatly. I think I gave Bones too much intelligence though, because he actually resents having to do any work around here. Although I did not install [[Vocal folds|vocal cords]] (thank the stars!), his little body pouts with the best of them. Other than "fixing" things on the station, Bones spends the majority of his time studying books and tending his [[Kitchen garden#Vegetable garden|vegetable patch]] which he built on top of the ship. Other than expressing disdain from time to time, Bones works out well for a six-armed dog (when I programmed the computer to design him to be an efficient assistant, it added two more arms to him. Go figure.) |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Another year passes without Hawkins making a breakthrough until he notices streams of energy moving through the [[Solar System]] towards Earth. He sends a warning down to Earth (along with some of Max's [[Orange (fruit)|oranges]]), but it is ignored.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=15 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: November 5, 1999 (?) GMT. Journal Entry 00.0601: I'm continuing my study of the strange electronic "Stream" effect that now seems to be hopping from one planet to the next, towards the inner planets of the system. After some intense studying and brilliant calculations, I've determined that these phenomenon (the electrical streams) are truly gigantic in size! You see, my research indicates the farther away an object is, the smaller it appears to the human [[eye]] β the only exception, of course, is the Sun. With this knowledge at my disposal, I hypothesise that the stream is not growing in [[mass]], but actually coming our direction at an alarming rate of speed! Okay, Bones and I are doing the studying. It actually looks like it's coming close enough to our position to allow us to study it close up. I've notified Earth of my findings, (heck, I even sent them a basket of Bones' [[Orange (fruit)|oranges]]), yet, they all seem unconcerned. Hey, it's their barbecue ... ARRRGGHHH! We've been hit!!! The stream is here ... Earth is in direct path mustβ warnβ noβ timeβ |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Upon reaching Earth, the streams disgorge gigantic "Minecrawlers", city-sized vehicles designed to [[Surface mining#Strip mining|strip mine]] the [[natural resource]]s from a planet, crushing anything and everything in their path. The aliens, known as "Streamriders", and under the command of Gunter Glut, easily demolish all of Earth's military forces, and so Hawkins decides to take action to save the planet.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=15 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: November 7, 1999 No GMT. Journal Entry 00.0602: The people of Earth have been taken over by an alien force known as the Streamriders, led by a being known as Gunter Glut. Their plan is quite simple, really β they drive around massive Mining Cities (miles in diameter!) and consume all [[matter]] underneath. They are after either the rich [[mineral]] and [[metal]] deposits of the major cities of Earth, or our [[potato]] harvests, and nothing but scorched, blackened ground is left in their wake. Why do they always pick the most populated areas for their attacks!!?? Why, can you tell me? Why?? Why?? Why?? Why?? Why?? Earth's defence forces are shattered. Anyone at this point who escaped destruction is in no condition to mount a counter-offensive. [[Thanksgiving]] is cancelled. I guess it's up to me to reclaim the planet for humanity.) |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref><ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=Mission Deliver Kindness |page=22 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=09:47 am GMT, somewhere over [[Kirkcaldy]], Scotland. The aliens can revert their beings from solid to pure energy, thereby transversing the [[Electromagnetism|electromagnetic]] stream that they use as an intergalactic freeway for their gargantuan Mining Cities. They strip the [[Crust (geology)|planet's crust]] down past the [[bedrock]] whilst extracting minerals every second that they are allowed to do so. They are preparing the world for complete takeover and have run over some of the most famous cities in their treks: Kirkcaldy, Scotland; Igotskyrunsky, Russia; [[Perth]], Australia; [[Chagrin Falls, Ohio|Chagrin Falls]], Ohio; [[Crawley]], England; [[Mill Valley, California|Mill Valley]], California) |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> Hawkins reasons the only way to fight the aliens is with his newly invented "Coil Suit", but due to his advancing years and Max's extra pair of legs, Kurt is the only one who can wear it, and, thus, becomes the very reluctant hero.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=From the Journal of Dr. Fluke Hawkins |page=17 |id=BKL-ICD-329-M |accessdate=February 23, 2016 |quote=Date: November 7, 1999 (a little later) (No Greenwich) Journal Entry 00.0603: Due to my advanced years and Bones' extra arms (disqualifying him from even fitting in the suit), Kurt has been elected as hero. This will give me the time I need to supervise the work effort and invent new items for use in battle against the Streamriders. I've been working day and night on his equipment and suit (thank the stars the [[Coffeemaker|coffee machine]] was fixed!), and now it's up to Kurt to save the remaining population from complete annihilation. Luckily, most of my inventions (in one form or another) were in storage from my work over the last few years. A few tweaks here, a couple of amps there and he'll be ready for action. Bones has been assisting me in getting the suit (and Kurt) in battle-ready condition. I guess this is it. |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> As such, Kurt is dispatched on "Mission: Deliver Kindness". This involves Kurt entering the Minecrawlers from above, and destroying them from the inside-out, shooting his way through to the pilot, whom he then kills, before being extracted back to the ''Jim Dandy''. Kurt fights his way through a number of Minecrawlers, destroying them one by one, until he reaches the Crawler piloted by Gunter Glut himself. Kurt destroys the final Minecrawler, but Glut captures Max, and escapes into an energy stream leading to his base ship. Kurt gives chase and frees Max, who tricks Glut into eating him. Max then kills Glut by exploding him from within. The two then escape and destroy Glut's ship. The ending sequence is a [[monochrome]] mix of a French [[music video]] ("Non Non Rien N'a ChangΓ©" by [[Billy Ze Kick]]) and clips from the ''MDK'' promotional video. ==Development== ===Origins=== ''MDK''{{'}}s writer, co-[[Video game design#Game designer|designer]] and co-[[Game art design|artist]] [[Nick Bruty]] has said the initial impetus for the game was his desire to move away from the type of game on which he had previously been working; family-friendly games such as ''[[Disney's Aladdin (Virgin Games video game)|Aladdin]]'' (1993), ''[[The Jungle Book (video game)|The Jungle Book]]'' (1993), ''[[Earthworm Jim (video game)|Earthworm Jim]]'' (1994) and ''[[Earthworm Jim 2]]'' (1995), all of which Bruty had worked on for the [[Sega Genesis]]. According to Bruty, {{blockquote|''MDK'' was a reaction, or outburst, from having worked back-to-back on [[cartoon]] games such as ''Aladdin'', ''Jungle Book'' and ''Earthworm Jim''. Don't get me wrong, I loved working on those games and learning new styles; but my heart is in [[fantasy]] and [[science fiction]]. I knew straight away that this was what I wanted to do next.<ref name="Behind"/>}} Bruty's first image for the game was a [[doodle]] of an armor suit with a self-contained [[machine gun]], and a helmet that could be used as a [[sniper rifle]]. Once he had this concept in place, he wrote a rough draft of the story, and brought together a small team of people with whom he had worked before; [[Game programmer|programmer]] Andy Astor, designer Tim Williams, artist and designer Bob Stevenson, [[animator]] Shawn Nelson and, later, programmer Martin Brownlow.<ref name="Behind"/> One of the first decisions the team made was not to develop the game for the system with which they had the most experience, the Sega Genesis, but instead to develop it for the [[Personal computer|PC]], making it [[Shiny Entertainment|Shiny]]'s first PC game.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=19}}</ref> Developing for the PC brought a number of advantages, not the least of which was it allowed the team to make the game using [[3D computer graphics]]. As Bruty explains, "I wanted to work on PC because the game was 3D, which wasn't an option on [[Video game console|consoles]] at that point." Tim Williams explains another advantage of working on PC was "it meant I wouldn't have to tone the game down to deal with the [[Sega]] and [[Nintendo]]'s ratings boards. I loved [the concept]. I could see the game immediately would have a unique look and plenty of design opportunities. We were all big fans of the ''[[Alien (franchise)|Alien]]'' movies and [[H. R. Giger]], so that probably had some influence."<ref name="Behind"/> As Shiny intended the game to be gory, even going so far as to study tapes of people dying in gruesome manners to see the effects of violent deaths on the human body, this lack of censorship was ideal.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=20}}</ref> Once the decision was made to develop for the PC, the team quickly decided they wanted to make a game that would push the boundaries of PC gaming beyond anything seen up to that point.<ref name="Making10"/> The naming of Kurt Hectic was inspired by two disparate sources. In the early stages of development, some of the team saw the 1993 [[Mike Leigh]] film, ''[[Naked (1993 film)|Naked]]'', in which [[David Thewlis]]' character says to a [[Addiction|junkie]], "What is it like in your head? Hectic?" Bruty and Williams loved the line, and decided Hectic should be the character's surname. When trying to think of his first name, they wanted to name him after someone who lived a notoriously hectic life, and settled on [[Kurt Cobain]].<ref name="Behind"/> ===Gameplay development=== At the time, the [[shooter game]] market was dominated by [[first-person shooter]]s, most of which worked off the template set by ''[[Doom (1993 video game)|Doom]]'' and ''[[Quake (video game)|Quake]]''. However, the developers were never interested in making a first-person shooter.<ref name="Making10"/> Bruty was particularly passionate about this aspect of the game, arguing "I feel the player is more involved in the world when they can see their own character."<ref name="Behind"/> Williams agrees; "We wanted the player to see all the cool actions the main character would be performing, so [[Third-person shooter|third-person]] was the natural choice and challenge we went for."<ref name="Behind"/> From the earliest stages of [[level design]], it was decided each level would begin with a [[Parachuting|free-fall]] [[minigame]], before the level proper begins.<ref name="Making10"/> Initially, the plan was for Kurt to travel through each level on a futuristic [[motorcycle]], which would morph around him to protect him and would be integrated into his Coil Suit. However, this idea was ultimately scrapped in favor of a more straightforward 3D "run-and-gun" style [[gameplay]].<ref name="Making10"/> Another early concept that was scrapped was that sniper mode would only be available to the player during the [[Boss (video gaming)|boss]] fight at the end of each level. This was changed so the player could use sniper mode whenever they wished.<ref name="Behind"/> An early concept which did make it into the final game was the notion of ridiculous weaponry. One of the first such weapons conceived was the "World's Smallest [[Nuclear Bomb]]," as the team wanted to come up with the most over-the-top way imaginable to open a door.<ref name="Making10"/> ===Visual design=== Each level in the game was crafted by a different designer, resulting in a diverse and distinct visual experience throughout.<ref name="Making10"/> To achieve lifelike movements for Kurt and the enemies, the developers utilized [[motion capture]], a groundbreaking technology in video game development at that time.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=22}}</ref> Unlike previous motion capture implementations, they broke down the motion scripts for individual limbs, enabling them to mix and match animations, leading to a broader range of movements.<ref>{{cite magazine|title=MDK |magazine=[[Next Generation (magazine)|Next Generation]]|issue=16|publisher=[[Imagine Media]]|date=April 1996|pages=56β58}}</ref> Creating Kurt's character involved a critical consideration: ensuring a seamless transition between third-person and sniper modes. To tackle this challenge, the developers ingeniously designed Kurt's sniper rifle to be the same as his machine gun, allowing him to attach the gun to his helmet effortlessly. This decision aligned well with the game's theme, making Kurt's Coil Suit a self-contained and versatile offensive/defensive ensemble.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=12}}</ref> When designing the suit, Bruty drew inspiration from elegant and ornate Spanish armor, seeking to bring more flair to the character's appearance.<ref name="Behind" /> During atmospheric entry sequences, a 3D model of Kurt was employed, while pre-rendered sprites were predominantly used during gameplay for optimal performance. Zeschuk found inspiration for Max's character in figures like [[Chow Yun-fat]], [[Snoopy]] and [[Gromit]]. He described the Doctor as an archetypal [[Mad scientist|kooky inventor]] and Kurt as the [[straight man]] - the ordinary person navigating a bizarre world.<ref>{{Cite journal |date=29 September 1999 |title=Interview: Greg Zeschuk |journal=[[DC-UK]] |publisher=[[Future Publishing]] |issue=2 |pages=69}}</ref> The process of designing enemies involved sketching each type on paper before constructing a 3D [[wire-frame model]], which was then integrated into the gaming environment. Subsequently, these models were transformed into [[Texture mapping|texture-mapped]] [[Polygon (computer graphics)|polygons]] and [[Computer animation|animated]] using data gathered from the motion capture system. The attention to detail extended to larger enemies, whose polygon structures allowed players to target specific body parts, such as legs, arms, and even the eyes of certain adversaries.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=14}}</ref> ===Technology=== {{Tone|section|date=December 2020}} MDK attempted things never before seen in a [[PC game]], so the team decided to write their own [[programming language]]. Rather than having the programmers write the language, the designers and artists also worked on it, allowing a more collaboratively creative atmosphere than is usual, and facilitating the language to work specifically to accommodate the elements of the game which the designers and artists wished to achieve.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=17}}</ref> Sniper mode was a major part of the game, with the ability to zoom up to 100x. The team decided not to employ any of the usual techniques to limit [[Draw distance|pop-up]], such as [[Clipping (computer graphics)|clipping]] and [[Distance fog|fogging]].<ref name="Making18">{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | page=18}}</ref> A major technical issue was the [[frame rate]]. Shiny felt most PC games maintained frame rate by using big [[pixel]]s in low resolution, which works as long as the game is not running [[Super VGA|SVGA]] mode.<ref name="Making18"/> Based on their experiences developing for consoles, they wanted to take a different approach; using small pixels in high resolution. They set a target of maintaining a constant frame rate of at least 30fps at all times on all machines, and play-tested the game multiple times. When the frame rate dropped below 30, they either removed something from that part of the game, rewrote the [[Video game graphics|graphics]] code, or altered the artwork until they could get the frame rate back up to where they wanted without having to reduce resolution or increase pixel size.<ref>{{cite book | title=The Making of MDK | editor-last=Davison | editor-first=John | publisher=[[Dennis Publishing]] | location=London | year=1998 | pages=18β19}}</ref> According to Bruty, "We had no idea how fast we could get the [[Game engine|engine]] when we started. The game would run too slow if we textured everything, so some parts were just flat-[[Shader|shaded]] for speed. We did our best to make that look like a design choice, or [[Shadow mapping|shadows]], but it was a tricky balance."<ref name="Behind"/> When the game debuted at the 1996 [[Electronic Entertainment Expo|E3]] event in April, [[Video game producer|producer]] [[David Perry (game developer)|David Perry]] emphasized that he felt Shiny's lack of experience on the PC was to their advantage; "instead of simply rewriting a game that's already been written and having to meet a set of expectations, we can shoot really high."<ref name="Preview">{{cite web|url=http://www.gamespot.com/articles/mdk-preview/1100-2558901/ |title=MDK Preview |website=[[GameSpot]] |date=May 1, 1996 |accessdate=February 6, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://www.gamespot.com/articles/mdk-preview/1100-2558901/ |archive-date=February 10, 2016 }}</ref> ''MDK'' was designed at a time when 3D gaming was becoming popular, but [[Graphics processing unit|GPU]]s hadn't had much impact on game development, and as such, "graphics would be designed to operate in [[software]]."<ref name="Behind"/> Ultimately, the initial release of the game relied wholly on [[software rendering]], without any additional GPU requirements. The game's original [[system requirements]] were a 60 MHz [[Pentium]] (although 90 MHz was recommended), 16[[Megabyte|MB]] of [[Random-access memory|RAM]], 17MB of [[Hard disk drive|hard drive]] storage for basic installation (37MB for full installation), an SVGA compatible [[video card]], and a [[Sound Blaster]] or equivalent [[sound card]]; basic specs for the time.<ref>{{cite book|title=MDK PC Instruction Manual ''(UK)'' |publisher=[[Shiny Entertainment]] |year=1997 |chapter-url=http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |chapter-format=PDF |last1=Williams |first1=Tim |last2=Herrington |first2=Scott |chapter=System Requirements |page=1 |id=BKL-ICD-329-M |url-status=live |archive-url=https://web.archive.org/web/20160210163553/http://cdn.akamai.steamstatic.com/steam/apps/38450/manuals/Manual%20English.pdf?t=1447352480 |archive-date=February 10, 2016 }}</ref> However, patches were later released that added support for then-popular 3D [[Application programming interface|API]]s.<ref name="Behind"/> ===Mac OS port=== Playmates Interactive finalized the publishing deal for a Macintosh version of ''MDK'' in August 1997, but the conversion to the Macintosh OS had already been in development for some time before that.<ref>{{cite magazine|title=In the Studio |magazine=[[Next Generation (magazine)|Next Generation]] |issue=34|publisher=[[Imagine Media]] |date=October 1997|page=26}}</ref> This version was bundled with the original iMac. ===PlayStation port=== In December 1996, it was revealed the game was being ported to the [[PlayStation (console)|PlayStation]] by [[Neversoft]].<ref name="PlayStation"/> The Neversoft team had an initial deadline of six months.<ref name=EGM90>{{cite magazine |title=Interview |magazine=[[Electronic Gaming Monthly]]|issue=90|publisher=[[Ziff Davis]]|date=January 1997|page=154}}</ref> According to developer [[Mick West]], the sheer size of the PC version presented problems for the port, but in some respects, the PlayStation version would improve on the PC version; {{blockquote|The PC version keeps a lot of data resident whilst you go between areas. We're going to spool a lot more between the areas. And we're also [[Data compression|compressing the data]], which leads to a little bit of degradation on things like animations but it's hardly noticeable at all. It looks almost identical, in terms of the amount of animations and the amount of graphics in the game. But we have a lot more colors on screen. On the PC, they're limited to using one 256-color palette. We're not limited at all, we can use as many palettes as we like. Each texture in the game has its own palette, which means effectively we've got 32,000 colors on screen at once, which gives a lot more vibrancy to the look of the game. We're also using proper transparency. We're going to be doing some [[Computer graphics lighting|lighting effects]] that they don't have the power to do on the PC.<ref name="PlayStation"/>}} Because the PC version was still months away from completion when work on the PlayStation port began, the Neversoft team had to continually adjust their work in response to updates they received from Shiny.<ref name=EGM90/> ===Meaning of "MDK"=== While the precise meaning of the title's [[three-letter acronym]] is never revealed during the game, the gaming press and fans adopted "Murder, Death, Kill",<ref name="IGN">{{cite web | title=MDK Review (PS) | website=[[IGN]] | last=Boor | first=Jay | url=http://ie.ign.com/articles/1997/11/22/mdk/ | date=November 21, 1997 | accessdate=August 9, 2013}}</ref> which was coined in the 1993 film ''[[Demolition Man (film)|Demolition Man]]''. Another possibility is documented in the game manual, where Kurt's mission is named "Mission: Deliver Kindness".<ref name="Manual20"/> It could also stand for the first initials of the game's characters; Max, Dr. Hawkins, and Kurt.<ref name="Revolution"/><ref>{{cite magazine|title=Protos: MDK |magazine=[[Electronic Gaming Monthly]]|issue=89|publisher=[[Ziff Davis]] |date=December 1996 |page=76}}</ref> In the [[README]] for the PC version of the game, it is stated "It stands for whatever we say it stands for on any given day; i.e., today it stands for Mother's Day Kisses..."<ref>{{cite web|url=http://contents.driverguide.com/content.php?id=514889&path=README.TXT |title=README.TXT Driver File Contents |publisher=DriverGuide |accessdate=February 7, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163554/http://contents.driverguide.com/content.php?id=514889&path=README.TXT |archive-date=February 10, 2016 }}</ref> In the European PC release, the background images during installation present many possible meanings for the letters; one of which is "Murder, Death, Kill". In the Japanese release, on the back cover it says in bold yellow letters: "My Dear Knight". During the installation of ''[[MDK2]]'', various meanings are shown, again including "Murder, Death, Kill". The original meaning of "MDK" from the company's initial promo video was in fact "Murder Death Kill".<ref>{{cite web|url=https://www.youtube.com/watch?v=nodRHUxEYh8 |title=MDK Video Pitch |publisher=[[YouTube]] |date=June 29, 2009 |accessdate=February 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160210163553/https://www.youtube.com/watch?v=nodRHUxEYh8 |archive-date=February 10, 2016 }}</ref> In a 2009 interview with ''NowGamer'', David Perry revealed that because the North American publisher [[Playmates Toys|PIE]] was supposed to make toys based on the game, they did not like the title, so the words were removed and simply replaced with "MDK".<ref>{{cite web | url=http://www.nowgamer.com/print/feature/297 | title=The Making Of MDK | last=Hunt | first=Stuart | publisher=NowGamer | date=June 9, 2009 | accessdate=January 19, 2010}}{{dead link|date=August 2013}}</ref> In 2011 on the official GOG.com forum for the game, Nick Bruty (creator of MDK) posted that the letters do indeed stand for "Murder Death Kill".<ref>{{cite web|url=https://www.gog.com/index.php/game/mdk|title=MDK}}</ref> ===Digital re-release=== ''MDK'' became available digitally for newer Windows releases on [[GOG.com]] in September 2008 among the service's first games.<ref>{{cite web|url=http://www.gamespot.com/articles/qanda-gogcoms-drm-free-downloadable-games/1100-6197407/ |title=Q&A: GOG.com's DRM-free downloadable games |website=[[GameSpot]] |date=September 8, 2008 |accessdate=February 6, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160105162436/http://www.gamespot.com/articles/qanda-gogcoms-drm-free-downloadable-games/1100-6197407/ |archive-date=January 5, 2016 }}</ref> A [[macOS]] version was added on October 26, 2012.<ref name="OSX">{{cite web |title=GOG.com adds Interplay games for Mac OS X |url=https://www.gog.com/news/gogcom_adds_interplay_games_for_mac_os_x |website=[[GOG.com]] |publisher=[[CD Projekt]] |access-date=18 October 2024 |archive-url=https://web.archive.org/web/20121028164332/https://www.gog.com/news/gogcom_adds_interplay_games_for_mac_os_x |archive-date=28 October 2012 |date=26 October 2012 |url-status=dead}}</ref> ==Reception== {{Video game reviews | PC = true | PS = true | na = true | GR_PC = 89%<ref name=GRPC>{{cite web|title=MDK for PC |website=[[GameRankings]] |url=http://www.gamerankings.com/pc/197878-mdk/index.html |accessdate=August 9, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131004234059/http://www.gamerankings.com/pc/197878-mdk/index.html |archive-date=October 4, 2013 }}</ref> | GR_PS = 76%<ref name=GRPS>{{cite web|title=MDK for PlayStation |website=[[GameRankings]] |url=http://www.gamerankings.com/ps/197879-mdk/index.html |accessdate=August 9, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130618000531/http://www.gamerankings.com/ps/197879-mdk/index.html |archive-date=June 18, 2013 }}</ref> | EGM_PS = 6.875/10<ref name=EGM102>{{cite magazine|title=Review Crew: MDK |magazine=[[Electronic Gaming Monthly]]|issue=102|publisher=[[Ziff Davis]]|date=January 1998|page=161}}</ref> | GamePro_PC = 5/5<ref name = "GamePro"/> | GamePro_PS = 5/5<ref name=GPro111/> | GameRev_PC = Aβ<ref name=Revolution/> | GSpot_PC = 7.6/10<ref name=GSpotPC/> | GSpot_PS = 7/10<ref name=GSpotPS/> | Hyper_PC = 89%<ref>{{cite magazine|last=Toose|first=Dan|date=May 1997|title=MDK|magazine=[[Hyper (magazine)|Hyper]]|issue=43|pages=58β59}}</ref> | IGN_PS = 8/10<ref name=IGN/> | NGen_PC = {{rating|4|5}}<ref name=NG/> | PCPP_PC= 83%<ref name = "PCPP">{{cite magazine|title=MDK|magazine=[[PC PowerPlay]]|issue=12|publisher=Next Publishing|date=May 1997|pages=32β33}}</ref> }} It received generally positive reviews on both PC and PlayStation. The Windows version holds an aggregate score of 89% on [[GameRankings]], based on five reviews.<ref name="GRPC"/> The PlayStation version holds a score of 76%, based on six reviews.<ref name="GRPS"/> ''[[Next Generation (magazine)|Next Generation]]'' reviewed the PC version of the game, stating that "''MDK'' is a game that no self-respective gamer will want to miss."<ref name=NG>{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]] |issue=31|publisher=[[Future US|Imagine Media]]|date=July 1997|page=167}}</ref> ''[[GamePro]]'' gave it a perfect 5.0 out of 5 in all four categories (graphics, sound, control, and funfactor), saying it "easily lives up to all its rampant hype, delivering one of the year's most creative, engrossing, and just plain fun games." The reviewer particularly applauded the "floating third-person view", Kurt's arsenal of abilities, the effective realization of the setting, and the varied gameplay experiences.<ref name = "GamePro">{{cite magazine |author=Air Hendrix|title=PC GamePro Review: MDK|magazine=[[GamePro]] |issue=105 |publisher=[[International Data Group|IDG]] |date=June 1997|pages=52β53}}</ref> [[Game Revolution]]'s Johnny Lee called the game "Non-stop 3D shooting, killing, exploding, dodging, parachuting, running, ambushing, assassinating, jumping, mind blowing action!" He commented that it stands out from other games with its requisite parachuting skills, sniping mode, bombing minigame, and acerbic sense of humor. He concluded "''MDK'' combines sweet graphics and 'revolutionary' gameplay and design concepts to put it in a class by itself."<ref name=Revolution/> ''[[GameSpot]]''{{'}}s Jeff Sengstack called it "a visually exciting, mentally challenging shooter with a humorous and twisted viewpoint." He praised the wide-open environments, variety of visual styles, gameplay innovations, sniper mode, humor, ingeniousness of the puzzle designs, and the originality of some of the weaponry and enemies, though he was critical of the controls and the short length of the game.<ref name=GSpotPC/> ''[[Electronic Gaming Monthly]]'' (EGM) and ''[[IGN]]'' both strongly approved of the quality of the PlayStation port, particularly citing the retention of all the content of the PC version and the addition of the new warp rooms.<ref name=EGM102/><ref name=IGN/> ''IGN''{{'}}s Jay Boor said it "has to be one of the most impressive PC to PlayStation ports I have ever seen."<ref name=IGN/> However, ''[[GamePro]]'' noted that the graphics, though outstanding by PlayStation standards, were downgraded from the PC version, and judged that the new content was not enough to merit a replay from those who had already played the PC version. They nonetheless gave the PlayStation version a perfect 5.0 out of 5 in all four categories (fun factor, graphics, sound, and control), remarking, "''MDK'' is riveting, combining tensely paced run-n-gun gameplay with the stealthy, strategic stalking that the sniper helmet enables."<ref name=GPro111>{{cite magazine |author=Air Hendrix |title=PlayStation ProReview: MDK|magazine=[[GamePro]] |issue=111|publisher=[[International Data Group|IDG]] |date=December 1997|pages=146β7}}</ref> ''EGM'' and ''GameSpot'' were not as convinced, citing polygon breakup, control issues, excessively low difficulty, and the brevity of the game.<ref name=EGM102/><ref name=GSpotPS/> Crispin Boyer of ''EGM'' summarized, "This heavily hyped shooter/platform hybrid is intense, fun, funny, over the top - and over way too soon."<ref name=EGM102/> ''GameSpot''{{'}}s Josh Smith wrote "''MDK'' is something of a mixed bag. Amazing graphics style, but little graphical consistency. Awesome combat action, but little combat challenge. Great puzzles, but they're really pretty simple, and the whole game can be solved without using too many brain cells."<ref name=GSpotPS/> Reviews widely praised the sniper mode,<ref name=EGM102/><ref name=GSpotPS/><ref name=IGN/><ref name=GPro111/> graphics,<ref name=EGM102/><ref name=GSpotPS/><ref name=GPro111/> and overall unique gameplay and style.<ref name=EGM102/><ref name=GSpotPS/><ref name=GPro111/> ===Sales and sequel=== The game was both a critical and a commercial success, and [[Interplay Entertainment|Interplay]] decided to begin work on a sequel immediately.<ref name="Behind"/> According to the publisher, global sales of ''MDK'' surpassed 400,000 copies by June 1998.<ref name=interplaysales>{{cite report | date = June 22, 1998 | title = Interplay Entertainment Final Prospectus |archive-url=https://web.archive.org/web/20170226210148/https://www.sec.gov/Archives/edgar/data/1057232/0001017062-98-001416.txt | url=https://www.sec.gov/Archives/edgar/data/1057232/0001017062-98-001416.txt | archive-date=February 26, 2017 | location=[[Irvine, California]] | page=38 }}</ref> Its sales had reached 500,000 copies by early 2000.<ref name=pczonesales>{{cite journal | author=Hill, Steve| journal=[[PC Zone]] | title=The World According to ... Dave Perry |date=March 2000 | issue=87| pages=142β145 }}</ref> Interplay approached Bruty for ideas, but he did not want to go straight into another ''MDK'' game; "I hadn't liked rushing from ''Earthworm Jim'' to its sequel without a creative break, and I felt the game suffered because of that." In any case, his new development studio, [[Planet Moon Studios]], was already working on ''[[Giants: Citizen Kabuto]]''. Bruty asked Interplay if they would consider waiting until he was finished on ''Giants'' before beginning on ''MDK2'', but they chose to press on with the game without him, handing development over to [[BioWare]].<ref name="Behind"/> ==TV series== An ''MDK'' animated TV series, set to be produced by [[Mainframe Entertainment]], was announced for a 1998 release<ref>{{cite magazine |title=I Want my MDK TV |magazine=[[GamePro]] |issue=110 |publisher=[[International Data Group|IDG]] |date=November 1997|page=30}}</ref><ref>{{cite magazine |title='Toon In: MDK Comes to Life as an Animated Series |magazine=[[Electronic Gaming Monthly]]|issue=101 |publisher=[[Ziff Davis]] |date=December 1997|page=30}}</ref> but was ultimately never aired. ==Notes== {{Notelist}} ==References== {{Reflist|30em}} ==External links== *[https://web.archive.org/web/19980204140333/http://www.shiny.com/600/602/default.html ''MDK''] at [[Shiny Entertainment]] (archived) *[https://web.archive.org/web/19970712073205/http://playmatestoys.com/pages/pie/mdk/mdk.htm ''MDK''] at [[Playmates Interactive Entertainment|PIE]] (archived) *{{moby game|id=/344}} *[https://archive.org/details/MDK_1020 Demo of the PC version] at [[Internet Archive]] {{Authority control}} {{DEFAULTSORT:Mdk (Video Game)}} [[Category:1997 video games]] [[Category:Classic Mac OS games]] [[Category:DOS games]] [[Category:Interplay Entertainment games]] [[Category:Neversoft games]] [[Category:Playmates Interactive games]] [[Category:PlayStation (console) games]] [[Category:Run and gun games]] [[Category:Science fiction video games]] [[Category:Shiny Entertainment games]] [[Category:Single-player video games]] [[Category:Third-person shooters]] [[Category:Video games about alien invasions]] [[Category:Video games about extraterrestrial life]] [[Category:Video games developed in the United States]] [[Category:Video games scored by Tommy Tallarico]] [[Category:Windows games]]
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