Who are we?

Lucky Red Fish

Lucky Red Fish is a quirky and innovative mobile app development studio, specializing in cross-platform games, and with a track record of producing some of the most original games of modern times.

In 1982 founder Patricia Curtis started writing games for the Commodore 64 and Sinclair Spectrum, Patricia Curtis became a conversion house for leading entertainment brands including British Telecom, Sega, Activision and the Mirror Group. Today with their selected publishing partners, In 2012 Patricia Curtis started Lucky Red Fish her partner Thy Tran to create original games for iOS, Android, Windows, OSX and beyond.

Team of Two

Lucky Red Fish

Patricia Curtis: programmer, artist, and games designer. Patricia started writing games in 1980 for the Commodore 64 and later went on to the Amiga and Atari ST, creating original titles, like Scorpius, Street Warriors, Traitor and Zyconix.

As well as producing some classic original titles she has also been responsible for porting some of the best known games of our time, like Teen Age  Mutant Ninja Turtles,Super Methane Bros, Xenon 2 and the undisputed champion of football games, Sensible Soccer. 

Patricia had compiled a full list of her previous works with information about each of the projects, including links to the youtube videos where possible.

Thy Tran: quality assurance, games designer, amazing cook. Compared to Patricia Thy, is new to the games development arena, but has risen to the challenge of making sure that only the best quality games leave our studio.

Together they are Lucky Red Fish and are focused on bringing the best in gaming experiences to the mass market, giving the consumer high-quality entertainment.

Quality in all areas

Quality in all areas is important to Lucky Red Fish, as our games must stand out amongst the plethora of games that are made these days.  They believe the only way a developer can stand out is to be original and to produce the best quality work they can, which is why Lucky Red Fish spend about two years making just one game. Lucky Red Fish spend most of that time polishing, tweaking and adjusting everything, adding little touches here and there to make their games as perfect as they can.

Having spent over 35 years making games Patricia Curtis of Lucky Red Fish knows the difference between a good game and a great game. She applies all those years of knowledge to every aspect of her games, giving the game player the best possible game playing experience they can have.

Terms and Conditions

1 Terms

By accessing this web site you are agreeing to be bound by these web site Terms and Conditions of Use all applicable laws and regulations and agree that you are responsible for compliance with any applicable local laws If you do not agree with any of these terms you are prohibited from using or accessing this site The materials contained in this web site are protected by applicable copyright and trade mark law

2 Use License

Permission is granted to temporarily download one copy of the materials information or software on Lucky Red Fish’s web site for personal noncommercial transitory viewing only This is the grant of a license not a transfer of title and under this license you may noti modify or copy the materialsii use the materials for any commercial purpose or for any public display commercial or noncommercialiii attempt to decompile or reverse engineer any software contained on Lucky Red Fish’s web siteiv remove any copyright or other proprietary notations from the materials orv transfer the materials to another person or mirror the materials on any other serverThis license shall automatically terminate if you violate any of these restrictions and may be terminated by Lucky Red Fish at any time Upon terminating your viewing of these materials or upon the termination of this license you must destroy any downloaded materials in your possession whether in electronic or printed format

3 Disclaimer

The materials on Lucky Red Fish’s web site are provided as is Lucky Red Fish makes no warranties expressed or implied and hereby disclaims and negates all other warranties including without limitation implied warranties or conditions of merchantability fitness for a particular purpose or noninfringement of intellectual property or other violation of rights Further Lucky Red Fish does not warrant or make any representations concerning the accuracy likely results or reliability of the use of the materials on its Internet web site or otherwise relating to such materials or on any sites linked to this site

4 Limitations

In no event shall Lucky Red Fish or its suppliers be liable for any damages including without limitation damages for loss of data or profit or due to business interruption arising out of the use or inability to use the materials on Lucky Red Fish’s Internet site even if Lucky Red Fish or a Lucky Red Fish authorized representative has been notified orally or in writing of the possibility of such damage Because some jurisdictions do not allow limitations on implied warranties or limitations of liability for consequential or incidental damages these limitations may not apply to you

5 Revisions and Errata

The materials appearing on Lucky Red Fish’s web site could include technical typographical or photographic errors Lucky Red Fish does not warrant that any of the materials on its web site are accurate complete or current Lucky Red Fish may make changes to the materials contained on its web site at any time without notice Lucky Red Fish does not however make any commitment to update the materials

6 Links

Lucky Red Fish has not reviewed all of the sites linked to its Internet web site and is not responsible for the contents of any such linked site The inclusion of any link does not imply endorsement by Lucky Red Fish of the site Use of any such linked web site is at the user’s own risk

7 Site Terms of Use Modifications

Lucky Red Fish may revise these terms of use for its web site at any time without notice By using this web site you are agreeing to be bound by the then current version of these Terms and Conditions of Use8 Governing LawAny claim relating to Lucky Red Fish’s web site shall be governed by the laws of the United Kingdom without regard to its conflict of law provisions

Privacy Policy

Introduction

We take your right to privacy seriously, and we want you to feel comfortable using this web site. This privacy policy deals with personally-identifiable information (referred to as “data” below) that may be collected by this site. This policy does not apply to other entities that are not owned or controlled by Lucky Red Fish, nor does it apply to persons that are not employees or agents of Lucky Red Fish or that are not under the Lucky Red Fish’s control. Please take time to read this site’s Terms of use.

1. Collection of data

Registration for an account on this site requires only a valid e-mail address and a user name that has not been chosen already. You are not required to provide any other information if you do not want to. Please be aware that the user name you choose, the e-mail address you provide and any other information you enter may render you personally identifiable, and may possibly be displayed on this web site intentionally (depending on choices you make during the registration process, or depending on the way in which the site is configured) or unintentionally (subsequent to a successful act of intrusion by a third party). As on many web sites, we may also automatically receive general information that is contained in server log files, such as your IP address, and cookie information. Information about how advertising may be served on this site (if it is indeed Lucky Red Fish policy to display advertising) is set forth below.

2.Use of data

Data may be used to customize and improve your user experience on this site. Efforts will be made to prevent your data being made available to third parties unless

  • (i) provided for otherwise in this Privacy Policy;
  • (ii) your consent is obtained, such as when you choose to opt-in or opt-out for the sharing of data;
  • (iii) a service provided on our site requires interaction with a third party, or is provided by a third party, such as an application service provider;
  • (iv) pursuant to legal action or law enforcement;
  • (v) it is found that your use of this site violates the site editor’s policy, terms of service, or other usage guidelines, or if it is deemed reasonably necessary by Lucky Red Fish to protect the Lucky Red Fish’s legal rights and/or property; or

(vi) this site is purchased by a third party, in which case that third party will be able to use the data in the same manner as set forth in this policy. In the event you choose to use links displayed on this web site to visit other web sites, you are advised to read the privacy policies published on those sites.

3. Cookies

Lucky Red Fish also automatically gathers certain information such as IP addresses and the number and frequency of visitors to the Website and individual web pages. This is collected using cookies and is used by us, for security and monitoring purposes, to manage the Website, to track usage, to improve the Website and to ensure the Website is as appealing to visitors as possible. Cookies are pieces of information that are stored by the browser on the hard drive of your computer and may be used to customize and improve your user experience on this site.

3.Minors

Lucky Red Fish might not allow persons who are aged thirteen or younger to become members of this site. For more information, please contact the site administrator.

5. Editing or deleting your account information

You are provided with the ability to edit the information stored for your user account information during registration, by visiting your user account control panel. You can request that your user account be deleted; to do so, please contact the site administrator. Content or other data that you may have provided, and that is not stored within your user account, such as articles published, may continue to remain on the site at the site editor’s discretion, even after your user account is deleted. Please see the site’s Terms of use for more information.

6. Changes to this privacy policy

Changes may be made to this policy from time to time. You will be notified of substantial changes to this policy either by through the posting of a prominent announcement on the site, and/or by a mail message sent to the e-mail address you have provided, which is stored within your user settings.

7. NO GUARANTEES

While this privacy policy states standards for maintenance of data, and while efforts will be made to meet the said standards, Lucky Red Fish is not in a position to guarantee compliance with these standards. There may be factors beyond the site editor’s control that may result in disclosure of data. Consequently, the site editor offers no warranties or representations as regards maintenance or non-disclosure of data.

8. Contact information

If you have any questions about this policy or about this web site, please feel free to contact the site administrator

Tonga and the cult of the birdman

tonga1

At the time I wrote Tonga, the casual games market had several marble poppers, all the same, all with streams of balls following a path, some with flat bat shaped object at the bottom of the screen and some with a rotating object placed on the screen, they all fired different coloured balls and the object was to match 3 or more ball colours to remove them from the line before the line reached the end of the line. I wanted to make a marble popper but I did not want it to be the same as all the others.

So I started making one, I placed a rotating cannon in the centre of the screen and randomly placed the coloured balls around the cannon, and within a couple of days I had a working demo. My games never end up like the demo, but its just to get something up and running as with all my games I start with a basic demo and build it from there and this one was going to be no different. I added bounces to the balls when they collided but did not match, they would seperate and I made them stick together when two or more matched.  It was then that I hit on having the balls bounce off the edge of the playing area too, so I created a simple grid using some predefined shapes like circles and triangles rectangles etc, using the grid based system it allowed me to make complex shapes for the balls to bounce off.

tonga8
With the complexities of the grid based collisions I could place the balls in locations that would require at least one collision off the walls to make the connections, which formed the key point of the game.  I had the new game mechanic of bouncing balls on shaped surfaces, to make match three connections, and which was now a basic game working. Now I had to come up with a theme for the artwork. I found this stage more difficult than you would think as many themes have been done to death like Egyptian or Mayan and space. At this time I was living in Vietnam, setting up a small school project for underprivileged children, so I looked at the temple of Angkor in neighbouring Cambodia and the golden Buddha from china, however again both of these themes had been used in games before and did not work as good as my other option which was Easter Island.

During my research into the islands history, I found all the pieces I needed to make a game theme, they had the Moai which were ideal to replace the cannon and have the balls coming from its mouth. They had a hieroglyphic of written language which would make great detail for the art work, and the best of all they had unremarkable god Makemake the creator of humanity. 🙂

tonga2

So taking Easter island as a theme, I set about defining some power-up and weapons based around the elements and objects, like the stars and sun that I imagined they could have worshiped at that time.  At that time I had no idea what they were going to do or what they would look like, as with most of my games these things develop over the length of the project. And all though the end user sees polished graphics, they are the result of me spending months creating art and then rejecting it again after I have put it in the game and played with them for a while. On average I redraw the art about two or three times before I am happy to let you the public see them. I am my own worse critique, but it keeps my work looking sharp and professional.

Monkey Stars

MonkeyStars

 

Well its been 2 years in the making and I have finished it 🙂 The finished game has over 180 levels split over 18 worlds. Although the game leads you in gently and teaches you everything you need to know, the later levels are tricky and offer a challenge to even the smartest game players.

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Previous Works

1982

Happiest Days of Your Life

Ported from the ZX Spectrum to the Commodore 64. Youtube

 

1983

Scorpius

Original title a scrolling shoot em’ up  for the Commodore 64 Youtube

 

1984

Street Warriors

Original title a beat em’ up for the Commodore 64 Youtube

 

1985

Super Robin Hood

Ported from the ZX Spectrum to the Commodore 64. Youtube

 

1987

Bushido Warriors

Original title a Gauntlet style game for the Commodore 64

 

1988

GI Hero

Ported from the ZX Spectrum to the Commodore 64.

 

1989

Bounce’n

Original title a isometric puzle game for the Commodore 64.

 

1989

Skateboard Joust

Ported from the ZX Spectrum to the Commodore 64. Youtube

 

1990

Autotest

Original title a top down driving game for the Commodore 64. Youtube

 

1990

Teenage Mutant Hero Turtles

Commodore Amiga and Atari ST for Merchandise Licence. Youtube

 

1990

Traitor

Original title a Scrolling shoot em’ up for the Commodore Amiga and Atari St.

 

1990

Xenon 2

Ported from the Commodore Amiga to the Sega Genesis. Youtube

 

1991

The Captain is Dead

Original title for the Amiga and Atari ST, lost in publishers bankruptcy.

 

1992

McDonald Land

Commodore 64 for the Hamburger chain Merchandise Licence. Youtube

 

1992

Zyconix

Original title, a Tetris typ game for Commodore Amiga and Atari St. Youtube

 

1992

Terminator 2

Ported from Nintendo SNES top the Sega Megadrive. Youtube

 

1992

Super Methane Brothers

Original title for the Commodore Amiga and Atari ST, self published Youtube

 

1993

Sensible Soccer

Ported from the Amiga to the CD32. Youtube

 

1994

Magicians Castle

Original title for the Commodore Amiga and Atari ST, never published

 

1994

Clay Fighters 2

Ported from the Nintendo SNES to the Sega Genesis. Youtube

 

1994

Apocalypse

Original title for the Commodore Amiga Youtube

 

1995

Death Mask

Original title for the Commodore Amiga, self published. Youtube

 

1995

Marsupilami

Original title for the Sega Genesis from the Marsupilami books. Youtube

 

2004

Monkey Madness

Original title for the PC casual games market

 

1990

Weird Dreams

Ported from the Amiga to the Commodore 64. Youtube

 

Catchy Catchy

logocatchy
Catchy Catchy on Android.

Catchy Catchy is a very addictive and fun game in which the player must catch animals to get the highest score!

Tap the screen to get started then simply touch the required amount animals without getting too many or missing completely.

★ 16 different animals to collect.
★ Procedural generated levels for unlimited game-play.
★ Simple to play.
★ Progressive game-play to find your limit.

https://play.google.com/store/apps/details?id=com.luckyredfish.catchycatchypremium

Free Version
https://play.google.com/store/apps/details?id=com.luckyredfish.catchycatchy

Color Shape

 

We at Lucky Red Fish are pleased to announce the release of Color Shape, the initial release is for android with other formats coming soon.

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Based on the Nobel Prize winning split brain experiments of the 1960s, Color Shape is a simple yet highly addictive game that will test your cognition and vision.

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The game runs through varying level of difficulty, starting with just two colors and shapes, and goes up from there. It’s very easy to play but hard to master.

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Your goal is to match the given color or shape by pressing the appropriate buttons. As the game continues, the complexity changes along with the amount of available shapes.

★ 20 shape sets to collect
★ Daily bonuses
★ 6 game mode challenges
★ Level jumps
★ 4 game customizations
★ Over 1000 challenging levels
★ Progressive game play
★ Compete in a worldwide league table
★ Social friends only league table

https://play.google.com/store/apps/details?id=com.luckyredfish.colorshape

How I got Started

In September 1982, I went to a friends and saw a commodore 64 for the first time, spent a day typing in and playing with the balloon program from the book of basic that came with it! I loved it so much the very next day I went and got £250 worth of credit at Dixons and brought a C64 and tape deck.

I spent every free minute playing with my new toy, as soon as I got home from work till the early hours in the morning and all weekend. It took a while to master but I did manage to write a couple of half decent things in basic. The first one was similar to scramble with spaceships on the right and your ship on the left that could fire at the spaceships and only collision detection was for the bullets and ships.

Just after that I wrote a sprite editor in basic, so I could make better game sprites, It was not long after that was done that I discovered machine code, so I started playing with that through a monitor cartridge writing directly into the memory. The first thing I did was made a clone ofHunchback by Ocean a boy having to get from the left side of the screen to the right, mine was called Cyril and was similar but not a copy as I had different obstacles, but looking back now it was not that great.

TheHappiestDays

It was at that time that I saw an advert in one of the games magazines, Telecomsoft wanted games, so sent Cyril off to them to see if they would publish it, after a couple of weeks I received a phone call asking me to visit there plush London offices. I asked for a day off work and my boss at the time said no, so I left resigned from and left work there and then.

I went to the meeting in London where they showed me another game called Happiest Days of Your Life on the Sinclair Spectrum, they asked my opinion and I told them is as a good game, but to be honest it was average, but after leaving me with the game for a while they told me to go home and the meeting was over.

I went home all fed up and confused however a bit later during dinner I received another telephone call from Colin Fuidge at Telecomsoft, who offered me £2000 to port Happiest days to the commodore 64, and it had to be dome two months, so of course I said yes. It took me about 10 weeks and I lost £500 in penalties, but it was the start of a career lasting over 30 years.

Scorpius and the Rowland bothers

ScorpiusI wrote a game called Scorpius back in 1983, which was a horizontal shoot em’ up, that started as a piece of code I was I wrote to create full screen parallax scrolling which at the time was unheard of on the little old commodore 64 with its 1.023Mhz processor.

The Commodore 64 had programmable character sets which were used to create the art for the backgrounds in about 90% of the early commodore games, the best feature of using this method was that we could draw them very fast with one read and one indexed write to the screen per character which was 8×8 pixels of screen space, and if you changed the graphics for the character then all of those characters on the screen would change at the same time.

To do a sideways scrolling game in those days was relatively easy as the whole screen could be shifted up to 8 pixels in both horizontal and vertical directions.  So we would shift it one a pixel a time and when it reached 8 pixels we would shift the whole screen of characters over and reset the fine scroll position.

Anyhow I came up with this idea of rotating some of the raw character graphics that were used on the backgrounds of the game, which created the illusion of parallax scrolling. I designated some of the characters to be ones that I could use on the edges by ORing the foreground graphics over the backgrounds which make the edges look a lot less blocky.

It was at this time I moved into a small office in the centre of Chelmsford in Essex and I started thinking about growing into a team, so I also put a small advert in the local paper looking for a Commodore 64 artist. And I got a phone call from two lads named Steve and John Rowland who you may know from Retrograde and the Creatures series of games.  So I arranged to meet them in their parent’s house, I was ushered up to their bedroom where I remember looking at their very nice demos, they were very talented but had no outlet for that talent, John was doing some programming and Steve did art and music.

So immediately I asked them to join me on Scorpius giving them the break into the games industry they needed. Steve made a fantastic job of the art, coming up with the underwater theme, while John and I did the programming and together we made Scorpius. We decided to make the game two players by using two of the 8 hardware sprites as player 1 and player 2, then reusing the remaining 6 sprites in my own sprite plexer, which was a method of retriggering the hardware sprites at new locations during the horizontal retrace, so the same sprite appears at more than one location on the screen.

I think we spent about four months writing Scorpius and we got paid £8000, up advance, sadly it did not see any royalties that was expected as it should have gone out in the Firebird label and be sold for £5.95 as it was a damn fine piece of work even though I do say so myself. However it got pushed down by IO as the producer at Telecomsoft said that they did not want to have two competing games on the same label so it was relegated mine to the budget Silverbird label and sold for £2.50, personally I think they outlaid more in advance for IO and therefore needed get more back which was a shame. Later John and Steve founded their own company Apex and went on to produce some quality games of their own for Thalamus.