“Tully, You’re a Worthless Weenie!”
By all accounts, the shortcomings of the full-motion video fad in early 90s game design should have been apparent from the very beginning. With the trade-off made in presenting visuals that were “as good as real life” being crippling limitations placed on gameplay, it’s astounding just how many developers still went and staked their futures on going all-in on the format. And with the dawn of true 3D graphics just on the horizon, the idea of a studio debuting in as late as 1994 to make that very same gamble should sound like the most disastrous business plan imaginable. Clearly, it shouldn’t take a rocket scientist to figure all this out… And yet, if you were to take this particular studio’s name at face value, you might figure we’re looking at a whole team of supposed aerospace engineers, here!
The story of Rocket Science Games might be that of one of the all-time biggest blunders in the history of the games industry. Lasting only four years and managing to release just five games before folding, the tale told by their brief existence should serve as something like a parable for the dangers of trying to meet impossible expectations. Or, maybe it’s more of a treaty on the downfalls of hubris? Hell, there are some who might just come away with the conclusion that they were simply a studio in the wrong place at the wrong time. The truth of their demise is probably a combination of all three of those factors, plus maybe a hundred more too nuanced to mention here. What’s certain though is this much: Their failure as a games developer was as inevitable as it was absolute.
In centering this article around the release of Loadstar: The Legend of Tully Bodine for the Sega CD [and its subsequent DOS conversion], I won’t deny that I’m anchoring a larger examination of the studio behind it to one of their “least-acclaimed” titles. That said, there’s certainly plenty to be said of the game itself, and I’ll most definitely be taking the time to do so. In many ways, the design of Loadstar is emblematic of Rocket Science Games’ approach to game design as a whole, and makes for as good as case study as any into why they were doomed to fail. I also feel I’d be remiss not to spend a fair chunk of time covering the actual game in question, considering that it’s another title in our series of Patreon-requested articles (courtesy of @BillyMaysR1P). And so, with all that being said, I reckon it’s time for me to recount this whole sorry legend.








