Sunday, February 1, 2026

Psygnosis

Regular readers of this blog might have worked out the area of my cone of ignorance. I have a very sharp and narrow knowledge of eighties games and software houses which gets wider and hazier into the nineties and fades out almost entirely post-millennium. What company released Rockstar Ate My Hamster? Codemasters! Who released any game in the Call Of Duty series? EA? Activision?

The eighties were the white heat of my gaming obsession. It is only natural I have a lot of information stored away for the day Clive Myrie dares to challenge my knowledge. That heat cooled through the nineties and beyond so while I had a lot of fun playing Twisted Metal and Katamari Damacy, I couldn't tell you who released them. I don't think I could even name a game released last year [1].

Lemmings

This long-winded guff is to set up that some really big companies defy the gravitational pull of my cone. Rockstar would be a contemporary example and in the nineties Psygnosis was another. I'm not sure I can explain how ludicrously big Psygnosis were in the nineties. They were just everywhere. They were Mr and Mrs PlayStation although that's not how they started.

The Companies House record for Psygnosis begins unexpectedly in 1972 when Robert Smith & Sons (Engineers Birkenhead) Ltd was incorporated as company number 01039371. This is so odd that I thought it was a mistake. Especially as the records list no activity from 1972 to 1986. Then I found a bundle of documents filed on 1 January 1995 which turned out to be a treasure trove. The key document records the change of name from Robert Smith & Sons (Engineers Birkenhead) Ltd to Psygnosis Ltd, on 3 July 1985. Also included in the bundle is Notice of Striking Off dated 1 March 1988 which gives us our first address.
Psygnosis, official change of name documentation

Shore Road, Birkenhead, Merseyside, L41

A first notice for striking off is a three month warning of the intention to remove a company from the official register. A company ceases to exist when it comes off the official register. This explains the flurry of accounts and other documents filed in the next couple of months. I'll get to those later but first I need to rewind to July 1984 and the liquidation of Imagine. This was big news. A lot of people worried it might be an extinction level event for the still mostly new software industry but it actually turned out to be merely the most dramatic moment of a cull of old dinosaurs which cleared space for the next generation to grow and thrive.

Imagine was founded in 1982 by ex-Bug-Byte staffers Mark Butler and David Lawson. The company's rise and fall is told best in the 1984 BBC documentary series Commercial Breaks and their episode The Battle for Santa's Software . You can watch it on Youtube in lovely high definition and, at the risk of being immodest, I will point you towards my article about it. CRASH also gave an impressive summing up in their 1984 Christmas Special article The Biggest Commercial Break Of Them All.

On Monday 2 July 1984, magazine publisher VNU filed a petition for winding up against Imagine Software for £10,000 of unpaid advertising. Seven days later, Imagine was no more. All anyone cared about in the aftermath were the Megagames, Psyclapse for the Commodore 64 and Bandersnatch for the ZX Spectrum [2]. Two titles which had been the subject of months of hype and would definitely revolutionise games and game playing forever.

Not computer games that would be an inadequate description... more a collection of concepts that add up to a total home leisure experience.

The LIVERPOOL ECHO assembled the skeleton of the story for the front page of the Tuesday 3 July edition. This was the day after anxious creditors sent bailiffs into Imagine's Tithebarn House office, one of the many memorable scenes in The Battle For Santa's Software. Two days before this, on Saturday 30 June, Mark Butler and Steve Blower, two of Imagine's directors and shareholders, attended a meeting to discuss the transfer of Imagine's assets, including the Megagames, to a new off the shelf company called Finchspeed. Mark Butler was in favour of the transfer, Steve Blower (who owned fewer shares) wasn't. The other two shareholders, Dave Lawson and financial director Ian Hetherington, were in America trying to raise money for Finchspeed. 

POPULAR COMPUTING WEEKLY (5-11 July 1984 page 1) carried the story in the same week and noted that Lawson, Butler, and Hetherington each held a one third share of Finchspeed. They also quoted another Imagine director, Bruce Everiss, who had resigned on Friday 29 June:

"They have set up Finchspeed in order to own Imagine's assets and Megagames for themselves... Ian Hetherington and Dave Lawson are in the States to raise funds for Finchspeed. Imagine will not see this money."

PCW also spoke to Ian Hetherington, who denied Bruce Everiss claim and said:

"Dave Lawson and myself have been in Silicon Valley to raise money for Imagine for the last two weeks. We set up Finchspeed as an off-the-shelf company.
There is no point in discussing Finchspeed, since it is dead and buried. It's forgotten."

What's interesting is PCW talked to Ian Hetherington on Friday 29 June. If the plan to transfer away Imagine's most valuable assets was so well known and in the open, then perhaps it's no surprise the following week began with bailiffs being sent in and VNU petitioning the High Court. PCW also went into a surprising amount of detail about the Imagine/Finchspeed contract:

Finchspeed will pay Imagine £40,000 for equipment needed to develop the Megagames and then 50 per cent of the net profit from the games up to a maximum of £625,000.

The Finchspeed contract was never honoured. Ian Hetherington told the LIVERPOOL POST on 6 July 1984: 

"We formed Finchspeed as a vehicle to raise cash for Imagine. In that agreement it says Finchspeed must pay a deposit for the assets. Finchspeed hasn't got any money at all. The money hasn't been paid."

And, as PCW noted in August 1984:

In law, any disposition of a company's assets taking place after a petition for winding up is presented can be set aside.

Clive Sinclair rode to the rescue in October 1984. Sinclair Research brought the rights to Bandersnatch and commissioned a new company called Fireiron (sometimes referred to as Fire Iron) to complete the game for his new QL computer with proceeds going towards paying off the debts of Imagine. The twist, Fireiron was a firm set up by Dave Lawson and Ian Hetherington [3 & 4]. Sinclair and the official receiver thought the best chance of salvaging anything was to get the old band back together. If this seems odd, and it does, it is worth noting the contemporary view of the Megagames was that no one else could develop them. They were just too innovative and super-complicated. The word "uncopiable" often crops up in reporting, not in the sense that the master tapes were impossible to duplicate but that the ideas and concepts were so new and abstract that no one other than the original team could do anything with them. The Sinclair/Fireiron deal ended in unclear circumstances some time before September 1985 when POPULAR COMPUTING WEEKLY noted "Sinclair's funding ceased several months ago".

LIVERPOOL ECHO
Thursday 5 September 1985 page 2

Lemmings 2: The Tribes

Robert Smith & Sons (Engineers Birkenhead) Ltd changed their name to Pysgnosis Ltd on 3 July 1985 [5]. The new company burst forth at the 1985 Personal Computer World Show in London and the story was covered in both the LIVERPOOL ECHO "City wizz kids back in business" and the DAILY POST "Imagine a new future".
Broadly speaking, both reports carry the same details. The new company was run by chairman Robert Talbot-Smith (47). A local businessman who had promised to fund Psygnosis to the tune of £500,000 over the next two years. The rest of the company was a team of three, Imagine's boy wonder programmer Eugene Evans and the other two directors, Ian Hetherington and Dave Lawson. THE POST quoted Robert Talbot Smith extensively:

"I may not know anything about computers but I know how to manage -and I know a good idea when I see one."
"I'm well aware of the huge mountain of debts still outstanding after the collapse of Imagine. There's no connection between the companies but we hope that if we are successful then some money may be paid to help the creditors."
"I'm controlling the finances and management. Software is their responsibility. The companies in my group deal with steel, stockholding, road transport and Mercedes vehicles sales -nothing so romantic as computers. But as far as I'm concerned this project is as exciting as the Beatles, and I'm keeping tight control of it."

The new "mega-game" was called Brataccas or Brattacus if you read the LIVERPOOL ECHO. It was for the Atari ST, newly unveiled at the PCW show, and the Amiga and Macintosh, and would set you back £34.95. This was ironically less than the suggested RRP for Bandersnatch. Wikipedia diplomatically describes Brataccas as "built on the remains of the much-hyped vaporware project Bandersnatch," which is as good a summary as any. Certainly no one at Psygnosis was crass enough to link Bandersnatch to Brataccas but frequent use of the mega-game label made an attention grabbing dog whistle that didn't directly infringe whatever rights remained with Sinclair or the official receiver. It was all slightly irrelevant anyway. The very copiable concepts and ideas behind Bandersnatch escaped into the wild as when Imagine's programmers scattered across Liverpool to work for other companies. John Gibson, lead programmer on Bandersnatch, was one of the six who founded Denton Designs. He would use the basics of the Bandersnatch engine for Denton's first Ocean game, Gift from the Gods. This led to threats of court action by Psygnosis, "but ultimately it was all hot air and sour grapes," John Gibson said in a 2001 interview.

The November 1985 issue of COMPUTING AGE danced around the ancestry of Brataccas: 

Brataccas, by Psygnosis out of Imagine. Brataccas should have seen light on the QL first -but that’s another story. 

What a shame COMPUTING AGE wasn't interested in telling that other story. Only SINCLAIR USER's Gremlin column spoiled the party by mentioning Bandersnatch:

Son of Banderbotch

Didn't the Sinclair stand look rough next to all those gleaming Atari STs? Gremlin was particularly amused to note the presence of Meteor Storm as the latest dynamic software for the QL, Slugger [Gremlin's funny name for Clive Sinclair] was presumably less amused to note the presence of Dave Lawson and Ian Hetherington on the Atari stand. Those two Mersey slickers were showing off a game called Brataccas — none other than the ill-fated Bandersnatch.
Slugger's mob always thought the game was their's. So what happened? Sinclair spokesmen claim ignorance of the whole business. Mind you, we only saw four screens of the megagame. "It's more than my life's worth to leave the disc in the machine," says young Eugene 'deprived' Evans of Psygnosis. Well, that's his story . . .

Let's get back to Shore Road. Robert Smith & Sons (Engineers Birkenhead) Ltd was part of the Robert Smith group. The Companies House records for Psygnosis were spartan when I first looked but but it's possible to pay a £3 fee and have documents added. I decided I could afford £15 if I went without Pepsi Max for a couple of days and paid to have five documents unlocked [6]:
01 Sep 1986, Return made up to 27/06/86.
01 Sep 1986, Full accounts made up to 31 December 1984.
01 Jan 1987, A selection of documents registered before 1 January 1987.
08 Jun 1988, Full accounts made up to 31 December 1985.
08 Jun 1988, Return made up to 21/10/87.

It turned out the Return made up to 27/06/86 was unavailable so I got a £3 refund. Sweet, more Pepsi Max for me.  A bonus, the 1985 accounts were bundled with the ones for 1986 [7] so I got two for the price of one. The selection of documents registered before 1 January 1987 was a bust, 253 pages and nothing massively useful, but I struck gold with the 1985 accounts and the director's summary:

On 14th June 1985 the company changed its name from Robert Smith & Sons (Engineers Birkenhead) to Psygnosis Ltd.
At 31st December 1984 Robert Smith & Sons (Engineers Birkenhead) Limited was a dormant company. During the year the company commenced the development of advanced "entertainment computer software".
The development of the first product was completed in December 1985. The product has sold steadily since then but it is anticipated that the sales will show a significant increase in the final quarter of 1986.
Two further products are now nearing completion, with the aid of advanced techniques developed in 1985, and will also produce significant sales in the final quarter of 1986.
It is anticipated that the development cost of these three products will be recovered by the end of 1987. Accordingly all costs incurred in the year have been capitalised. Sales in the final month, oi the year were £25,000.
The directors consider the state of affairs of the company to be satisfactory.

And who were the directors? That would be R.T.A. Smith along with D. Lawson and I. Hetherington, both appointed on 16 June 1985. The registered address of Robert Smith & Sons (Engineers Birkenhead) Ltd and Psygnosis was Shore Road, Birkenhead but were Pysgnosis ever based there? Jumping ahead to 2012 and the end of the story, when Sony closed the Liverpool Studio (as Psygnosis became) Edge Online ran a series of interviews with key Psygnosis staff; including one with John White who joined in 1988 as employee number eight. He recalls:

We had offices in the Steel Foundry – a couple of rooms in a dirty part of Liverpool. I came out of the office every day and the car, a company Cavalier, was covered in crap. Psygnosis was part-owned by Robert Smith, who also owned the local Mercedes dealership and the Steel Foundry. 

The Steel Foundry could be the Birkenhead site but I've got reason to think it was somewhere else and for a more solid reason than simply because anyone describing Birkenhead as part of Liverpool would be ridden out of the city on a rail. However, I'll come back to the dirty part of Liverpool later. First I want to deal with a different address inside the box for Brataccas

1st Floor, Port of Liverpool Building, Pier Head, Liverpool, L3 1BY

Psygnosis, 1st Floor, Port of Liverpool Building, Pier Head, Liverpool, L3 1BY
December 2025

The Port of Liverpool Building is lovely. There's no way anyone could describe it as being a dirty part of the city. Not even in 1985. I stood there and admired the building with Jake Smith, who had very kindly agreed to walk round Liverpool with me. Jake initially contacted me with information about Rage Software but he also worked for Psygnosis during the nineties and I'll be picking up his memories through this article. Jake started out working part time in QA for Psygnosis in the mid nineties and this led on to a multimedia career. He currently works with indie studios designing and maintaining websites for them and you can, and should, check out the website for his company Dekiru and follow him on Bluesky. We were lucky, after a soggy weekend, this was a beautiful day for walking round Liverpool and the city really showed off its best face.

Brataccas didn't set the world on fire. It got decent and complimentary reviews but was quickly overshadowed by other Atari ST and Amiga Software; much of it also from Psygnosis. However the game got Psygnosis off to a good start. The accounts show how quickly the company established itself, mainly through success in America. Turnover for 1985 was £8,932 in the UK and £16,514 in America where Brataccas was distributed by Mindscape. 1986 turnover was reported at £103,807 in the UK and £326,500 in America.

The Pier Head address is used in the Brataccas manual and everything released up to Blood Money in 1989. Polygon printed an interview in 2017 with Nick Burcombe in which the co-creator of WipEout remembered his first encounter with the company:

His father owned a printing firm, which was hired to produce the boxes that would showcase Roger Dean's memorable cover artwork for Psygnosis' games. He nagged his dad to show him what they were working on, and dad went one better: he hooked the teenager up as a tester at the company for the summer holidays.
"I went into the Port of Liverpool building," Burcombe recalls, "and sat and tested [simulation game] Terrapods. 

Psygnosis ran two offices. The posh public facing one in the Pier Head building and a less glamourous one elsewhere which, as I've said, could be the Shore Road site but I'm pretty sure elsewhere was here.

Mann Island House, Mann Island, Pier Head Liverpool Merseyside L3 1DG

Evidence A for this is a Companies House filing recorded on 15/04/1988 as part of the flurry of documents submitted to avoid being struck off. There is of course a three year gap between the founding of the company and the change of address but one of the reasons Psygnosis was in danger of being struck off was they were lax with the paperwork in the early days. Tread carefully because what follows is speculation but I think Mann Island House wasn't just a business address. I think it was the location of the workday offices for Psygnosis. 

First of all, Mann Island was right next to the Pier Head building. They are literally next to each other. My picture above shows both sides of the road. It's just that the other side of the road doesn't look like it did in 1985. 
1985
Facebook: Liverpool Then and Now

December 2025

That's the Port of Liverpool Building reflected in the side of the building. Wikipedia describes the original buildings as: "Formerly rundown warehouses and dock buildings" and a bit of clicking around in newspaper archives established that the Robert Smith group of companies had an extensive car showroom on the dock side of a road called Mann Island, including a Mercedes dealership as remembered by John White. A LIVERPOOL ECHO story from 01 October 1986 covers the opening of the showroom: 

The premises cover a large area off Mann Island, between Salthouse Dock and the Maritime Museum, and takes in old shipping transit sheds, a 200 vehicle car park, and the buildings formally owned by Voss Motors. 

The LIVERPOOL ECHO story is part of a double page spread about the new buildings and gives a little background about the Robert Smith Group of companies, which had a turnover of £24 million in 1985 and had their head office in the Port of Liverpool Building. Bingo. In addition to John White's recollection of the office being "in a dirty part of Liverpool," ACE magazine profiled Psygnosis in September 1989 and wrote: 

The company only recently moved from a small suite of room hidden away upstairs in a steelworks on Liverpool's dockside. Now they're established just down the road in a new building overlooking the port. 

That's from a September 1989. Again, it could be Shore Road in Birkenhead but if that was the case I don't think anyone would describe it as Liverpool's dockside. There is also this from THE HISTORY OF PSYGNOSIS in which Reflections founder Martin Edmondson remembers visiting:

The old Robert Smith Metals building on the Dock road. A far cry from the huge glass Wavertree Tech Park that came later.

There is a Dock Road in Liverpool, but it's miles away towards the airport. For what it's worth I think Martin Edmondson isn't naming a street so much as remembering going down a road to the docks. And that's where Mann Island was.

The Three Graces and environs, Liverpool, 1934

The period from 1985 to 1989 is about doing Imagine again but properly. The ghosts of the past were exorcised with a spin-off label called Psyclapse [8] which released eight games between 1988 and 1990. Costs were more tightly controlled but the hype, and presentation, and gloss were still there. The whole software line was given a unified look by commissioning Roger Dean to design the company logo and paint covers; he's perhaps best known for the album covers he painted for prog rock band Yes [9].  When ACE reviewed Shadow of the Beast in issue 25 they noted the game was:

Packaged not only in an extraordinarily large box (the size of two Psyclapse boxes) with a piece of specially commissioned Roger Dean artwork, but also comes with a high quality T-shirt complete with yet another original piece of Mr Dean's. 

Which all sounds very reminiscent of the proposed packing for Bandersnatch. Issue 25 of ACE also contains five pages of adverts for Psygnosis games. This is very similar to the way Imagine established their brand with multi-page spreads of advertising. The five pages of adverts in ACE is more than any other publisher expect Ocean and there is a good case to describe Psygnosis as the Ocean of the 16-bit era. Which would have annoyed Ocean no end.

Psygnosis made a smart decision to focus on the new 16-bit computers[10]. They avoided the turbulence which sank other companies, like Hewson, who struggled to keep one foot in the 8-bit and 16-bit camps. They gradually shifted from developing their own games and became a publisher, whereas Imagine relied entirely on an internal development team which was fine until there was no regular income because releases stalled while everyone worked on Bandersnatch.

And that's it. That's the story of how Ian Hetherington and Dave Lawson built a new company from the rubble of Imagine. The end.

Oh yeah. The PlayStation thing.

All New World Of Lemmings

South Harrington Building, Sefton Street, Liverpool, United Kingdom L3

Psygnosis thrived within the shelter of the Robert Smith group of companies, and then suddenly it was time for a change. The 1988 company accounts include this note: 

Since 1st September 1988: The share capital has been owned equally by Messrs. Ellis and Hetherington. On that date, Messrs. Smith and Lawson ceased to be directors and employees of the company. Indebtedness to the Robert Smith Group amounting to £423,000 has been waived by them.

Jonathan Ellis was part of the company from the beginning. The Brataccas manual lists him as part of "the Psygnosis team". Suddenly, he's a director while founder Dave Lawson leaves along with Robert Smith. This ties in with the History of Psygnosis where employee number eight, John White, recalls:

Ian and Jonathan Ellis did a deal, a management buyout to take the company and the stock. In return Robert was paid a royalty on everything for a while.

Obviously I'd love to know what went down. What made Dave Lawson move on from the company he helped found from the ashes of his previous company? His 1987 game Barbarian was the first Psygnosis title to enjoy any real success; in much the same way his 1982 game Arcadia launched Imagine. After leaving Psygnosis, Dave Lawson founded his own development company called Kinetica. They released one game, Gold of the Aztecs in 1990, which gets a preview in the August 1990 issue of THE GAMES MACHINE where a boxout at the bottom of page 8 notes:

However, Psygnosis now deal more in commissioning products, enhancing and marketing them for final sale. This was one of the reasons for Lawson's departure, product development (actually creating the games themselves) being more his forte.

Maybe it was as simple as that? However, it's odd that Gold of the Aztecs was published by US Gold not Psygnosis which suggests some bitterness in the breakup. Robert Smith had agreed to fund Psygnosis £500,000 over two years. Presumably that funding expired in 1987 and the following year was a period of negotiation about how to proceed. Robert Smith Group waived £423,000 owed to them, a royalty payment was established, and Psygnosis was free. Moving out from the Robert Smith group would require new offices. ACE visited Psygnosis to preview Shadow of the Beast (then called Beast of the Necropolis) in issue 24 (September 1989 page 20) and wrote:

One reason why Psygnosis have been around, and successful, for so long, is the fact that they spend very little money on themselves or their offices. The company only recently moved from a small suite of room hidden away upstairs in a steelworks on Liverpool's dockside. Now they're established just down the road in a new building overlooking the port. 'We reckon we pay less for this space than most people in the south pay for their carparking. It means we can spend more on the product, and in the long run that's the only thing that's going to keep us going. As soon as you start spending tons of money on building a flashy image, you stop spending it on programming,' says Jonathan. Ian, as programming supremo, is obviously in agreement; 'We have only one objective: technical excellence. And it costs a bomb...'

Magazine deadlines being what they were, ACE probably visited Psygnosis in July 1989 so "recently" can be stretched backwards to early 1989 with Robert Smith giving a grace period to move out of Mann Island. Okay. Next question. Where did Psygnosis move to? The boring obvious answer is here.

Psygnosis, South Harrington Building, Sefton Street, Liverpool, United Kingdom L3
December 2025

That's the South Harrington building by the roundabout at the south end of Sefton Street. It's a huge old converted warehouse building, a relic of the Harrington dock which was filled in after it closed in 1972. Working out what happens next involves working out what games were released by Psygnosis in 1989 and 1990 and in what order. This is not easy and proved to be very boring to work out. No two sites agree. Let's keep it short, I can put together the following list using the month when games were reviewed:

Ballistix (reviewed May 1989), Blood Money (July 1989), Shadow of the Beast (October 1989), Triad Volume 2 (not reviewed but advertised in October 1989), Nevermind (Feb 1990), Stryx (April 1990) Infestation (May 1990), Chrono Quest II (July 1990), Shadow of the Beast 2 (September 1990), The Killing Game Show (October 1990). 

The Pier Head address is listed in the manual for Ballistix. Two months later when Blood Money comes out the address has changed to South Harrington Building. Good, that narrows down the date of the move. Then I hit a snag. Shadow of the Beast carries a different address.

122 Century Buildings, Tower Street, Liverpool, L3

Psygnosis, 122 Century Buildings, Tower Street, Liverpool, L3
December 2025

This address also appears on the advert for Triad Volume 2 and in the the manuals for Nevermind and Stryx before Chrono Quest II flips the address back to South Harrington where it stays for Infestation, Shadow of the Beast 2 and The Killing Game Show. Companies House records a change of address from Pier Head to South Harrington on 12/01/1990. Why would a company move, then move again, and then move back? They didn't. Over at Facebook is a group called Eternal Psygnosis and in reply to a video from Toohey's Tech & Gaming they describe Century Building as a satellite office. To be more precise, they describe them as "horrendous satellite offices" where

"console development was housed from the FM Towns to the MegaCD to the Playstation, but our warehouse was also in the vicinity. Behind South Harrington is a large car park and then a set of units. The warehouse was in one of those units."

Jake and I walked down past the back of Century Buildings and along Harrington Road where I snapped a picture of these units "just in case."

December 2025

You'll notice the weather has closed in at this point. Jake and I walked down from the Albert Docks and parallel to the river. It's just over two miles and all the way you are walking past what used to be the Liverpool docks, once you've done it you get a sense of the scale of what was lost when they closed.

Psygnosis were based at South Harrington from 1989 to 1995 and this is the period when the company consolidated its success. If you owned an Atari ST or Amiga you probably played a Psygnosis game, most likely Shadow of the Beast or Lemmings; but in my case it was Blood Money on the ST.

Jake was studying in Blackburn and made a visit to the South Harrington office in 1994, the father of a friend of his younger brother worked at Psygnosis and offered Jake the chance to spend a day in the office. Where he met ex-Imagine and Denton Design's founder Steve Cain:

I remember it was upstairs, an open plan office. So Steve Cain was a producer on Krazy Ivan. They were working on Krazy Ivan at the time. Working on 3D stuff because it wasn't a pixel based game, it was one of the PlayStations 3D games. They were all using SGI, Silicon Graphics, machines. Big monitors and things and you could see all the robot animations they were working on. That was super-cool. It was so far advanced in my head. It's 3D! This is incredible. It's amazing. 
 
They showed me around some of the other stuff and I looked at some of the games in development. There was a pixel artist who was working on an Amiga at the time drawing sprite sheets for a game. And I cannot remember what game it was.

I was there for the whole day. I was sat with Steve and I'd go and sit next to different people and they'd tell us what they were doing. They've obviously had someone sat by them before. They were all fairly au fait with it. 

At lunchtime they were playing a Tron light bike rip-off game on the SGI workstations and it was networked, and I think they may have had more than one office because it seemed like there were more players on it than there were in that room. They set me up on one of them and they gave me the username FNG, and it wasn't until like five years later that I worked out what FNG actually stood for; Fucking New Guy!

Tim Wright the musician, I think he worked in that building. He had a music studio at the far end of it. He was in there and I peeked in, there were racks of synths and midi units and computers and screens and stuff. Didn't really get a chance to speak to him. Being someone who was into rock and indie funk metal music, I was like "can I go and talk to..." "No". Cause he was in the middle of something, headphones on, and that.

As well as Steve Cain, other former Imagine employees came to Psygnosis. There's a picture over at Eternal Psygnosis showing Graham Everett and John Gibson as members of the Advanced Technology Group. The ATG was Pysgnosis' secret weapon. A research and development team who could work without the pressure of having to create a product. I get the impression of Dave Lawson's influence here. Back in 1984 CRASH described: 

Dave Lawson who always, according to Bruce Everiss, always insisted that the programmers be left strictly alone, free to create without management interference

Certainly the idea of the ATG is very like the concept behind Bandersnatch. Take something state of the art and create a game around it. The Advance Technology Group began investigating the possibilities of a new piece of kit called a CD-ROM and streaming full motion video from it as the basis of a game. The result was Microcosm. a game converted to every possible format; Mega CD, PC CD-ROM, Commodore CD32, and 3DO. A lot of people were really interested in CD-ROMs including Sony who were were developing a CD-ROM based system of their own. The development of the PlayStation is a separate story but by 1993 Sony, who had no software experience, needed a European distribution network and a game development team. As Ian Hetherington explained to Polygon in 2017:

“We were doing 3D when the hardware was fundamentally not 3D, and we were doing CD when not many pieces of hardware had a CD drive."

Psygnosis looked very tempting so in May 1993 Sony brought them for £20 million [11]

3D Lemmings

190 Strand, London, WC2R 1JN

Psygnosis, 190 Strand, London, WC2R 1JN
January 2026

At this point, you might be expecting Psygnosis' registered address to change to Wavertree Technology Park where they spent the next 17 years. I certainly was. Instead, possibly reflecting the company's new existence as a Sony subsidiary, the registered address jumps down to London. The new location is the office of a firm of solicitors called Lawrence Graham and another company called Lawgram Secretaries Ltd; who were appointed company secretary in place of Jonathan Ellis who stayed on as a director. 

Jonathan Ellis and Ian Hetherington were now also directors of Sony Electronic Publishing Ltd, with Ellis being appointed on 23 July 1993 slightly ahead of Hetherington on 13 August 1993. They were spending time in London helping to set up the new Sony offices. Psygnosis also now had a satellite studio in Kings Cross (as well as one in Stroud and another in Chester), so I guess the move to administering the company from London made sense.

Napier Court, Wavertree Technology Park, Liverpool, L13

Psygnosis, Napier Court, Wavertree Technology Park, Liverpool, L13
December 2025

LIVERPOOL ECHO Monday 3 October 1994 page 1
LIVERPOOL ECHO
Monday 3 October 1994 page 1
Psygnosis didn't move from South Harrington until June 1995. The LIVERPOOL ECHO broke the news on Monday 3 October 1994 in a front page story dubiously illustrated with a picture of Sonic the Hedgehog on the grounds that Sony was about to take on "game giants Sega". Yes. Well.

The news story was part of a campaign of corporate brinkmanship warning that Psygnosis, or rather Sony Electronic Publishing because the two companies were now linked, could potentially relocate to France or Ireland. Taking with them 300 proposed jobs on top of the "235 people already employed by the firm." The story quotes Jonathan Ellis:

"We have also looked at sites in France and Ireland and received approval for grants from their government within 48 hours.
"It is now more than two months since we applied to the DTI for a grant and they still haven't made a decision."
"We are behind schedule now. Basically, if we don't get a grant then we won't be locating in Liverpool."

LIVERPOOL ECHO Tuesday 27 June 1995 page 16
LIVERPOOL ECHO
Tuesday 27 June 1995 page 16
The scare was over by November 1994 and by Tuesday 27 June 1995 the ECHO was reporting on "the high speed move of 200 people" which was done over a weekend. This story was headlined "SONY HITS THE START BUTTON" by a sub-editor better informed about gaming.

Internally Sony were throwing their corporate weight around. Eternal Psygnosis reports on the cancellation of a PC sequel to Mercenary, Damocles because "Almost all non-Playstation games got killed just before we moved to the new building in Wavertree." There's also an acid reference to the 1994 game Mary Shelley's Frankenstein based on the Kenneth Branagh film [12]:

"The most difficult time to work at Psygnosis. Frankenstein was yet another game pushed onto us by the clueless Sony Imagesoft, and it felt like we were placed under immense strain while they sat back and mocked us. We were even told by Sony's producer that he'd eat his hat if it got finished on time. That was great for morale, as you can imagine. How long did we have? Three months. And we managed it. The entire game was started and completed in three months. He never ate his hat."

Lemmings Revolution

On the eve of the PlayStation launch in Europe, Sony briefly changed Psygnosis' name to Sony Interactive Europe. This covered a very short period from August 1995 to May 1996 before it was changed back. John White, in his EDGE interview, was very unnostalgic when he looked back on the 1994-96 period:

When I joined every year we doubled in size. We got up to 400 and Ian said, "Next year, it’s 800". You think you’ve grown organically, but at the end of the day, despite having a strategy, we didn’t handle growth as well as we could have done out of lack of experience. Things got out of control. Wipeout was one of the last generation of games where what we were doing was working. Things went wrong because we were so successful and then new management was brought in.
For me, things had gone horribly wrong. I had six absolutely wonderful years and the last two years were not good. Eventually I realised what was wrong and told Ian we were lacking management training and our inexperience was causing problems. He said: "You’re right, but it’s too late." I was sidelined, doing a different job and not enjoying life. 

Everything was great. The PlayStation was a huge success. WipEout, was a huge success. Destruction Derby was a huge success. And yet, by July 1996 Sony was considering selling the company. NEXT GENERATION speculated:

It is rumored, however, that a loophole in Psygnosis' contact enabled the company to continue support for Saturn, which caused irrevocable friction between the two.

DAILY POST 8 May 1996 page 19
DAILY POST
8 May 1996 page 19

I suppose it was unusual for a Sony owned company to support rival systems. This would not have occurred to me in 1996. I didn't much care who owned Psygnosis and I suspect if you'd asked me, I would have guess they were still an independent company. That's certainly how they always seemed to portray themselves. 

Ian Hetherington and Jonathan Ellis resigned as directors of Sony Interactive Entertainment around November 1995 and maybe this, on top of everything else, combined to make Sony Management worry that Psygnosis was insufficiently committed to the PlayStation project. It is still baffling to me that Sony ever considered selling the company that was the engine of the console's success. There were three games available when I brought my PlayStation on 29 September 1995 Ridge Racer, Battle Arena Toshinden, and WipEout and whatever combination of games people got, it always seemed to include WipEout [13]. Any yet here we are, in the wake of the release of Destruction Derby and right in the middle of the time when WipEout was being used to define the cool, clubbing image of the PlayStation, and Sony are thinking of selling up. It took the success of Formula One to change their minds.

LIVERPOOL ECHO 15 November 1996 page 21
LIVERPOOL ECHO
15 November 1996 page 21

There was still clearly something going on behind the scenes. Jonathan Ellis resigned as a director of Psygnosis on 30 September 1996. Ian Hetherington lasted another couple of years but he was gone by the summer of 1998.

Psygnosis, DAILY POST Monday 8 July 1998 page 7
DAILY POST
Monday 8 July 1998 page 7

The DAILY POST described his exit as "a shock walk-out" and "follows reports of a boardroom bust up with Sony." There's a throwaway mention of the decision a month earlier to "develop computer games for Ninteno -Sony's arch-rival." Was this the cause? In the end, Psygnosis only released one game for the Nintendo 64, WipEout 64. Around 1998 there was also a plan to move Psygnosis to Manchester, which was abandoned by October 1998. (Psygnosis decided to stay put in Liverpool, DAILY POST, Wednesday 21 October 1998, page 33).

The following year the DAILY POST returned to the subject.

A disagreement with executives at parent company Sony Computer Entertainment Europe about the future direction of the group.
(DAILY POST, 12 May 1999 page 47)

Psygnosis was consolidated more firmly into the Sony corporate structure in 1999 by transferring management and marketing down to London. Then the inevitable happened. When Infogrames took over Ocean and Gremlin they were renamed then Infogrames Manchester and Infogrames Sheffield respectively. Bullfrog became Electronic Arts Studio (UK). Edios became Square Enix. Sony continued the trend, renaming Psygnosis to SCE Studio Liverpool. The first game released by SCE Studio Liverpool was Formula One 2001 for the PlayStation 2. The Psygnosis name ended with their last game for the PlayStation, WipEout 3: Special Edition on 14 July 2000.

Lemmings Tribes

Despite the high tech name, these days the Wavertree Techology park feels like a sleepy backwater. A southern stub of the much bigger Liverpool Innovation Park to the north. Jake and I got to Wavertree Technology park by train, via a station which only opened in August 2000 so basically just as the Psygnosis name was being phased out. In 1993 the only access would have been by car along Stephenson Way which runs in a bridge over the train line to Liverpool Lime Street.

Napier Court is the building which would caught your eye as you drove into the park in 1993. A grand three-story building, a floor taller than Vortex House on the other side of the road. Both buildings are now part of the King's Leadership Academy, which gave me a little cause for concern about photographing a school. As it was, there was no one around. It wasn't even clear if Napier Court was in regular use.

The car park was gated off. So Jake and I stood by the fence and chatted while I fussed over getting a photo which fitted in the whole building. Jake started talking about how well he remembered coming to the building for his Saturday job testing Psygnosis games, and talking about the layout of the building. realised with a guilty start that I should really have been taking notes. I didn't because I'm not good at this. Sic transit gloria mundi. This is how history is lost. 

Fortunately, I had a chance to make good my error. Thus, history is saved! I caught up with Jake online and picked his brains about his memories of Psygnosis (and Rage Software) and what he remembered about his later visits to the new building:

The news about Psygnosis being acquired by Sony was obviously going round, everyone was well aware of that. I was asking [my contact] what was happening to him and he was telling us the news about the new building over at Wavertree Tech Park, and the move to the new building. It was like "when we're in, we'll try and get you in again" because he knew I was going to go and go graphic design so he would speak to Nicky Place, and some of the other designers there to see if I could go in for the day.

I went in it was great. Had a sit down with the design team and everything. Had a good day and my contact came to meet us and he says "do you want to go and have a look at the QA? I'll speak to someone down there." So I went down to the QA department. The graphic design place was up on... now the building's like an L-shape, foyer in the middle, and I think the graphic design was on the top floor on the right flank.

This is my first trip into the Wavertree building and I can remember going through the double doors. On the left hand side as you walk in was the person who was in charge of all the replication of CDs for testing. He would organise duplication of CDs for everyone to go on QA and test, collect them all at the end of the day, put them under lock and key or burn, incinerate, destroy when needed. 

Then there were rows of desks of maybe two or three in a row, facing each other so you had a pod of six. Every desk had a blue PlayStation, a blue pad, blue memory card testing, Sony VHS video recorder that the PlayStation was connected to, and then the VHS video recorder was plugged into a Sony TV. Obviously everything was Sony. Sony headphones as well that you'd put on. And so you'd hit record on video tape, and you'd play, and if nothing happened in the 3 hours, you just rewind and record over it. But if you if you had a bug happen whilst you were playing, it was recorded.

I went in, saw all this happening. They were testing WipEout because it was before the PlayStation launch in the UK.

They said, "come and sit down. You can have a go on WipEout". Obviously, I'm really super excited. Sit down, someone puts a pad in my hand, got a nice big TV, put headphones on, and they turn the PlayStation. "Neeeooow," the into screen and stuff. I'd played on a PlayStation before, because one of the lads I live with, Jimmy, his older brother had bought Japanese import PlayStation so it wasn't all like brand, brand new but it was quite exciting to play WipEout for the first time.  

The graphics come on and you can tell it's got the Designers Republic influence so, as someone who's studying graphic design, this is awesome for me. Then it was all the 3D movement, and I was like... goosebumps! This is the future of video game straight away. You could see this is completely different from anything that's ever gone before it was... wow! And then I clunked my way around the track because it's not easiest game first go. I got the hang of it and so, by the end of like lap, two or three, I'm sort of getting the flow and everything. I have a couple of goes, and one of the lads who's been testing it jumps on it and just like streaks through it and it's like singing in his hands. It's so good. Wow! This is awesome. 

Having conversations with them and talking about games, they could tell I was into what I was doing. They said they're looking to recruit student QA testers. It's low cost. It's like beer money work. It's pretty easy. Any times that students can fit in. If they're off on a day on a Friday, come in on Friday. I'm in Blackburn I would love to do this, and I could do probably weekends, and any Easter holidays or something that comes up. "Great we'll get you signed up". And that was... that was ace. 

Saturday, get in for like, I think it was 9 o'clock. I get in, sit down have my headphones on and where I sat, I was maybe one or two rows as you walk in through the double doors. You go into the main foyer, yeah, I'm closing my eyes and picturing this now. The desk at the front and I turn to the right and go through the double doors. I think they were like key coded, so you know, you had to use a fob to get in and out. Then the rows of desks I was on the right hand side, maybe the second pod of desks. that was my usual seat. Wasn't always in the same place but I'd try and pick, you know usual one. I can remember clearly sort of sit there and looking out to the left I can see the car park I can see people coming in. So obviously not just QA was in on weekends, a lot of people were in at weekends.

The Streetview car drove around the car park several times. The earliest was 2008, when they just stuck in their nose. Around 2015, Streetview shows the lobby glass was decorated with big white PlayStation symbols and much to my and Jake's surprise, they are still there. Although looking a little ragged as if someone has had a go at seeing how easy they will be to scrape off. It was difficult to get a decent photo of the symbols. The gates and overgrown bushes and stuff dumped in the car park don't help with getting a decent angle. My best attempt was made by lurking in the bushes like a weirdo. Looking at Streetview I can see someone has made an attempt to hack back the greenery because the little side path I stood on is completely overgrown in the 2024 view. (For anyone wondering why I didn't just walk up to the door like I own the place, I'm taking these pictures carefully through a fence).

December 2025

December 2025

Psygnosis still exists as a legal entity. Companies House stores the records online and, as I write this I note the accounts for 2025 are currently overdue. Sony keeps the company ticking away  but basically mothballed with the appropriate trademarks renewed and corporate documents filed. The process of mothballing really began in 2007 when the accounts note:

On 1st Aprıl 2007 it was approved for the underlying trade and associated assets and liabilities of Psygnosıs Limited to be transferred to Sony Computer Entertainment Europe Limited for a consıderation representing the net assets of the company. Trading will continue in the next financıal year in Sony Computer Entertaınment Europe Limited.

After 2007 Psygnosis exists as an unspoken name. For reasons I don't understand the accounts continue to report financial transactions and as recently as 2024 the accounts noted:

During the relevant financial year, one title worked on by the Company was launched (2023: none) and the Company worked on the development of one title (2023: two) yet to be launched.

If you can explain this please leave a comment or drop me an email. 

Lemmings Touch

30 Golden Square, London, W1F 9LD

The move of management down to London meant updating the business address, to the London office of Sony Computer Entertainment UK. Companies House records this on a document signed on 01/08/2001.

Psygnosis, 30 Golden Square, London, W1F 9LD
January 2026

If you want to know a bit more about the London end of the story, have a look at the Sony article.

10 Great Marlborough Street, London, W1F 7LP

Another move followed in September 2006 as Sony Computer Entertainment UK moved from the relatively small Golden Square office to this giant of a building. The company changed its name to Sony Interactive Entertainment UK in 2016. Psygnois keeps on ticking away quietly in the background.

January 2026

C/O Corporation Service Company (Uk) Limited 5 Churchill Place 10th Floor London E14 5HU United Kingdom 

This is a bit of an odd one. For all of six months Companies House records that Sony and Psygnosis both changed their registered address to this one for the Corporation Service Company. For whatever reason, the address was moved back to Great Marlborough Street in July 2024.

January 2026

Lemmings: The Puzzle Adventure

Meanwhile, in Liverpool

Depending on where you draw the line, the story of Psygnois ends either when their name changed in 2000 or when Sony announced the closure of Studio Liverpool on 22 August 2012 and brought to an end 27 years of game development started when Ian Hetherington, Dave Lawson, and Eugene Evans worked out how to turn Bandersnatch into Brataccas.

Sony issued a statement:

As part of SCE Worldwide Studios, we do regular reviews to ensure that the resources we have can create and produce high quality, innovative and commercially viable projects in an increasingly competitive market place. As part of this process, we have reviewed and assessed all current and planned projects for the short and medium term and have decided to make some changes to our European Studios.

It has been decided that Liverpool Studio should be closed.  Liverpool Studio has been an important part of SCE Worldwide Studios since the outset of PlayStation, and have contributed greatly to PlayStation over the years. Everyone connected with Liverpool Studio, past and present, can be very proud of their achievements.

However, it was felt that by focusing our investment plans on other Studios that are currently working on exciting new projects, we would be in a stronger position to offer the best possible content for our consumers.

Our Liverpool Facility will continue to operate, housing a number of other vital WWSE and SCEE Departments.

Sony Interactive Entertainment Europe, 51 Old Hall St, Liverpool L3

Sony stayed at Napier Court until 2022 when then moved much closer to the city centre. The old Liverpool Echo building at the top end of Old Hall Street. It was Jake's idea to visit it as we came back via Moorfields Station, and I'm glad he suggested it because it provides the perfect end to this article. 

December 2025

If you walk down Old Hall Street towards the city centre then, at the junction with Chapel Street, you pass Tithebarn House. Where the story of Imagine ended and the story of Psygnosis began.

Holiday Lemmings

I noticed the Psygnosis accounts often listed how much money Psygnosis invested in research and development. I do like a good list and it seemed worth tracking because Psygnosis placed great importance on research, after all their investment in the Advanced Technology Group paid off in spades.  

These figures are interesting but potentially wrong because I'm not an accountant. From 1985 to 1992 the figure comes from a line in the accounts called Intangible Assets. Psygnosis do a lot of complicated carrying forwards and amortisation of costs. There are also a lot of shortened accounting periods, that is an accounting year ended early; I don't know why a company does stuff like this. The only time that makes sense is the year 01/01/1988 to 31/08/1988 which ends on the date Robert Smith and Dave Lawson are no longer associated with the company. Where possible I've tried to find a line like "Cost at [date]".  Is this right? I don't really know.

01/01/1985 to 31/12/1985: £315,000
01/01/1986 to 31/12/1986: £20,365
01/01/1987 to 31/12/1987:  £368,000 (The accounts list this as the figure at 01/01/1988)
01/01/1988 to 31/08/1988: £156,000 
01/09/1988 to 31/05/1989: £485,206
01/06/1989 to 31/07/1990: £288,459 (Given in the 1991 accounts as the cost at 01/08/1990  )
01/08/1990 to 31/07/1991: £601,022
01/08/1991 to 31/07/1992: £866,166

Fortunately after 1992 the Research and Development figure is given its own section in the annual accounts. This lasts all the way through to 2004. After that, nothing. And yes, the figure for the last three years is given in Euros.

01/08/1992 to 31/07/1993: £4,439,000
01/08/1993 to 31/03/1994: £4,439,000
01/04/1994 to 31/03/1995 : £6,312,000
01/04/1995 to 31/03/1996: £10,486,000
01/04/1996 to 31/03/1997: £18,818,000
01/04/1997 to 31/03/1998: £48,046,000
01/04/1998 to 31/03/1999: £14 million
01/04/1999 to 31/03/2000: £11,384,000
01/04/2000 to 31/03/2001: £13 million
01/04/2001 to 31/03/2002: £15.3 million
01/04/2002 to 31/03/2003:€7.8 million
01/04/2003 to 31/03/2004: €1.5 million
01/04/2004 to 31/03/2005: €3.9 million

Lemmings Paintball

One last thing. Satellite studios. Psygnosis had at least five that I know of Camden, Chester, Manchester, Stroud, and Leeds. 

Camden
I know nothing. It was probably somewhere near King's Cross. If you know more, please let me know. Team Camden lasted from around 1994 to 2000, at which point they were renamed SCEE Studio Camden. Then in 2002 they were merged with Team Soho

Chester
I also know zilch about Chester, except that in in 1998 the Chester studio was moved to Manchester.

Manchester
Second floor, Adamson House, The Towers Business Park, Manchester

The move from Chester to Manchester was covered by the DAILY POST on January 20 1998, page 26, in a story headlined "Psygnosis to pay record rent for new city office". The record rent £211,117 "the highest rent achieved in South Manchester since 1990". The article very nicely gives the Manchester address which was here. I'll see what I can do about getting a photo later in the year.

Leeds
Another one I know nothing about. It was established in 1996 and closed in 2001

Stroud
The Wheelhouse, Bonds Mill Estate, Stonehouse, Gloucestershire, GL10 3RG 
I do know some stuff about the Stroud office. Wikipedia points to an archived 1997 interview with Ian Heatherington where the American writer charmingly writes Stroud as Straub:

The Straub studio in southern England is an excellent example. It was originally about 50 people and it's now up to about 70. That studio is responsible for two of our major titles this year, come from that studio (Overboard and G Police).

Wikipedia confidently asserts: 

The Stroud studio was opened in November 1993 in order to attract disgruntled MicroProse employees.

Citation needed. Surely? Anyway the Straub Strood Stroud studio, did some recruiting and that's where the address comes from. Again, I'll try and pick up a photo later in the year although the building is on Streetview.
Psygnosis Stroud, GLOUCESTER NEWS Thursday October 20, 1994 page 25
GLOUCESTER NEWS
Thursday October 20, 1994 page 25

Many thanks to Jake for getting in contact and taking the time out of his day to walk round Liverpool with me. He'll be back for an article about Rage Software who were the other big Liverpool software house during the nineties. Follow him on Bluesky and make sure to visit the website for his company Dekiru
You know. I think this is the longest I've ever worked on one article. I've been pecking away at this on and off since November 2025. No wonder I'm knackered. You can follow me on Bluesky. Do you know where the Camden, Leeds, or Chester studios were based? Leave a comment or send an emails to whereweretheynow@gmail.com.

Oh No! More Lemmings

[1] Didn't Civilization VI come out in 2025? No. Wikipedia says it come out in 2016. Bloody hell I'm out of date. I'm sure a Civilization game came out in 2025... oh yes. Civilisation VII.
[2]. A lot of people also cared about the tremendous amounts of money Imagine owed them. £650,000 to trade creditors, including £250,000 to Marshall Cavendish, £100,000 to Lloyds Bank, and about £350,000 in wages, holiday pay, National Insurance and VAT. (PCW, 9-15 August 1984 page 5) CRASH was very salty about the £5825 Imagine owed them for unpaid advertising, money. The still new magazine needed it badly.
[3] By this point, Mark Butler had departed for Odin.
[4] Bruce Everiss wrote a letter to CRASH, printed in the February 1985 issue, noting that:

December 2021
Lawson/Hetherington are not trading as Finchspeed. They are now trading as Fire Iron Limited, 28 Exchange Street East, Liverpool phone: 051 236 2036

28 Exchange Street East (pictured) is also called the Masons Building and was the location of Imagine's first office in 1982. I've never been able to track down a company called Finchspeed in the Companies House database but there is a record for a company called Fireiron, incorporated on 09 May 1984 and dissolved on 04 Dec 1990.
I cannot find a single record for Finchspeed. It's not listed at Companies House. It's not given as one of Dave Lawson's other directorships (Imagine and Fireiron are) in the Psygnosis return dated 08 Jun 1988. I could believe the company never existed, if it wasn't for the fact the name crops up so frequently in contemporary reporting. The date of incorporation for Fireiron, two months before Imagine went into receivership, makes me wonder if Fireiron could be Finchspeed renamed.
[5] A thought occurs. PCW reports "Sinclair's funding ceased several months ago," in September 1985. Robert Smith & Sons changed their name to Psygnosis at the start of July 1985. Could those two events be related? (That sound you can hear is the howl of the Speculation Klaxon).
[6] Future biographers of Psygnosis, you're welcome.
[7]The 1986 accounts include an intriguing line "Costs Ex Fireiron Ltd. 72,500"
[8] A cheeky nod to second mega-game for the C64.
[9Someone was a rock fan, although I don't know if it was Dave Lawson, Robert Smith, or Ian Hetherington. Even the name of Psygnosis leans towards Hipgnosis who designed all those covers for Pink Floyd, T. Rex, Genesis, and so on.
[10] Early Psygnosis games did get converted to 8-bit computers but normally by other companies, Ocean did a C64 version of Shadow of the Beast. The Psyclapse label also made a short-lived attempt to release games on the Amstrad, Spectrum and C64.
[11 Although, they nearly brought Bullfrog. Martin Alltimes interview.
[12]Released by Tristar Pictures, owned by Columbia Pictures, owned by the Sony Corporation of Japan.
[13]WipeEout and Battle Arena Toshinden for me.

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