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Absolute Entertainment

Absolute Entertainment was an American and based in , founded on August 19, 1986, by former programmers Garry , Dan Kitchen, Alex DeMeo, and John Van Ryzin, with David Crane joining shortly thereafter. The company, named to appear alphabetically before competitors like , initially focused on titles for the and expanded to platforms including the (NES), , Sega Game Gear, Mega Drive, and through its in-house development studio, Imagineering, which it merged with in 1992. Absolute Entertainment gained prominence in the late 1980s and early 1990s for publishing innovative games such as A Boy and His Blob: Trouble on Blobolonia (, 1989), Star Trek: The Next Generation (, 1993), and (Atari 2600, 1988), often emphasizing unique gameplay mechanics and licensed properties. In 1993, it acquired assets from Extreme Entertainment Group to bolster its portfolio. However, declining sales in the mid-1990s contributed to its financial struggles, culminating in Chapter 7 bankruptcy and cessation of operations in November 1995, after which key staff transitioned to Skyworks Technologies. Over its nine-year run, the company released approximately 41 titles, according to , leaving a legacy in 8-bit and 16-bit era gaming despite its relatively short lifespan.

History

Founding

Absolute Entertainment, Inc. was incorporated on August 19, 1986, in . The company emerged as an independent and developer during the mid-1980s resurgence of the following the 1983 crash. The firm was founded by , a primary figure and former developer at ; his brother Dan Kitchen, a programmer; as well as Alex DeMeo and John Van Ryzin. David Crane, who had co-founded and served as a key designer there, joined the company in 1988. These individuals, drawing from their prior experience at Activision's East Coast Design Center, left the company to establish their own venture, aiming to gain greater creative and business autonomy in game production and distribution. A notable aspect of the company's branding was the deliberate selection of its name, "Absolute Entertainment," to ensure it appeared alphabetically ahead of "" in industry credits, catalogs, and listings—a tactical choice echoing 's own earlier strategies against competitors like . From the outset, Absolute Entertainment concentrated on publishing titles for 8-bit home consoles, including the and (NES), while the founders contributed to some in-house development efforts to build a diverse portfolio. This focus positioned the company to capitalize on the growing market for cartridge-based games in the late 1980s.

Early years

Absolute Entertainment operated primarily as a publisher of third-party licensed ports and in-house developed titles, targeting 8-bit systems such as the , , (NES), and later the Game Boy. Founded in 1986 by former programmers including , the company leveraged their prior experience in console game design to establish a multi-platform publishing strategy focused on quality arcade-style conversions and original content. David Crane joined in 1988 and contributed to key projects. Their first releases appeared in 1987, with titles like Title Match Pro Wrestling for the marking the company's entry into the market and quickly building a reputation for solid 8-bit games amid the ongoing recovery from the 1983 video game crash. Key early deals centered on licensing agreements for popular arcade ports, such as Crossbow: The Legend of William Tell from , which Absolute adapted for the in 1989, alongside original titles contributed by founders like David Crane's for the in 1989. These arrangements allowed Absolute to secure rights from established developers and expand their portfolio without solely relying on external studios, emphasizing faithful recreations that appealed to both enthusiasts and home console users. By securing distribution deals, such as with for in , the company began to penetrate global markets early on. From a small team of ex-Activision talent, Absolute grew to manage releases across multiple platforms by the late 1980s, achieving financial stability through successful ports like for the in , which capitalized on licensed sports properties to drive sales. This expansion enabled the company to handle an increasing volume of titles, transitioning from Atari-centric output to broader support by 1989, while maintaining a lean operation that prioritized efficient development cycles. Hit releases provided the revenue needed to scale operations without significant external funding. The late 1980s presented challenges from intense competition in the recovering console market, dominated by 's strict third-party licensing policies and the rising popularity of the , which pressured smaller publishers like to adapt quickly to new hardware standards. Atari's declining market share further complicated distribution for early titles, requiring strategic shifts toward platforms to remain viable. Despite these hurdles, 's focus on quality ensured steady growth through 1991.

Acquisition of Imagineering

Imagineering Inc. was founded on February 26, 1986, in , by former programmers including , Dan Kitchen, Alex DeMeo, and John Van Ryzin, establishing it as a dedicated video game development studio. The company specialized in creating games for the (NES) and , with notable titles such as A Boy and His Blob: Trouble on Blobolonia and : War in the Gulf. As a sister company to Absolute Entertainment, Imagineering maintained close collaborations with the publisher from its , handling development for many of Absolute's NES and handheld releases while also working with other clients like THQ and . On July 1, 1992, Absolute Entertainment fully absorbed Imagineering through a merger, integrating the studio as its in-house development arm and eliminating the separate entity. This structural change consolidated operations under Absolute's headquarters, allowing seamless coordination between publishing and development teams without the need for external contracts. The merger had a profound strategic impact on Absolute, enabling tighter control over its development pipeline and reducing reliance on third-party studios amid the industry's shift from 8-bit to 16-bit hardware. Prior to the integration, joint announcements like the January 1992 reveal of SNES titles such as David Crane's Amazing Tennis highlighted the benefits of their partnership, but the merger formalized Absolute's ability to prioritize internal resources for next-generation consoles including the and . Key personnel from Imagineering, including lead programmer David Crane—who had joined Absolute in 1988 and contributed to Activision hits like Pitfall!—were integrated into Absolute's expanded New Jersey team, bolstering the company's technical expertise in puzzle-platform and action genres. This infusion of talent supported ongoing projects and new initiatives, with Imagineering staff comprising a significant portion of Absolute's development workforce post-merger. The outcomes of the acquisition were evident in Absolute's accelerated production of 16-bit titles, such as ports of R.C. Grand Prix and original developments like The Rescue of Princess Blobette for , solidifying the company's evolution from a licensing-focused publisher to a vertically integrated entity capable of handling full-cycle game creation. This shift positioned Absolute to compete more effectively in the evolving console market during the early 1990s.

Closure

By the mid-1990s, Absolute Entertainment encountered severe financial challenges that precipitated its . The company reported a net loss exceeding $1.78 million for the six months ended June 30, 1995, amid delinquent securities filings starting from the period ended September 30, 1995. Contributing factors included declining sales during the 16-bit console era, where several titles received negative reviews and underperformed commercially, exacerbating financial strain from elevated development costs after the 1992 acquisition of Imagineering, which expanded in-house production capabilities. Additionally, the company's inability to pivot swiftly to the burgeoning gaming paradigm—marked by the launches of the and —left it ill-positioned in a rapidly evolving market. Operations wound down throughout 1995, leading to the official disbandment via Chapter 7 filing on January 2, 1996. As part of the process, intellectual properties, remaining contracts, and other assets were sold off, with no subsequent revival efforts by the original stakeholders. In the aftermath, key founders such as transitioned to new opportunities, co-founding Skyworks Technologies alongside David Crane in November 1995 to continue in the interactive entertainment space. This closure signified the termination of Absolute Entertainment's independent operations after nearly a decade, emblematic of the broader industry consolidation as publishers navigated the shift from 8- and 16-bit systems to more advanced hardware.

Games

Published titles

Absolute Entertainment's published titles from 1988 to 1991 primarily targeted 8-bit consoles, emphasizing arcade ports, flight simulations, and licensed sports games that leveraged the company's connections from its founders' backgrounds. These releases highlighted publishing successes in securing arcade conversions like Kung-Fu Master and movie-inspired tie-ins, contributing to a portfolio of approximately 15 titles that expanded the company's reach in the North American market without relying on a full in-house development team post its early formation. Several titles featured key contributions from founders, such as David Crane's design on A Boy and His Blob: Trouble on Blobolonia. The following table lists the published titles chronologically by initial release year, including primary platforms and developer credits where distinct from Absolute Entertainment itself.
YearTitlePlatformsDeveloper
1988F-18 HornetCommodore 64, Absolute Entertainment
1988 Baseball, Absolute Entertainment
1988Super Skateboardin'Absolute Entertainment
1988Apple II, Commodore 64Absolute Entertainment
1989Tomcat: The F-14 Fighter Simulator, Absolute Entertainment
1989PCAbsolute Entertainment
1989Kung-Fu MasterAbsolute Entertainment
1989 Baseball / Great GameAbsolute Entertainment
1989Alex DeMeo's Title Match Pro WrestlingAbsolute Entertainment
1990David Crane's Imagineering Inc.
1990Garry Kitchen's BattletankImagineering Inc.
1991David Crane's The Rescue of Princess BlobetteImagineering Inc.
1991 ProjectImagineering Inc.
These titles demonstrated Absolute Entertainment's strategy of partnering with external developers for innovative gameplay, such as the puzzle-platforming mechanics in and simulation depth in flight titles like , while arcade ports like Kung-Fu Master brought established franchises to home systems. The focus on licensed content, including MLB's endorsement, underscored the publisher's ability to capitalize on for commercial viability in the late 8-bit era.

Developed titles

Following the merger with Imagineering in 1992, Absolute Entertainment shifted toward in-house development, leveraging the studio's expertise to create titles primarily for handheld and 16-bit consoles such as the Game Boy, (SNES), and . This period marked Absolute's transition from publishing to full development control, with Imagineering handling , , and to hardware constraints like limited cartridge ROM sizes and processing power, which often required innovative compression techniques and simplified graphics for multi-platform releases. Over its run, Imagineering developed several titles under Absolute, focusing on licensed properties and original concepts amid the intensifying competition in the 16-bit market. The developed portfolio emphasized ambitious adaptations of popular franchises, such as platformers and simulations, while experimenting with original to differentiate from third-party outputs. Key innovations included cross-platform compatibility, allowing games to launch simultaneously on rival systems like SNES and , which helped maximize market reach despite development challenges like synchronizing controls and audio across architectures. These efforts highlighted Absolute's push for technical feats, such as elements in limited hardware environments, though many projects grappled with the era's cartridge limitations that capped sprite counts and level complexity.

Chronological List of Developed Titles

  • 1991: The Rescue of Princess Blobette (Game Boy)
    Developed by the Imagineering team led by designer David Crane, this puzzle-platformer served as a transitional sequel to the NES classic , introducing blob transformation mechanics optimized for portable play amid 's monochrome display and battery constraints. It represented an early effort to adapt original IP to handhelds, with innovative jellybean-based puzzles compressed to fit 256 KB cartridges.
  • 1992: David Crane's Amazing Tennis (SNES, Sega Genesis)
    A sports simulation developed internally, it introduced realistic ball physics and multiplayer modes for 16-bit hardware, with Imagineering overcoming Genesis's slower CPU by using assembly code for fluid animations across both platforms.
  • 1992: Garry Kitchen's Super Battletank: War in the Gulf (SNES, Sega Genesis)
    This tank simulation sequel expanded on earlier Battletank gameplay with Gulf War-themed missions, utilizing Imagineering's expertise in vehicle controls and multi-platform optimization for 16-bit systems.
  • 1993: Star Trek: The Next Generation (Game Boy, NES)
    Imagineering's space allowed players to command the in tactical missions, with lead designer Mark Beardsley emphasizing strategic depth despite 's graphical restrictions, using tile-based maps for exploration.
  • 1995: Rapid Deployment Force: Global Conflict (Sega CD)
    Imagineering's final major project under was a with FMV cutscenes, addressing 's add-on complexities like enhanced storage for multi-mission campaigns amid the shifting 32-bit market.
These titles underscored Absolute's brief foray into original and licensed content creation, with Imagineering's work totaling several core releases that attempted to innovate in genres like and platforming, though many faced criticism for not fully exploiting 16-bit potential due to rushed cycles and hardware trade-offs.

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