Safecracker (video Game)
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''Safecracker'' is a 1997
puzzle adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based me ...
developed by
Daydream Software Daydream Software was a Swedish video game developer founded in 1994. They released four games (with another in the works) before closing in 2003. History Early years (1994–1996) Daydream Software was established in November 1994 in Umeå, Sw ...
and published by
GT Interactive GT, Gt or G-T may refer to: Arts and entertainment Games * GT Interactive, an American video game developer * GameTrailers, a video game website * ''Golden Tee Golf'', golf video game * Gran Turismo (series), ''Gran Turismo'' (series), a series ...
. It casts the player as a
security" \n\n\nsecurity.txt is a proposed standard for websites' security information that is meant to allow security researchers to easily report security vulnerabilities. The standard prescribes a text file called \"security.txt\" in the well known locat ...
professional, whose goal is to infiltrate the mansion headquarters of a
safe A safe (also called a strongbox or coffer) is a secure Lock (security device), lockable box used for securing valuable objects against theft or fire. A safe is usually a hollow cuboid or cylinder, with one face being removable or hinged to form ...
manufacturer and break into 35 of its unusual models. Each safe is guarded by a different type of puzzle, including sliding tiles,
anagram An anagram is a word or phrase formed by rearranging the letters of a different word or phrase, typically using all the original letters exactly once. For example, the word ''anagram'' itself can be rearranged into ''nag a ram'', also the word ...
codes and translations from
braille Braille (Pronounced: ) is a tactile writing system used by people who are visually impaired, including people who are blind, deafblind or who have low vision. It can be read either on embossed paper or by using refreshable braille display ...
. The player's progression is
nonlinear In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
: the mansion can be explored, and its safes unlocked, in multiple orders. However, the game must be completed within a 12-hour
time limit A time limit or deadline is a narrow field of time, or a particular point in time, by which an objective or task must be accomplished. Once that time has passed, the item may be considered overdue (e.g., for work projects or school assignments). In ...
. ''Safecracker'' was conceived in 1994 as the debut title by Daydream, one of Sweden's first major computer game developers. After signing with Warner Interactive Entertainment (WIE) in 1995, Daydream began to develop the game with
Macromedia Director Adobe Director (formerly Macromedia Director, MacroMind Director, and MacroMind VideoWorks) was a multimedia application authoring platform created by Macromedia and managed by Adobe Systems until its discontinuation. Director was the primary edi ...
and
QuickTime VR QuickTime VR (also known as QTVR) is an image file format developed by Apple Inc. for QuickTime, and discontinued along with QuickTime 7. It allows the creation and viewing of VR photography, photographically captured panoramas, and the viewing ...
. Expensive
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
machines were purchased with Warner's funding to create the visuals; musicians Rob 'n' Raz were hired to compose the soundtrack. However, corporate upheaval at WIE led to costly delays.
GT Interactive GT, Gt or G-T may refer to: Arts and entertainment Games * GT Interactive, an American video game developer * GameTrailers, a video game website * ''Golden Tee Golf'', golf video game * Gran Turismo (series), ''Gran Turismo'' (series), a series ...
ultimately bought the publisher in 1996 and purposely slow-walked ''Safecracker''s release and promotion. Having anticipated problems with GT, Daydream went public: its hit
IPO An initial public offering (IPO) or stock launch is a public offering in which shares of a company are sold to institutional investors and usually also to retail (individual) investors. An IPO is typically underwritten by one or more investment ...
drew enough capital for the team to repurchase ''Safecracker''s rights in 1997 and sign new distributors worldwide. While ''Safecracker''s troubled release hurt its retail performance,
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sales at a budget price eventually carried it to 650,000 units sold. Reviewers broadly panned the game's limited core premise, although certain writers considered it a strength and recommended the title to fans of
puzzle game A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle ...
s. Critical reception of the puzzles and visuals ranged from positive to strongly negative. Following the launch of ''Safecracker'', Daydream became a foundational company in the Swedish game industry. Nevertheless, problems caused by its early public launch led to the developer's bankruptcy in 2003.
Kheops Studio Kheops Studio was an independent video game development studio created in September 2003. Its games were published by Microïds, which acquired the brand and intellectual property as insolvency assets of Cryo Interactive in 2002. The company wa ...
and
The Adventure Company The Adventure Company was a Canadian video game developer and a former publishing division of DreamCatcher Interactive. It was sold to THQ Nordic GmbH THQ Nordic GmbH (formerly Nordic Games GmbH) is an Austrian video game publisher based in ...
later released a spiritual successor to ''Safecracker'' under the name '' Safecracker: The Ultimate Puzzle Adventure'' (2006).


Gameplay and plot

''Safecracker'' is a
puzzle adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based me ...
that takes place from a first-person view in a pre-rendered visual environment. The player uses a
point-and-click Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and cl ...
interface to traverse the game world and interact with objects. In a manner that has been compared to ''
Zork Nemesis ''Zork Nemesis: The Forbidden Lands'' is a graphic adventure game developed by Zombie LLC, published by Activision, and released in 1996 for Windows 95, MS-DOS, and Macintosh. It is the eleventh game in the ''Zork'' series, and the first title n ...
'', the player's movement is restricted to jumps between panoramic static screens. The camera view can rotate 360° on each screen. In ''Safecracker'', the player assumes the role of a professional in the
security systems Security is protection from, or resilience against, potential harm (or other unwanted coercive change) caused by others, by restraining the freedom of others to act. Beneficiaries (technically referents) of security may be of persons and social ...
business, who seeks a job with the fictional Crabb & Sons Company. The firm is a manufacturer of
safe A safe (also called a strongbox or coffer) is a secure Lock (security device), lockable box used for securing valuable objects against theft or fire. A safe is usually a hollow cuboid or cylinder, with one face being removable or hinged to form ...
s with unusual designs. As an audition, the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
is contracted by Crabb & Sons' owner to infiltrate his mansion headquarters and
crack Crack frequently refers to: * Crack, a fracture in a body * Crack, a fracture (geology) in a rock * Crack, short for crack cocaine Crack may also refer to: Art, entertainment, and media * ''Cracks'' (film), a 2009 independent thriller * Crac ...
the safes within, with the ultimate goal of breaking into the new "F-9-12" design. The game begins outside Crabb & Sons' building, after which the player sneaks in and begins to explore. ''Safecracker'' features
nonlinear In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
progression: the mansion's rooms can be navigated, and their safes tackled, in multiple orders. However, the game must be beaten under a 12-hour
time limit A time limit or deadline is a narrow field of time, or a particular point in time, by which an objective or task must be accomplished. Once that time has passed, the item may be considered overdue (e.g., for work projects or school assignments). In ...
. The mansion contains over 50 rooms and 35 safes, which are guarded by puzzles in a range of styles. Among these are mathematics puzzles,
anagram An anagram is a word or phrase formed by rearranging the letters of a different word or phrase, typically using all the original letters exactly once. For example, the word ''anagram'' itself can be rearranged into ''nag a ram'', also the word ...
codes, conversions of temperature units, translations from
braille Braille (Pronounced: ) is a tactile writing system used by people who are visually impaired, including people who are blind, deafblind or who have low vision. It can be read either on embossed paper or by using refreshable braille display ...
, musical problems and
sliding puzzle A sliding puzzle, sliding block puzzle, or sliding tile puzzle is a combination puzzle that challenges a player to slide (frequently flat) pieces along certain routes (usually on a board) to establish a certain end-configuration. The pieces t ...
s. Unlocking a safe provides the player with clues and keys, which open up new areas and allow other puzzles to be solved. At the same time, certain clues are hidden around the mansion in books and other objects that the player may investigate. Clue items are stored in the inventory on the
heads-up display A head-up display, or heads-up display, also known as a HUD (), is any transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view inform ...
(HUD) interface, which also features a meter that tracks the number of puzzles solved.


Development


Origins

''Safecracker'' was conceived in 1994 by acquaintances Jörgen Isaksson and Nigel Papworth of Umeå, Sweden. Papworth's interest in making games was first sparked when Isaksson showed him ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's characte ...
'': its simple
HyperCard HyperCard is a software application and development kit for Apple Macintosh and Apple IIGS computers. It is among the first successful hypermedia systems predating the World Wide Web. HyperCard combines a flat-file database with a graphical, ...
engine suggested to Papworth that game programming could be easy. Isaksson himself had previously experimented with the medium to entertain his younger sister, yielding a computer conversion of the board game ''
Mastermind Mastermind, Master Mind or The Mastermind may refer to: Fictional characters * Mastermind (Jason Wyngarde), a fictional supervillain in Marvel Comics, a title also held by his daughters: ** Martinique Jason, the first daughter and successor of th ...
''. Papworth seized on this idea and reworked Isaksson's ''Mastermind'' board into a safe puzzle. After a short time, the pair had devised five more safes in this style, and the thought arose for an entire game about cracking safes in a single building. This concepting stage began in summer 1994. Isaksson and Papworth soon pitched the ''Safecracker'' idea to Erik Phersson and Jan Phersson-Broburg, the heads of a local computer services company, Sombrero, that Isaksson had co-founded. The more recent hire Leif Holm was present as well. At a meeting in fall 1994, roughly one month after Isaksson had shown ''Myst'' to Papworth, the five men resolved to create ''Safecracker'' together. The Phersson brothers had already been anxious to expand into new fields. Phersson-Broburg immediately arranged an interview with Sanji Tandan, the head of
Warner Music Sweden Warner Music Sweden AB (previously Metronome Records) is a Swedish record company and label, a subsidiary of Warner Music Group. Metronome Records was established in 1949 by Anders Burman, Lars Burman, and Börje Ekberg and was based in Stockhol ...
, based on the logic that the publisher had a worldwide foothold in the CD business. The first contact with Warner occurred in October 1994. However, the ''Safecracker'' team initially lacked any materials to sell Tandan on the game. Papworth, a professional illustrator, wrote that he hurriedly "made 2 pretty crude visuals with colored felt tips on an A1 sketch pad that showed a start sequence and some examples of different safe puzzles". Phersson-Broburg composed a financial roadmap for the project, while Isaksson cooperated with Papworth to construct the game's plot. The team used StrataVision 3D to create a test of ''Safecracker''s
pre-rendered Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typi ...
graphics. Tandan enjoyed their presentation and the meeting was a success. Based on this event, the five team members founded
Daydream Software Daydream Software was a Swedish video game developer founded in 1994. They released four games (with another in the works) before closing in 2003. History Early years (1994–1996) Daydream Software was established in November 1994 in Umeå, Sw ...
in November 1994. Nevertheless, Daydream's
handshake deal An oral contract is a contract, the terms of which have been agreed by spoken communication. This is in contrast to a written contract, where the contract is a written document. There may be written, or other physical evidence, of an oral contract ...
with the publisher fell through. Tandan reported back that the rest of Warner Music Sweden was uninterested in pursuing computer games. Shortly thereafter, the ''Safecracker'' plan was revived during the 1994 Christmas party at Daydream's new office space. The team was called by the London-based Warner Interactive Entertainment, whose executive Laurence Scotford expressed interest in the game and soon flew to Umeå to learn more. The team then traveled to the publisher's London headquarters and pitched ''Safecracker'' directly. A writer for the city of Umeå later remarked that it was "a tricky display with cumbersome computers", but the parties reached a tentative agreement to partner on the game. Afterward, the contract was carefully tweaked at Daydream's offices. The developer signed with Warner to develop ''Safecracker'' in March 1995, as part of a three-year, multi-title deal set to run until March 1998. Funding was provided via an
advance against royalties In the field of intellectual property licensing, an advance against royalties is a payment made by the licensee to the licensor at the start of the period of licensing (usually immediately upon contract, or on delivery of the property being lice ...
of 2.5 million kr; Daydream was set to earn 50 kr per unit sold, while Warner retained all revenues for the first 50,000 sales of the game. In retrospect, Papworth felt that Daydream was "lucky" to have joined the game industry when it did, as many of "the big record companies" were entering the computer game business with low standards as to the content they financed.


Production

Daydream Software began development of ''Safecracker'' by creating thorough
blueprint A blueprint is a reproduction of a technical drawing or engineering drawing using a contact print process on light-sensitive sheets. Introduced by Sir John Herschel in 1842, the process allowed rapid and accurate production of an unlimited numbe ...
s of the mansion and its rooms on paper. Objects inside the building were similarly drawn on paper ahead of the
modeling A model is an informative representation of an object, person or system. The term originally denoted the plans of a building in late 16th-century English, and derived via French and Italian ultimately from Latin ''modulus'', a measure. Models c ...
stage. Nigel Papworth wrote that he "raided the local bookshops and bought up all the books ecould find on antique furniture and
Victoriana Victoriana is a term used to refer to material culture related to the Victorian period (1837–1901). It often refers to decorative objects, but can also describe a variety of artifacts from the era including graphic design, publications, phot ...
" for inspiration. The plan was to build the game's visual assets on Macintosh computers with Strata StudioPro after the concepting phase. However, Daydream soon deduced that the agreed-upon budget and deadline for ''Safecracker'' were unworkable with the developer's existing personnel and technology, according to Papworth. Hoping to speed up production, Jörgen Isaksson suggested that the team develop ''Safecracker''s graphics on expensive
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
workstations instead. Daydream felt that these machines and their software "offered an unbeatable combination of speed, quality in modeling and rendering". The company persuaded Warner Interactive Entertainment to pay $50,000 for three workstations and a
server Server may refer to: Computing *Server (computing), a computer program or a device that provides functionality for other programs or devices, called clients Role * Waiting staff, those who work at a restaurant or a bar attending customers and su ...
, which made Daydream one of Sweden's top three buyers of Silicon Graphics computers. As a result, the graphics-production setup for ''Safecracker'' consisted of
SGI Indy The Indy, code-named "Guinness", is a low-end multimedia workstation introduced on July 12, 1993. Silicon Graphics Incorporated (SGI) developed, manufactured, and marketed Indy as the lowest end of its product line, for computer-aided design ( ...
machines, for modeling the visuals, and a single
SGI Challenge The Challenge, code-named ''Eveready'' (deskside models) and ''Terminator'' (rackmount models), is a family of server computers and supercomputers developed and manufactured by Silicon Graphics in the early to mid-1990s that succeeded the earli ...
server. All of them were used for
rendering Render, rendered, or rendering may refer to: Computing * Rendering (computer graphics), generating an image from a model by means of computer programs * Architectural rendering, creating two-dimensional images or animations showing the attributes ...
. For ''Safecracker''s design, the team adopted a nonlinear approach because they were "allergic" to linear gameplay, Papworth later said. While researching adventure games in preparation, Papworth catalogued his dislikes with the genre and shaped ''Safecracker'' accordingly. This resulted in a scheme to make the basement and first floor fully traversable from the start, and the second floor unlockable after a relatively short time. In this way, Papworth noted, "Only the end task would be dependent on most of the clues having been already solved", which prevented ''Safecracker'' from becoming a series of roadblocks. Nonlinearity proved to be a challenge for both the designers and programmers. In an attempt to prevent the open structure from confusing players, the team included "exact instructions and advice" in the starting sequence, Papworth explained. Papworth used each room's theme to determine the design of its puzzles: for example, the music room contains a
jukebox A jukebox is a partially automated music-playing device, usually a coin-operated machine, that will play a patron's selection from self-contained media. The classic jukebox has buttons, with letters and numbers on them, which are used to selec ...
-inspired safe. He recalled creating roughly "80% of the safe designs in the first 3–4 weeks" of production; the rest were handled by other team members at later times. ''Safecracker'' was developed primarily on Macintosh hardware with
Macromedia Director Adobe Director (formerly Macromedia Director, MacroMind Director, and MacroMind VideoWorks) was a multimedia application authoring platform created by Macromedia and managed by Adobe Systems until its discontinuation. Director was the primary edi ...
and
QuickTime VR QuickTime VR (also known as QTVR) is an image file format developed by Apple Inc. for QuickTime, and discontinued along with QuickTime 7. It allows the creation and viewing of VR photography, photographically captured panoramas, and the viewing ...
. The latter software, which displays virtual-reality panoramas, had not yet been used for many games. It was one of the
selling point In marketing, the unique selling proposition (USP), also called the unique selling point, or the unique value proposition (UVP) in the business model canvas, is the marketing strategy of informing customers about how one's own brand or product is s ...
s in the Warner Interactive deal: Papworth remarked that the team hoped to "be the first developer to use D rotating panoramasin a full sized game." Daydream worked initially with a
beta Beta (, ; uppercase , lowercase , or cursive ; grc, βῆτα, bē̂ta or ell, βήτα, víta) is the second letter of the Greek alphabet. In the system of Greek numerals, it has a value of 2. In Modern Greek, it represents the voiced labi ...
edition, as QuickTime VR was not launched until July 1995. To create ''Safecracker''s visuals, Daydream used its Silicon Graphics computers to build wire-frame 3D models with programs from Alias Wavefront, including
PowerAnimator PowerAnimator and Animator, also referred to simply as "Alias", the precursor to what is now Maya and StudioTools, is a highly integrated industrial 3D modeling, animation, and visual effects suite. It had a relatively long track record, starting ...
. Each modeler consulted a collective
to-do list Time management is the process of planning and exercising conscious control of time spent on specific activities, especially to increase effectiveness, efficiency, and productivity. It involves of various demands upon a person relating to work, s ...
, from which he would "pick an object ... and write his name beside it", according to Papworth. This list cited the relevant
reference Reference is a relationship between objects in which one object designates, or acts as a means by which to connect to or link to, another object. The first object in this relation is said to ''refer to'' the second object. It is called a '' name'' ...
pages in Papworth's books.
Texture maps Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mappi ...
were drawn on Macintosh computers with
Adobe Photoshop Adobe Photoshop is a raster graphics editor developed and published by Adobe Inc. for Windows and macOS. It was originally created in 1988 by Thomas and John Knoll. Since then, the software has become the industry standard not only in ras ...
and
Illustrator An illustrator is an artist who specializes in enhancing writing or elucidating concepts by providing a visual representation that corresponds to the content of the associated text or idea. The illustration may be intended to clarify complicat ...
. Once a textured environment was
lit Lit or LIT may refer to: Codes * lit, the ISO 639-2 code for the Lithuanian language Education * Lamar Institute of Technology, Beaumont, Texas, United States * Laxminarayan Institute of Technology, Nagpur, India * Lee-Ming Institute of Tech ...
, the team inserted a
camera A camera is an optical instrument that can capture an image. Most cameras can capture 2D images, with some more advanced models being able to capture 3D images. At a basic level, most cameras consist of sealed boxes (the camera body), with a ...
to render 12 images in a 360° radius, and the results were image-stitched into a rotatable panorama with QuickTime VR. During production, Daydream legally had zero employees, and instead hired Sombrero staff and outside freelancers on a contractual basis. Team members assumed multiple roles. Leif Holm and the new hire Fredrik Jonsson modeled environments and furniture; Holm simultaneously managed aspects of
Unix Unix (; trademarked as UNIX) is a family of multitasking, multiuser computer operating systems that derive from the original AT&T Unix, whose development started in 1969 at the Bell Labs research center by Ken Thompson, Dennis Ritchie, a ...
programming. Papworth, alongside his other jobs, textured environments and arranged objects inside them. Isaksson modeled and coded, but also compiled the team's visual assets into QuickTime VR and Macromedia Director, in which they were made playable and interactive. Sound effects, handled with Digital Audio Tapes and Macromedia's
SoundEdit SoundEdit was the first popular GUI-based audio editor for digitized audio. It was one of the first significant audio applications for personal computers in general. SoundEdit was known for its ease of use. It made audio manipulation accessibl ...
, were overseen by Erik Phersson. Papworth recalled that Daydream "purchased about 100 sound effect CDs" to assist him. Hoping to increase the soundtrack's quality by hiring professionals, Daydream contracted Swedish artists Rob 'n' Raz to create a unique musical theme for every room in ''Safecracker''. This deal caused issues with
STIM STIM, ''Svenska Tonsättares Internationella Musikbyrå'' (Swedish Performing Rights Society), is a Swedish collecting society for songwriters, composers and music publisher. Its role is to act as an agent for its members in order to collect lic ...
and the
Nordisk Copyright Bureau Nordisk Copyright Bureau (n©b) is a copyright collecting society which maintains Nordic and Baltic composers', writers' and producers' copyrights. NCB is based in Copenhagen, Denmark, and is owned by the collecting societies in the Nordic countr ...
regarding Rob 'n' Raz's rates, as there were no guidelines for computer software scores. Near the end of development, Daydream similarly contracted the firm Datadesign & Multimedia AB for coding assistance.


Delays and public offering

As ''Safecracker''s production progressed, instability at Warner Interactive Entertainment became a major concern for Daydream Software. These issues resulted in costly delays. The team finished "a basic build of ''Safecracker'' in less than a year", according to Nigel Papworth, and the game was nearing completion by the first part of 1996. However, around that time, Warner informed Daydream that it wanted the game localized in eight languages, even though the original contract had only accounted for English. This pushed the completion date back four months: the game's pre-rendered visuals contained writing in English and had to be deconstructed and re-rendered in other languages. Laurence Scotford was moved off ''Safecracker'' thanks to
corporate restructuring Restructuring is the corporate management term for the act of reorganizing the legal, ownership, operational, or other structures of a company for the purpose of making it more profitable, or better organized for its present needs. Other reasons ...
; meanwhile, Warner Interactive Entertainment's sister branch
Time Warner Interactive Time Warner Interactive (Group) (TWI) was a studio within Time Warner and a predecessor of Warner Bros. Interactive Entertainment. It was formed in 1993 after Time Warner bought a controlling interest in Atari Games, and was active until 1996 wh ...
was sold to
WMS Gaming WMS Gaming is a manufacturer of slot machines, video lottery terminals and software to help casinos manage their gaming operations. It also offers online and mobile games. WMS was originally a subsidiary of WMS Industries, which became a wholly owne ...
in April 1996. Warner demonstrated ''Safecracker''s progress at the spring
European Computer Trade Show The European Computer Trade Show (ECTS) was an annual trade show for the European video game industry which first ran in 1988, the last event being held in 2004. The exposition was only open to industry professionals and journalists, although i ...
(ECTS) that month, by which time it was on track for July.
Inscape Inscape and instress are complementary and enigmatic concepts about individuality and uniqueness derived by the poet Gerard Manley Hopkins from the ideas of the medieval philosopher Duns Scotus.Chevigny, Bell Gale. Instress and Devotion in the P ...
, a Warner affiliate that served as the game's North American distributor, subsequently showed ''Safecracker'' at the 1996
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publish ...
(E3). In July 1996,
Time Warner Warner Media, LLC ( traded as WarnerMedia) was an American multinational mass media and entertainment conglomerate. It was headquartered at the 30 Hudson Yards complex in New York City, United States. It was originally established in 1972 by ...
signaled plans to exit the game industry entirely, after its moves earlier in the year. Daydream learned that Warner Interactive Entertainment was being sold to
GT Interactive GT, Gt or G-T may refer to: Arts and entertainment Games * GT Interactive, an American video game developer * GameTrailers, a video game website * ''Golden Tee Golf'', golf video game * Gran Turismo (series), ''Gran Turismo'' (series), a series ...
around the time that the localizations for ''Safecracker'' were almost finished. By September 1996, talks of the buyout effort had become public at the fall ECTS. A writer for the city of Umeå noted that Daydream had "an uneasy feeling" about the deal, partly because GT Interactive was known for
shooter game Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range ...
s antithetical to ''Safecracker''s nonviolent ethos. In addition, Papworth recalled his negative impression of a leading GT executive, whom he later dubbed "the most arrogant and unpleasant individual whom we had stumbled across in heindustry". Before Warner's sale was completed, Daydream began to explore alternative business strategies to offer the team greater flexibility. The developer sought to increase its economic and decision-making independence compared to traditional publishing arrangements, and, for future projects, to select publishers nearer to the end of development. In particular, Jan Phersson-Broberg wrote that Daydream wanted to secure partners that were "strong at the time of launch." Daydream struggled to find investors in Sweden. The country's game industry was small: Daydream itself was "one of Sweden's first international developers", according to a writer for the city of Umeå. It was the only development house in the city. Attempts to obtain money from
banks A bank is a financial institution that accepts deposits from the public and creates a demand deposit while simultaneously making loans. Lending activities can be directly performed by the bank or indirectly through capital markets. Because ...
were unsuccessful, as they were indifferent to ''Safecracker'' and did not see computer games as valuable in comparison to staple industries like
lumber Lumber is wood that has been processed into dimensional lumber, including beams and planks or boards, a stage in the process of wood production. Lumber is mainly used for construction framing, as well as finishing (floors, wall panels, w ...
. Phersson-Broberg noted that Swedish
venture capital Venture capital (often abbreviated as VC) is a form of private equity financing that is provided by venture capital firms or funds to start-up company, startups, early-stage, and emerging companies that have been deemed to have high growth poten ...
ists were similarly uninterested in his business, thanks to the long-term
returns on investment In finance, return is a profit on an investment. It comprises any change in value of the investment, and/or cash flows (or securities, or other investments) which the investor receives from that investment, such as interest payments, coupons, c ...
that Daydream promised. This problem ultimately led Daydream to attempt an
initial public offering An initial public offering (IPO) or stock launch is a public offering in which shares of a company are sold to institutional investors and usually also to retail (individual) investors. An IPO is typically underwritten by one or more investme ...
(IPO), after the
brokerage firm A broker is a person or firm who arranges transactions between a buyer and a seller for a commission when the deal is executed. A broker who also acts as a seller or as a buyer becomes a principal party to the deal. Neither role should be con ...
Matteus Corporate Finance approached the developer and assessed its worth as 40 million kr. Phersson-Broberg called the plan dangerous and "probably the last thing you choose as a young company". However, he argued that self-financing Daydream's future games with money from Swedish shareholders would provide more stability, adaptability and room for growth. In November 1996, Daydream bought Sombrero to incorporate the team into a single business. GT Interactive announced its purchase of Warner Interactive Entertainment on November 25, and Daydream released its IPO
prospectus Prospectus may refer to: * Prospectus (finance), also called a ''concept note'' * Prospectus (university) * Prospectus (book) * ''Prospectus'' (album), a 1983 album by saxophonist Steve Lacy * Parkland College Parkland College is a public com ...
to potential investors on the 26th. According to the plan, the company was not expected to reach profitability for more than three years. ''Safecracker'' had been in development for roughly one-and-a-half years by that time, and was set to launch around the turn of 1997. Papworth's work on the game concluded in November, and he started to explore possibilities for Daydream's next title. A large amount of media attention began to surround Daydream's IPO. The team hosted regular meetings with Swedish and international investors at Stockholm's
Sturehof Sturehof is a seafood and shellfish restaurant located on the Stureplan in central Stockholm, Sweden. History The origins of the restaurant are generally traced to 1897, when Ernst Marcus opened a beer bar called Malta in the building. However, ...
restaurant, where they demonstrated ''Safecracker'' on large displays. In early December 1996, during the run-up to the public offering, ''Safecracker'' won the "Best Entertainment Title" and "Overall People's Choice" prizes at the Macromedia European Users Conference. Later that month, Daydream sold 2.6 million shares—roughly 45.5% of the company—to Matteus Corporate Finance at 7.65 kr each. This raised 20 million kr. Matteus's role as the
subscriber The subscription business model is a business model in which a customer must pay a recurring price at regular intervals for access to a product or service. The model was pioneered by publishers of books and periodicals in the 17th century, and ...
was to sell these shares to the wider public, with a starting price of 8.35 kr per share. Daydream opened on the
Stockholm Stock Exchange Nasdaq Stockholm, formerly known as the Stockholm Stock Exchange ( sv, Stockholmsbörsen), is a stock exchange located in Frihamnen, Stockholm, Sweden. Founded in 1863, it has become the primary securities exchange of the Nordic countries. ...
's Stockholm Börsinformation (SBI) list on January 16, 1997. Its launch was an immediate hit: the company's share price ended the first day at 29 kr. Stocks quickly rose to 48 kr, and ultimately stabilized around 58 kr. Buyers included Berth Milton and . ''
The Wall Street Journal ''The Wall Street Journal'' is an American business-focused, international daily newspaper based in New York City, with international editions also available in Chinese and Japanese. The ''Journal'', along with its Asian editions, is published ...
'' reported that Daydream became "the darling of the country's stock market"; its IPO achieved a 25-time oversubscription, Matteus's biggest success by that date. Soon after the launch, Pål Leveraas of Norway's
Digi.no ''Digi.no'' is a Norwegian online newspaper covering news within information technology and telecommunications. It is published in Oslo by Teknisk Ukeblad Media. The publication has eight journalists. The editor in chief is Ida Oftebro. When Dig ...
wrote, "With nothing but a new, self-developed computer game in the portfolio, the five oundershave already become multi-millionaires." A writer for the city of Umeå similarly noted that "Daydream didn't even have a game on the market, let alone any revenue." Meanwhile, ''Safecracker'' began to encounter problems with GT Interactive. Daydream told investors that the new publisher was set to honor Warner's agreements on the project, and that the team viewed the situation as "very positive". However, GT Interactive delayed ''Safecracker'' past its due date of January 1997 to redesign its physical packaging—initially to late March and finally to May.


Release and distribution

''Safecracker'' was first released in Sweden in the middle of May 1997. Later that month and in early June, it received follow-up launches in 14 other territories across Europe and South America. Despite significant pre-release coverage, ''Safecracker''s many delays meant that the "momentum for the game ... could not be exploited", according to the academic researchers Ola Henfridsson, Helena Holmström and Ole Hanseth. It accrued sales of 18,000 units in its first two weeks. Jan Phersson-Broberg later told investors that GT Interactive failed to support ''Safecracker'' at retail. He reported that the publisher "did not advertise, nddid not place interviews, reviews" or other
press relations Public relations (PR) is the practice of managing and disseminating information from an individual or an organization (such as a business, government agency, or a nonprofit organization) to the public in order to influence their perception. P ...
material for the game, and that he received silence when Daydream Software sought an explanation. Behind the scenes, according to ''The Wall Street Journal'', the project had "ended up on the 'let-die' pile" at GT Interactive. Global sales of ''Safecracker'' reached 22,000 units by the start of autumn, before its launch in the Australian and North American markets. It remained unreleased in the latter region by late 1997. Nigel Papworth noted that North America was "seen as the paramount market to crack" for international developers; its buying power was equivalent to the rest of the world's combined. Reacting to these delays, Daydream publicly reported trouble with GT Interactive Europe in late 1997, and questioned the publisher's competence with and interest in ''Safecracker''. ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' quoted the team's statement that it was "increasingly frustrated over the lack of marketing and the stalling of a North American release". In September 1997, Daydream initiated a plan to repurchase all rights to ''Safecracker'', a move enabled by the developer's independent financing from shareholders. The buyout was executed on November 27. It cost roughly 1.4 million kr, compared to the 2.2 million kr that Daydream owed its publisher for the Warner Interactive advance. The money spent to purchase ''Safecracker'' counted toward repayment of the advance, which had been set to bankrupt Daydream. In place of the GT Interactive contract, Daydream hired the
talent agency Talent has two principal meanings: * Talent (measurement), an ancient unit of mass and value * Talent (skill), a group of aptitudes useful for some activities; talents may refer to aptitudes themselves or to possessors of those talents Talent ma ...
Octagon Entertainment, a firm also involved with ''
Fable Fable is a literary genre: a succinct fictional story, in prose or verse, that features animals, legendary creatures, plants, inanimate objects, or forces of nature that are anthropomorphized, and that illustrates or leads to a particular mor ...
'' and ''
Starship Titanic ''Starship Titanic'' is an adventure game developed by The Digital Village and published by Simon & Schuster Interactive. It was released in April 1998 for Microsoft Windows and in March 1999 for Apple Macintosh. The game takes place on the e ...
''. Octagon's job was to sign local distribution partners in Asia, Europe, Australia and North America for ''Safecracker''. Phersson-Broberg told investors that partnering with regional companies, each of which understood its respective market, enabled the developer to "spread tseggs in more baskets". This strategy was intended to raise ''Safecracker''s chances of becoming a hit. Daydream offloaded marketing and unit production to each distributor, which Phersson-Broberg said would allow the company to "focus solely on developing more good computer games." The developer forecast that the repayment of its advance, combined with its full ownership of the game, would hasten ''Safecracker''s
breaking even Break-even (or break even), often abbreviated as B/E in finance, (sometimes called point of equilibrium) is the point of balance making neither a profit nor a loss. Any number below the break-even point constitutes a loss while any number above it ...
. As part of the buyback deal with GT Interactive, Daydream recalled around 7,500 unsold copies of the game's original release to storage. The developer proceeded to resell these to new distributors at prices ranging from 80 to 180 kr. ''Safecracker''s Macintosh version launched in Sweden in December 1997. By March 1998, ''Safecracker''s display at the Milia festival in
Cannes Cannes ( , , ; oc, Canas) is a city located on the French Riviera. It is a commune located in the Alpes-Maritimes department, and host city of the annual Cannes Film Festival, Midem, and Cannes Lions International Festival of Creativity. The ci ...
had secured it new distribution agreements in nine countries, including Germany, France, Australia and—with publisher PXL Computers—Canada and the United States. Daydream signed with Ahead Multimedia in June 1998 to re-release the game in Sweden, attracted by the publisher's penetration of unusual storefronts such as
post office A post office is a public facility and a retailer that provides mail services, such as accepting letters and parcels, providing post office boxes, and selling postage stamps, packaging, and stationery. Post offices may offer additional serv ...
s and
gas station A filling station, also known as a gas station () or petrol station (), is a facility that sells fuel and engine lubricants for motor vehicles. The most common fuels sold in the 2010s were gasoline (or petrol) and diesel fuel. Gasol ...
s. In markets where GT Interactive had previously launched ''Safecracker'', the game was sold at a lower price. Phersson-Broberg promised investors greater earnings from North America, as it was a new market for the game. ''Safecracker'' had reappeared in certain countries by the end of May 1998; revenue on each unit ranged between 30 and 130 kr at the time. Despite PXL Computers' release of the game, Papworth reported in 1999 that ''Safecracker'' had underperformed in North America. He felt that its tumultuous history had prevented it from receiving "the crack it deserve at the American Market". ''Safecracker''s global sales totaled 65,000 units by January 1999, for revenues of 3.2 million kr. This performance amounted to a lifetime loss of 500,000 kr. Sales had risen to roughly 70,000 units the following month, at which point the game's development costs were fully
capitalized Capitalization (American English) or capitalisation (British English) is writing a word with its first letter as a capital letter (uppercase letter) and the remaining letters in lower case, in writing systems with a case distinction. The term a ...
. Although ''Safecracker'' had become a budget game by that time, Daydream told investors that its revenues remained "at the same level as when the product was launched and sold as a full-cost product." Conversely, the company reported later in 1999 the game's lower price point had decreased its earnings. ''Safecracker'' sold roughly 200,000 units by May 30 and 235,000 by September 30. By April 2000, European and Asian markets alone had accounted for 250,000 sales. In spring 2000, ''Safecracker'' received a second launch in North America through
DreamCatcher Interactive DreamCatcher Interactive Inc. (also known as DreamCatcher Games) was a Canadian video game publisher founded in 1996 by Richard Wah Kan. It was best known for its adventure games. In 2006, the company became a subsidiary of JoWooD Entertainmen ...
, the distributor for Daydream's '' Traitors Gate'' in the region. This deal offered ''Safecracker'' access to mainstream retailers such as
Best Buy Best Buy Co. Inc. is an American multinational consumer electronics retailer headquartered in Richfield, Minnesota. Originally founded by Richard M. Schulze and James Wheeler in 1966 as an audio specialty store called Sound of Music, it was rebra ...
,
Babbage's GameStop Corp. is an American video game, consumer electronics, and gaming merchandise retailer. The company is headquartered in Grapevine, Texas (a suburb of Dallas), and is the largest video game retailer worldwide. , the company operates 4,5 ...
and
CompUSA CompUSA was a retailer and reseller of personal computers, consumer electronics, technology products and computer services. Starting with one brick-and-mortar store in 1986 under the name Soft Warehouse, by the 1990s CompUSA had grown into a nati ...
, at around 1,600 locations throughout the territory. It became successful for DreamCatcher. The game's worldwide sales reached approximately 275,000 copies by the end of May 2000 and 300,000 copies by mid-2001. In the 2010s, a writer for the city of Umeå retrospectively judged ''Safecracker'' a success. The author remarked that the game ultimately "sold 650,000 copies, not least via the department store chain
Walmart Walmart Inc. (; formerly Wal-Mart Stores, Inc.) is an American multinational retail corporation that operates a chain of hypermarkets (also called supercenters), discount department stores, and grocery stores from the United States, headquarter ...
", where it was stocked as a budget title.


Reception

In October 1997, ''Safecracker'' won the "People's Choice" prize among entertainment products at the Macromedia International User Conference (UCON). This followed the game's wins, before its launch, at the Macromedia European User Awards. Reviewing the game's PXL Computers edition, Joseph Novicki of ''
PC Gamer US ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games mag ...
'' and Joel Strauch of ''
PC Games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-det ...
'' offered conflicting opinions. Novicki praised the "clarity of purpose" in ''Safecracker''s narrow focus on puzzle-solving, compared to ''Myst''-inspired titles that combine puzzles with plot. By contrast, Strauch considered the game's limited story and premise to be major flaws. The lack of interaction beyond safecracking was likewise cited as a positive and a negative, respectively, by the two writers. While Novicki summarized ''Safecracker'' as "good puzzle game for gamers of all skill levels", despite problems with its inventory system, Strauch called the puzzles a mixed bag and ultimately panned the game. The reviewer for ''
PC PowerPlay ''PC PowerPlay'' (''PCPP'') is Australia's only dedicated PC games magazine. ''PC PowerPlay'' focuses on news and reviews for upcoming and newly released games on the Microsoft Windows platform. The magazine also reviews computer hardware for ...
'', David Wildgoose, continued Strauch's complaints about the "stifling and pointless basic premise" in ''Safecracker''.
Charlie Brooker Charlton Brooker (born 3 March 1971) is an English television presenter, writer, producer and satirist. He is the creator and co-showrunner of the sci-fi drama anthology series ''Black Mirror'', and has written for comedy series such as ''Bras ...
of ''
PC Zone ''PC Zone'', founded in 1993, was the first magazine dedicated to games for IBM-compatible personal computers to be published in the United Kingdom. Earlier PC magazines such as '' PC Leisure'', '' PC Format'' and '' PC Plus'' had covered games ...
'' concurred: he dismissed the title as a dull, limited experience, and "the sort of thing that nlyimpresses computer game virgins and Macintosh owners". He also echoed Strauch's criticism of the QuickTime VR implementation, which both writers found unimpressive as a computer game engine. Brooker's only praise went to the soundtrack, which he considered "alright". Wildgoose joined Brooker in calling ''Safecracker''s visuals technically impressive but nevertheless drab and boring, and took a harder line than Strauch against the "witless, haphazard" puzzles. Writing for
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa dist ...
, Scott Steinberg was more positive on the puzzles, of which he noted that "a rather large quantity ... are nothing short of ingenious". He also offered light praise to the visuals, in contrast to Brooker and Wildgoose. Despite these concessions, Steinberg ultimately declared ''Safecracker'' prohibitively difficult and confusing, and he sharply criticized its "techno crud" score. The adventure game websites
Just Adventure ''Just Adventure'' is a computer game website dedicated to the genre of adventure games. Founded in 1997, it publishes reviews and previews of adventure games, as well as opinion articles and interviews with game designers. The site was founded ...
and
Adventure Gamers ''Adventure Gamers'' is a computer game website created by Marek Bronstring in March 1998 dedicated to the genre of adventure games. It publishes reviews and previews of adventure games, as well as opinion articles and interviews with game desi ...
were more approving of ''Safecracker''. Ray Ivey of the latter publication called the puzzle design "simply a delight", and felt that the game was addictive. Just Adventure's Randy Sluganski similarly lauded the puzzles. Although he found them extremely difficult, he wrote that "you actually feel a sense of accomplishment and pride" after solving them. Sluganski also enjoyed the "top-notch" visuals. While he and Ivey both declared ''Safecracker''s plot an afterthought, neither writer felt that its simplicity detracted from the game. Both compared the proceedings to ''
Jewels of the Oracle ''Jewels of the Oracle'' is a 1995 adventure game developed by ELOI Productions and published by Discis Knowledge Research Inc. It was released on Macintosh, PlayStation, Sega Saturn, and Windows. A sequel developed by Bardworks and published by Ho ...
'', which Sluganski believed would limit its appeal, but he nonetheless strongly recommended ''Safecracker'' to puzzle devotees. Ivey offered a more general recommendation: to him, ''Safecracker'' was a "breezy good time, not to be missed."


Legacy

With ''Safecracker'' as its first release, Daydream Software became an important force in Swedish games. A writer for the city of Umeå later remarked that Daydream "laid the foundation for the lucrative gaming industry in northern Sweden", which later included Coldwood Interactive and Nifflas Games in Umeå itself. The team followed ''Safecracker'' with '' Traitors Gate'' (1999) and the online game ''
Clusterball ''Clusterball'' is a 2000 video game featuring futuristic sport gameplay created by the Swedish Company Daydream Software and published by Strategy First, RealNetworks and Daydream Software itself. ''Clusterball'' began development in early 1997 ...
'' (2000). However, Daydream was hounded by problems related to its public launch. The Umeån writer noted that shareholders did not understand the game industry or "the time it takes to develop a large, extensive computer game", and that they demanded faster returns than the prospectus had promised. ''The Wall Street Journal'' reported that stocks had crashed at Daydream by early 1998. In retrospect, Nigel Papworth called the company's hit IPO "bad for us n the end Here we were, blue-eyed, no proper management, no board." Jan Phersson-Broberg likewise believed that the IPO was premature. After a series of financial and management problems related to its public status, the developer was shuttered in 2003. In April 2006, plans for another ''Safecracker'' installment were revealed by publisher DreamCatcher Interactive. It was developed by
Kheops Studio Kheops Studio was an independent video game development studio created in September 2003. Its games were published by Microïds, which acquired the brand and intellectual property as insolvency assets of Cryo Interactive in 2002. The company wa ...
, previously known for ''
Return to Mysterious Island ''Return to Mysterious Island'' is a 2004 graphic adventure game developed by Kheops Studio and published by The Adventure Company. Based on Jules Verne's 1875 novel ''The Mysterious Island'', the game casts the player as Mina, a shipwrecked woma ...
''. At the time of the announcement,
Adventure Gamers ''Adventure Gamers'' is a computer game website created by Marek Bronstring in March 1998 dedicated to the genre of adventure games. It publishes reviews and previews of adventure games, as well as opinion articles and interviews with game desi ...
reported that the game was to be a
spiritual sequel A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous work, but (unlike a traditional prequel or sequel) does not explicitly continue the product lin ...
rather than a direct follow-up, and that it would feature 35 safe puzzles. According to Kheops' Benoît Hozjan, DreamCatcher first contacted his team about developing a new ''Safecracker'' in early 2006, thanks to the original's status as a hit for the publisher. Kheops responded with a pitch for the game and suggested a story based on locating a will. Hozjan noted that the team had difficulty with the title's "fully puzzle-oriented" design, as its earlier projects had emphasized plot. The resultant game, entitled '' Safecracker: The Ultimate Puzzle Adventure'', follows a safecracking professional who seeks the lost will of Duncan W. Adams, a wealthy collector of safes with unusual designs. After
going gold A software release life cycle is the sum of the stages of development and maturity for a piece of computer software ranging from its initial development to its eventual release, and including updated versions of the released version to help impro ...
in July 2006, the title reached store shelves in August. A
port A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as ...
for the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, ...
was released in December 2008.


References


External links

* {{Daydream Software 1997 video games Point-and-click adventure games Adventure games First-person adventure games Video games developed in Sweden Embracer Group franchises DreamCatcher Interactive games Classic Mac OS games Windows games Daydream Software games