Really close friends have a special laugh, and we were doing it then. Doubled over laughing, gasping for air. Setting each other off again.
Word up, devoted listener(s), for it is the 90th instalment of the award-losing Eurogamer.net Podcast!
One of the nicest things that happened last year was that Joe Danger was really successful. Built by four guys in a room in Guildford after they quit their studio jobs to make something they would want to play, it was a cartoon stunt bike game inspired by Tony Hawk's Pro Skater and Sonic the Hedgehog, and beneath its breezy, cheerful exterior thumped the heart of a wonderful high-scores game. We gave it an 8/10 and said, "If you like collecting things, going fast, beating times, posting scores... If you like video games, basically, you ought to like this."
"It was probably all a terrible mistake..."
Danger is our middle name here at Eurogamer, but earlier this year PlayStation 3 stunt bike superhero Joe Danger took it to a whole new level by making it his surname. He was also the star of a very good game, made by indie upstart Hello Games - four pleasant men beavering away in a room in Guildford making the game they had always wanted to make.
Hello and welcome to the Eurogamer.net Podcast #22, also known as The One Where I Forget To Introduce Myself At The Start.
Sean Murray and Grant Duncan are patient men. They have waited a long time. Not just to start up their own studio with friends Ryan Doyle and David Ream - the friendly sounding and reassuringly friendly Hello Games. Not just to get people in front of their first game - Joe Danger, a charming mixture of platforming, trial biking and seventies hand-organs. And not just for a publisher to help them settle on a distribution mechanism for their dream game.
"On the day we moved into our office, we were really excited," says Sean Murray, one quarter of Guildford's latest gaming microbrewery, Hello Games. "Four lads striking out on their own for the first time. When we got there, the office's previous occupants were moving out. They'd just failed to start their own indie dev team. They offered us their old monitors. That dampened our excitement a bit."