In the mid-1980s, following the success of their isometric
Filmation game engine behind titles like
Knight Lore, the Stampers founded a separate company: Rare Designs of the Future, later shortened to Rare. While Ultimate was built for the British home microcomputer market, Rare was founded with an eye toward the burgeoning Japanese video game console market, having been apprised of Nintendo by their Japanese arcade industry contacts. Nintendo initially rebuffed the brothers' interest in 1983, which led Chris Stamper to study the
Nintendo Entertainment System (NES) hardware for six months. The brothers flew to Kyoto to present software samples to Nintendo executives. Nintendo purchased the Stampers'
Slalom, which sold half a million units, and made the Stampers into Nintendo's first Western third-party developer. As interest in Filmation and the Spectrum began to wane, the brothers sold part of Ultimate to
U.S. Gold and began to focus on Rare, though the Stampers retained a majority stake in Ultimate. On the NES, Rare worked largely on licensed games and ports from other platforms for several publishers. The lucrative work was largely not innovative, but helped the Stampers learn the console's technology. After reverse engineering the hardware, Chris Stamper's proficiency led him to develop a handheld NES console prototype prior to the release of Nintendo's portable
Game Boy. Chris thought that Rare's rural setting—the company was based in a farmhouse in
Twycross—was relaxed and refreshing for the game development mindset. The company earned its first million-selling hit for the NES with
R.C. Pro-Am in 1988. Chris later reflected that his British peers did not grasp the larger, international video game market, despite having what he considered to be the best talent. In the mid-1990s, Rare invested in
Silicon Graphics computers, which they used to prototype full
computer-generated imagery rendering. Excited about this work, Nintendo purchased a quarter stake in Rare, which eventually expanded to 49%, and offered their cast of characters to the company. The Stampers chose
Donkey Kong, and their resulting
Donkey Kong Country (1994) was immensely successful and
a best-seller on the
Super Nintendo Entertainment System. Rare's success continued with the
Killer Instinct fighting game series and a series of games for Nintendo's
Nintendo 64 console in the mid- to late-1990s, including
Banjo-Kazooie, Blast Corps,
Diddy Kong Racing,
Jet Force Gemini,
Donkey Kong 64 and
GoldenEye 007. The latter became the definitive
first-person shooter of the era for home consoles and led to a spiritual sequel,
Perfect Dark. Internally at Rare, the Stamper brothers were demanding bosses who continued to work 15-hour days after transitioning into management roles. Chris Stamper continued to code for the company through the mid-90s, while also serving as Rare's chairman and technical director. Tim, the managing director, continued to work on graphics for the company, including backgrounds in
Donkey Kong Country. Their younger brother, Stephen, also worked as Rare's operations director. The Stampers encouraged competition between the company's development teams and were involved in the decision-making on every game, even when the company expanded to several hundred employees. A group of employees left in 1997 to work for another Sony-focused studio, while another group left during production for the sequel to
GoldenEye. Despite decent reviews, Rare's subsequent games did not appear to meet the high standards of their predecessors, and poor sales led to another staff exodus. == After Rare ==