'Moving Target' Talks with Atari

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'Moving Target' Talks with Atari

Post by a31chris » Wed Feb 26, 2014 5:49 am

Tursi wrote: Inspired and entertained by all the information here about classic dealings with Atari during the days of the Jaguar, I dug through my own hard drive to see if I could find anything.

Back in '95, a friend of mine named Gord ended up through a set of fortunate and unplanned circumstances with a developers contract for the Jaguar. He decided he was going to leverage it for all it was worth, and asked me, "Hey, want to write a game for the Jaguar?" My response, of course, was "Hell, yes!"

It never happened - it never even came close, but I did find the tongue-in-cheek timeline that Gord kept during our negotiations, and at least part of the game proposal we wrote up for Atari (I also attended the meeting at E3 with Atari, but I don't remember who we spoke with. That was where they asked us for the game proposal document, though.) The document is missing a lot - it's a Word 95 conversion of an Amiga Final Writer document, but the text is intact as are a couple of the diagrams. (I'm not sure how to post the diagrams but the text describes them well enough.)

I sent it to Jay first who seems to think it's worth posting, so without further ado, I'm going to reply to myself a couple of times here and give you guys some love back for everything I've got from you so far. Hope you enjoy!
What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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Re: 'Moving Target' Talks with Atari

Post by a31chris » Wed Feb 26, 2014 5:49 am

Tursi wrote: Gord's Timeline of our dealings with Atari
Note: this document was written by Gord during our negotiations with Atari. It's pretty tongue-in-cheek, but I know at least the E3 meetings really happened! ;)

Moving Target Software Design Projects!

Moving Target Software Design (MTSD) is an interesting company with a very interesting history so far... Check out our timeline!

January '95:

-MTSD is born!
-MTSD becomes official Atari Jaguar developer.

March '95:

-SSA is chosen for design on the Jag.
-Early ideas for SSA begin to be written down.

April '95:

-SSA continues to have ideas generated for it.
-MTSD arranges appointment to meet with Atari for acquiring a Jag devkit.

May '95:

-SSA project picks up speed.
-MTSD confirms with Atari about meeting for acquiring a dev kit.
-On way to E-3, MTSD stops in Northbend, WA. MTSD discovers Nintendo's North American distribution building.
-MTSD takes pictures of building and of them standing in front of locked gate.
-Mario Mafia stops MTSD, takes our names, descriptions, and vehicle license plate number.
-MTSD acquires business card from Nintendo security guard.
-MTSD shows up in L.A.
-MTSD again confirms that Atari will be attending the meetings with them.
-MTSD attends press meeting for the launching of the Saturn in North America.
-Gord asks the president of Sega to sign the business card he got from a Nintendo security guard.
-Tom Kalanske says no.
-Gord frowns.
-Jon Correll and Bill Reybock of Atari both miss their meetings with MTSD.
-MTSD is unamused.
-Atari solicits a complete game design for SSA from MTSD.
-Gord begins to loot E-3 for all the propaganda he can get.
-MTSD returns home.
-MTSD completes 90% of SSA design.
-MTSD contacts Jon Correll to see what else he would like to see in the design for SSA before it is sent to him.
-MTSD receives no response.

June '95:

-MTSD again contacts Jon Correll.
-Jon Correll tells us where to go and how to get there in a polite way.
-MTSD again contacts Jon Correll.
-Jon Correll "informs" MTSD that Atari does not accept unsolicited game designs.
-MTSD "informs" Jon Correll the game design was solicited.
-Jon Correll "Informs" MTSD that Atari does not accept unsolicited game designs.
-MTSD again "informs" John Correll that game design was solicited.
-Jon Correll "Informs" MTSD that Atari does not accept unsolicited game designs.
-MTSD notices a pattern...
-Jon Correll finally accepts that game design was solicited by Atari.
-MTSD is happy.
-Jon Correll tells MTSD that we are going to have to talk to Bill Reybock because his office "never" lends out dev kits, despite earlier agreements.
-MTSD is perplexed.
-MTSD begins talking to Bill Reybock. Bill tells the nice folks at MTSD what he would like to see in the design. This is the last MTSD ever hears from Uncle Bill.

July '95:

-MTSD completes game design of SSA and sends it to Atari.
-Atari promises results before the end of the month.

August '95:

-MTSD notices it is now August, and contacts Atari.
-Atari meant to look at design in July, but never got around to it. Atari promises results before end of month.

September '95:

-MTSD notices it is now September, and contacts Atari.
-Gord is not a happy camper.
-Atari assures MTSD that SSA will be reviewed before end of month.
-MTSD wonders if Sony is hiring...
-MTSD contacts Atari again. Atari assures MTSD that someone will be assigned to review SSA before the end of the week.
-Atari assigns someone to review the SSA proposal.
-MTSD celebrates the first day of fall.
-Atari promises to have a verdict on the SSA by the end of the month.
-Atari confirms they love SSA!
-Gord is happy happy happy.
-Atari claims no knowledge of the dev kit arrangements.
-Gord is no longer happy.
-MTSD learns that Jon Correll has been fired by Atari.
-Gord is happy.

October '95:

-MTSD changes calendar.
-Atari promises a verdict on dev kit "real soon now."
-Gord sighs.
-Atari asks how MTSD came up with a 200 day timeline for writing a Jag game.
-MTSD asks why Atari took 150 days to ask this question.
-Atari asks if MTSD can code polygons.
-Gord slouches on his desk...
-Atari again confirms they love SSA, and will have everything worked out before the end of the month.
-MTSD opens up a betting pool as to what the excuse will be this month.
-Atari informs MTSD that at a meeting held in early November will decide our priority on getting a Jag dev kit.
-Mike wins betting pool.

November '95:

-Gord stares at "Sailor Mars" trading card from Japan. Nice, reflective, nifty.
-Atari promises to have arrangements of MTSD getting a dev kit completed by November 4 at the absolute latest.
-November 4 passes.
-MTSD learns that those behind the conspiracy to prevent MTSD from getting a dev kit have "removed" everyone at Atari who has ever heard of MTSD.
-Atari faxes MTSD and tells them that they are currently not seeking additional Jaguar developers at this time.
-MTSD faxes Atari and notes that while it is unfortunate that Atari does not seek additional Jaguar developers, they also note that it is fortunate that MTSD is already a licensed Jaguar developer.
-Atari chooses to simply ignore MTSD.
-MTSD wonders if there is any connection with the recent actions of Atari and the recent discovery that Atari's fax will not accept calls from MTSD.
-Gord has an enlightening conversation with one of Atari's lawyers! During this conversation he learns many things, including:
1 - Gord can't read!
2 - Gord can't understand the English language.
3 - Atari is exempt from honoring contracts they initiated and agree to.
4 - Atari is exempt from honoring the copyrights of others!
5 - Gord is nobody!
All in all, a delightful conversation.

The End?

Well, we never did get a dev kit. Never actually heard from Atari. I had contacted their upper management a few times, but none of my calls were returned. Eventually Atari bought JTS and merged with a stock swap and that was the last I ever heard from Atari.

What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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Re: 'Moving Target' Talks with Atari

Post by a31chris » Wed Feb 26, 2014 5:52 am

Tursi wrote: Super Space Acer
The Plan

(Boring legal stuff)

Super Space Acer (SSA), it's design, and all associated intellectual properties are owned by Mike Brent, licensed to Moving Target Software Designs. The following information is provided in confidence solely for the purpose of Atari's feasibility decision, in order to obtain a Jaguar development system. All information and ideas are protected by the Non-Disclosure Agreement (NDA) between Atari and Moving Target.

(addendum: July 1999)

This document was part of a package prepared for Atari in 1995 as a game proposal for a version of Super Space Acer for the Jaguar. A timeline of our experiences by Gord Haddrell is also included, but due to time and financial constraints (ours as well as Atari's), it never came to be. Some ideas from this were used, and the story is based on the original TI version story.


Table of Contents

What is Super Space Acer? (Overview) 01
The Super Space Acer intro story 03
A more detailed game plot 07
Secrets 09
Preliminary numbers (game specs, best estimate, subject to change)11
Estimated time line 12
Who is Moving Target? 13
Moving Target development hardware 15
Is that all? 16
Simulated screen shots 17


What is Super Space Acer?

Super Space Acer is, in it's simplest form, a 3d-style outer space shooter, intended as the first Jaguar project for Moving Target Software Designs (pending approval from those great guys at Atari, of course).

Super Space Acer chronicles the trials of a janitor by the name of Bob Shumway. Bob is obsessed with the idea of becoming a fighter pilot, to the point where his distraction on the job becomes dangerous to others on the starship he works on.

Too polite and civilized to merely fire or remove him, the ship's admiral comes up with a 'feel-good' way to get rid of him, and to aid in their war against the evil Qwertians at the same time. Bob is sent off in a rickety old, barely serviceable fighter named the 'Snowball', straight into Qwertian front lines, where it is hoped he will provide adequate diversion for the Union to mount a major offensive.

The game itself takes up where the story leaves off, just as Bob begins to face resistance. The game employs a 3d-perspective, the angle of which is user-controllable. The ship itself is controllable on the X-Y plane, while moving constantly forward on the Z axis (assuming X to be left-right, Y to be up-down, and Z forward-back, see fig 1.). The speed of forward movement may also be controlled. The view angle is dynamic, and may be altered by the user. The 'camera' resides on a plane behind the ship, aiming forward in the ship's direction of travel, while also showing the ship. The camera may be located at any of 9 locations at the choice of the player, corresponding roughly to the locations of the buttons on the Jaguar keypad, with '5' being dead center. This provides 9 initial views, but it doesn't end there. Rather than the camera moving with the ship, the camera remains in it's location on the plane, and tracks the ship by turning, providing a realistic and impressive view change in-game. (The actual target point is located some distance in front of the player's ship, so that the enemies are always visible). The distance from the plane to the rear of the ship is dependent on the ship's current x-y movement speed (based on MAX(delta X, delta Y)). The effect is that the camera will smoothly track the ship while maintaining the perspective angle, and will zoom out as needed to track rapid movement. Camera view will also change during non-interactive scenes for effect (ie: swooping the camera around during boss introductions / explosions). This is simpler than it may sound, see fig 2.

The game itself will be polygon based, with texture-mapping and pre-rendered bitmaps used where it presents a better effect (possible 'for instance': explosions. Experimentation will be done to see what looks best.)

The player's ship, the Snowball, will come equipped with shields to protect from enemy attack. The shields will wear down and it is hoped to show the damage on the ship (in the form of marks and smoke, when it's really bad).

Repair icons and weapon power-ups will also exist, along with several types of weapons.

The game is currently planned to be approximately 12 'stages', although
official count is not actually given in the game - the player simply goes from one situation to the next. Depending on memory restrictions, it is hoped to have short animations explain the story as it goes along.

Finally, there are a good number of 'hidden diversions' planned. They are not essential to the game, and most will not help, either. They are intended as amusing 'bonus rounds' or intermissions in the action. The player must strive to find them by performing a specific action at a specific time, or can just sit back and enjoy an intense shooter.


(story went here. I've omitted it as it's lengthy, not overly good, and exactly the same as I published on my web page here: http://www.harmlesslion.com/text/ssa1.txt )


A more Detailed Plot

The story opens as in the intro story, and this is all the player is given as background information. Things look pretty hopeless for Bob right from the start, as the player is faced with a lot of enemy drone ships, and only basic weaponry. After a fairly short time, the player will encounter the 'destroyer ship', the first boss, and be faced with an onslaught of weaponry to avoid.

The first boss is not impossibly difficult, to prevent too steep a learning curve, but some dodging will be required. A short time into the battle, however, the ship's computer will announce a localized subspace disturbance forming, believed to be a wormhole, and advise moving away a safe distance.

The enemy destroyer, picking up the same disturbance, will move away. The Snowball, however, will not be able to move away due to it's pre-programmed flight/mission plan.

The wormhole will then open up onscreen, and pull the Snowball into it. A swirling mass of twisted light patterns, the wormhole will be a rather impressive sight. The player will be forced to dodge debris and electrical disturbance inside the wormhole as the Snowball travels forward through it.

When the end of the wormhole is reached, Bob finds himself in a temporarily unrecognized area of space. In communication with the mothership, however, he learns from his computer that he has been warped many parsecs to an area far behind the Qwertian front line. The mothership computer, having been programmed to send Bob as far into Qwertian space as he lives to reach, plots a course for the Qwertian's home solar system.

After some travel, during which Bob faces still more Qwertian battle drones, Bob reaches the solar system. Computer analysis shows that the five inner planets are generating a vastly powerful shield around the sun itself, preventing any radiation from entering or escaping the area where the sun should be, including sensor beams. Further readings show that the area around each shield generator is heavily monitored, and probably well defended. Bob, fitting into his role as Super Space Acer, plots to go in low from a distance to escape full detection, and destroy the shield generators. Before each scene, the computer is able to analyze and display the 'boss', including weak points.

The planets include a forested world, an ice world, a water world, a dead rock world, and a final world who's shield generator (and boss) reside in orbit around the planet. Each boss also gives Bob a new weapon system for the Snowball. Respectively; powerful but slow missiles, homing laser (weak but effective), a wave pulse weapon (which passes through enemies without stopping, whether it damages or fully destroys them), a powerful neutron pulse weapon (fires a short distance and explodes in front of the Snowball), and an Anti-Gravity Repulse unit which pushes away and damages smaller enemies from the Snowball if they are close when it's fired (or pushes the Snowball away from larger enemies, still damaging them).

The planets may be done in any order, but the default order is as listed.

At this point the sun will open up from the shield, and sensors will show a large base actually within a cave on the sun, which turns out to be artificial. Bob flies straight into the fire, through a series of prominences and flares, as well as a fiery cave. A flaming guardian defends the end of the cave. Once it is destroyed, the cave, and the sun itself, begin to collapse (as is cheerily announced by the ship computer). At the same time, an icon for one last special fire weapon is released from the boss, but getting it and still escaping is a tricky thing to do.

The Snowball must now be maneuvered back out of the cave as quickly as possible, while fire pursues close behind. Once escape happens, the sun collapses, and explodes in a spectacular display of pyrokinetics.

As Bob begins to relax, the computer indicates the presence of an ion trail from an escaping craft, and a slowly closing 'jump point', sort of a controlled wormhole. Now determined to finish the Qwertians, Bob makes the jump.

Unlike the wormhole, the jump is more like a hyperspace leap, with streaking stars as well as colors. There is less debris, however, enemies 'jump' in with dangerous frequency.

At the end of the jump, the ship computer reports that contact with the mothership has been lost. A large destroyer vessel is detected, but no data on it is available, save for it's shape. Bob charges in again (hopefully with all his weapons ready!), and faces the final battle against a very powerful boss. (Naturally one would want the fire weapon here.)

Finally, all is done. The final boss is defeated. Bob manages to plot a course back towards Union space, and returns to see the destruction of the first destroyer that menaced him, by the Union fleet. The shockwave causes his own ship to stall, but he is rescued and towed back to base.

His story isn't believed, but checks out on sensor reports. The Admiral pretends it was always supposed to happen this way, and people cheer Bob, saying they knew he could do it. Secretly the admiral muses to himself that he's probably safer as a pilot anyway. Cue credits.


The Secrets!

Now, I've mentioned the secrets a couple of times, why not more often?

Simply put, the secrets are more humorous diversions that are added to the game for the fun of it. A lot will probably be thought of as the game develops, we come up with more all the time (some we discard, of course. Taste does have meaning here.)

The secrets are all accessed in different ways. They're all meant to be rather silly, and to draw a smile or two rather than aid the game.

For instance, some of the ideas we have under consideration follow:

-on 'Moving Target Software Designs' screen, a code will start the target man (from the Moving Target logo) running around the screen. The words will fade, and the player can use the 'sight' to try and hit the man. If the player gets him or a few seconds pass, the screen fades out into normal attract mode. (i.e.: no major screams or blood if the man IS hit.. just a quiet fade-out.)

-(poking fun at Jeff Minter, who we've all thought was a hell of a programmer for many years), another code in-game would bring up 'Llama Invaders', basically similar to Space Invaders (but with only 12 or 16 'aliens' and the Super Space Acer ship as the base), and replacing the aliens with Llamas similar to the ones in Mr. Minter's Llamatron.

-again, another code would activate a simple Asteroids-like game, but
replacing the rocks with the faces of the developers (again using the SSA ship as the base).

-if there is room for cinema-like displays, pressing down would lower a boom mike into the scene, which would be shoved by up with annoyance by a character

-the zeros in the score may, randomly, don a face and stick out their tongues

-a code on the first (undefeatable) boss may make him bulge his eyes and run in fear, complete with yelping sound

-the "classic Konami" 30-man code will work (but we won't call it that) [up, up, down, down, left, right, left, right, B, A, START]

-holding 'A' while pressing START (the other 'classic' code) will allow
invincibility, level warps, and boss kills to be performed with 3-digit codes on the keypad

-randomly, on boot-up (or deliberately by holding 3 buttons), instead of Super Space Acer the title page will come up as 'The Adventures of Fluffy the Bear and Friends" (or something equally 'cute'), complete with 'cute' music. On button press, '(Ok, Just kidding)' comes up, followed by the proper intro.

Basically, nothing is meant to offend or infringe, it's all meant to be
humorous. Anything that occurs randomly is also reproducible by button
combinations or sequences. We get more ideas all the time, it's just a matter of how much space is left after the REAL game is in place.


Preliminary Numbers

This is a rather difficult section to be precise with, as a good deal of what follows is based on how much we can pull off with the hardware. I'll be optimistic, and try to be realistic based solely on what I have seen so far.

The player starts the game with 3 lives, and has a shield on each life. The number of hits the shield takes varies depending on the power of the weapon striking it. Shield repair icons are occasionally found, which restore a certain amount of shield energy.

There are approximately 12 stages. An estimated time of game completion for an expert player would be 30-45 minutes.

There will be at least 50 different types of enemy drone craft, hopefully more, and 8 large destroyer ships.

There are seven different types of weapons systems for the Snowball.

It's unreasonable to attempt to predict the number of polygons in the objects without actually working with the machine, but based on what I've seen there should be no problem making everything look good (i.e.: not chunky).

Again, frame rate is not predictable, but I am aiming for an absolute, worst-case scenario of 25 fps. Again, based on what I've seen, more should be reasonable to expect. 60 fps is the desired goal.

The simulated screen shots at the end, rendered with LightWave 3D, are provided to give a general idea of what selected screens may look like.

An undetermined number of secret diversions, based entirely on how much space is left in the cart.


Estimated Timeline

The following timeline for Super Space Acer - Jaguar is based on the average pickup time for new machines between the programmers, and allowing for general snags and delays. It is an estimated worst-case scenario.

Time Expected Milestone

0 days Receive Jaguar development system from Atari. Begin studying development manuals and, where needed, revising SSA design

10 days Manuals reviewed, needed game revisions completed. Hardware
has been played with whole time. (Can't learn a machine without hands-on!)

30 days Have simple demos running flawlessly - bouncing balls, flashing colors, moving vectors, sound effects

45 days Have got good feel for the hardware, main routines optimized, ready to code.

60 days Minimum of main subroutines and functions in place, simple test routines running correctly

120 days Main code completed or nearing completion. Debugging, touching up, and optimizing begins

160 days Debugging nearing completion, final completion of level data and story data added. Secrets added where applicable.

200 days Game all in place. Final debugging, optimizing and playtesting.

This plan is fairly reasonable, assuming of course that the Jaguar hardware doesn't expect the programmers to learn some wildly outrageous and unheard of concepts. For instance, if the math processor believes that
X+1 = 3 \/ (X5+3X) x C

then there may be a problem. If not, all should be well. We have a good team of dedicated and intelligent programmers.


Who is Moving Target?

The following people currently make up our team. Each has a brief

Gordon Haddrell - Supreme Dictator/Organizational Head - Gordon is currently overseer of the team, and is in charge of organization. He likes to stick his nose into game design. He is also responsible for public relations, serves as a contact point in the team, and mixes a really dry martini. He worked for IBM for eight months and has a background in the retail video game retail market. His title is self-imposed.

Mike Brent - Minion/Programmer - the minion title assigned by Gordon, Mike is in charge of main programming and ensuring the software adequately comes together. Also sticks his nose unbearably into design. He has nearly ten years experience programming (mostly video game) in BASIC, assembly and C on a wide variety of home systems. Most projects, however, were not released. Some projects that did see release included a very early Super Space Acer for the Texas Instruments home computer, and the FlipSide BBS system, which was a complete operating system rewrite for the same machine (with supporting hardware). Has written countless small utilities for himself and friends, including a database program for the Kamloops, BC, High School, and a Pascal learning aid for the Summerland Secondary School. Has also written programs for the Apple 2, Atari ST, Atari 800, Vic 20, Amiga, IBM compatible and Timex Sinclair. Proficient in several dialects each of BASIC, C, and assembler
(6502, 9900 & 68000), and also versed in FORTRAN, COBOL, and dBase. Recent projects have been aimed towards the Amiga, but work was greatly slowed by a four-year term in the armed forces. Enjoys coding to the point of obsession, and has single-handedly drank a six-pack of Jolt in one session.

Daniel Misera - Musician - a talented musician who has been composing for quite some time. Has worked on a wide variety of music projects, including the soundtrack for the computer animation 'War' produced by Digipen Computer Graphics Inc. He also hums a mean kazoo. A little bit normal, but he's good with music. He is available and familiar with composing specific themes to fit moods and events on demand.

Daniel Cormier - Programmer - Dan has been a programmer for nearly 16 years on various systems, including the Commodore Pet, Vic 20, C64, Radio Shack Color Computers, Model IIIs, ICON networks, PC-6, IBM clones and the NeXT. Some of his projects have included a life simulation program (which won the IBM computing award of 1990), a program that displayed molecules from the chemical equation, a database for health and Welfare Canada, and an email handler for Ubitech Systems, Inc. Recently most of his programming has been recreational, and he has coded for several MUDs on the internet (Gateway, Dreamshadow and Torment.) Does likes to stick his nose into design, but not as often or annoyingly as Mike B. or Gord, and usually has useful suggestions. Predominant in several dialects of BASIC and several of C, also versed in FORTRAN and
Clipper. Has been known to fall down laughing on the spot at people in the street, especially very serious ones.

Mike Shawstad - Design/Quality Control - Mike has been involved with video games for over 8 years, and has a firm grasp on what type of game is accepted and enjoyed. Nitpicky for the fine points, he's good at getting the programmers to get that little extra feature which does nothing, but looks good, in place. (The programmers secretly write animations at night depicting large objects like safes falling on his head as he walks down the street.) Also insistant on being big on design, he, Mike B. and Gord spend time arguing over what fits. Survives six hour sessions on the net, where he believes he's a dog with cosmic powers.

Steve Brent - Design/Graphics/Suckup/Deranged Poet - the latter titles,
strangely enough, self-imposed, Steve's primary addition to the team is wacky ideas and design thoughts. He has nearly 6 years experience in game design, working side-by-side with Mike Brent. Less weird than he pretends to be, Steve has designed several simple games in the past for the Texas Instruments 99/4A (Monster Bash, Space Froggie) and the Atari ST (Battle Pong, Smalljaw the Unknown <unfinished>). He also designed the graphics for the original TI version of Super Space Acer. Still, he has been known to randomly name himself after objects found in his bedroom.

Allen Haddrell - Artist - Allen is sixteen years old and has been drawing for at least 7 years, primarily super-hero characters. His art is of the highest quality, and will be a great asset to the team. A sample of his work is included, a character drawn on request recently for a friend. He is equally as adept at drawing on a computer with a mouse as he is on paper. Has recently trained a puppy to bark when told to 'speak'. (Also when told to 'sit', 'lay down', 'shake paw'...)


Moving Target Development Hardware

Moving Target currently has the following hardware available for development:

Amiga 2000 with 68030@25mhz, 7 megs RAM, 300meg HD
Amiga 2000 with 1 meg RAM, 130meg HD
Atari 1040ST with 1 meg RAM, 80 meg HD
Atari Mega STE with 4 megs RAM, 245 meg HD
Atari TT030 with 4 megs RAM, 130 meg HD
PC clone 486/66mhz with 8 megs RAM, 540 meg HD

Additional hardware includes: stereo audio samplers, scanner, color video digitizer

Software available: Lightwave 3D (Amiga), POV (ST and Amiga), several tracker programs (all platforms), SAS/C (Amiga), Turbo C (ST and IBM), graphics manipulation software (all platforms), Digital Sound Studio (Amiga), SoundLab (ST)


So Is That All?

The answer is a resounding NO!

This document has detailed only Super Space Acer, but we have several other game ideas being developed. There is no intent to do one game, then sit back and relax. (We don't think Mike B. is capable of relaxing anyway.)

Currently under design are also a mech-warrior type of game, similar to Iron Soldier but with much greater flexibility and more detailed storyline, an as-yet unnamed Role-Playing Game (RPG), and a 3D battle-car simulation game.

Depending on the speed of their design, one or the other will be ready to start as soon as Super Space Acer is finished.

After all that, all that's left is to beg, please, please, please, send a Jaguar DevKit! Look! Mike B is already chewing on his fingernails! He doesn't know when to quit! He'll hit his fingers soon! Dan C's on the ground laughing at him! Oh oh! Mike S is barking at Dan M, who's picking up a rubber band and twanging it with his toes! Ack! Steve is reciting his poetry! Gord just stood up, and demanded that everyone stop and bow to him! Oh, the humanity! You can stop this! Please help!

Ok, that was silly. But you get the point. We are serious in our commitment to deliver quality games, we all think the Jaguar is a heck of a machine, but is in need of some killer software. That's where we come in. We have dedication, experience, motivation, and a sense of humour. We hope you'll agree and give us a chance to strut our stuff.
What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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