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G A M E D E V E L O P E R M A G A Z I N E
GAAME
ME
G A M E P L A N G
R
ating systems are crap. With the Rating systems impede creativity. Contributing Editors
75010.2665@compuserve.com
entire entertainment industry They do so in a perverse way, where bru-
David Sieks
rolling over whenever Congress talities are traded off against each other. I dsieks@arnarb.harvard.edu
calls a hearing, it’s fallen on us can personally attest to the kinds of dis- Wayne Sikes
to denounce these initiatives for cussions that happen all the time in Holly- 70733.1562@compuserve.com
what they are—cynical postur- wood: “Page 48, you’ve got the forcible Editor-at-Large Alexander Antoniades
ing and electioneering with no injection of drugs. That’s an X, rewrite it. sander@mfi.com
substance. Rating systems, Page 72—the rape scene. That’s O.K.”
whether for movies, television, video This dehumanization is fine, that dehu- Cover Photography Charles Ingram Photography
games, or any other form of communica- manization isn’t, let’s do lunch.
tion, don’t work, cost money, and impede But the refrain is always, “We need Publisher Veronica Constanza
creativity. Everyone at those hearings, ratings systems to control what our chil- Group Director Regina Starr Ridley
politicians and witnesses alike, knows that. dren are exposed to.” A parent in a video
But there’s nothing politicians love more store once told me that her child might Advertising Sales Staff
than “standing up for the family” and want to see R movies, but when she says West/Southwest
blaming America’s cultural violence on no, the child knew not to argue. The Yvonne Labat (415) 905-2353
ylabat@mfi.com
Hollywood. So the entertainment indus- corollary, I imagine, is that when she says
New England/Midwest
try submissively pisses all over itself and no to a PG movie, the child argues. The
Kristin Morgan (212) 626-2498
proposes “voluntary” systems from the favorite argument of “but all the other kids kmorgan@mfi.com
pathetic to the laughable. are watching it” is used by the child to
What are rating systems supposed to subvert the very point of the rating system. Marketing Manager Susan McDonald
do? Curb the glorification of violence and And ultimately, the incident holds Art Director/Marketing Christopher H. Clarke
sex. But “glorification” cannot be quanti- the right answer to controlling what chil- Advertising Production Coordinator Denise Temple
fied. Which of the movies True Lies, Nat- dren are exposed to. Parents should Director of Production Andrew A. Mickus
ural Born Killers, Schindler’s List, and Wes decide. If parents don’t want their kids to Vice President/Circulation Jerry M. Okabe
Craven’s New Nightmare, glorifies violence play X-Com or see Terminator 2, they Group Circulation Director Gina Oh
and which denounces it? The rating sys- should say “No” and put up with the ensu- Circulation Manager Philip Payton ppayton@mfi.com
tem doesn’t make a distinction—they’re all ing argument. They don’t need and Newsstand Manager Pam Santoro
rated R. shouldn’t get a ratings system to supple- Reprints Krista Hiser (415) 905-2783
In the face of the failure of the ment their authority. The government has
MPAA rating system to control our no right to help parents say “No” at the MillerFreeman
A MEMBER OF THE UNITED NEWSPAPERS GROUP
national psyche, the ratings advocates video store if that governmental interfer-
don’t make the logical conclusion that rat- ence impedes your rights to develop what- Chairman of the Board Graham J.S. Wilson
ing systems are bogus, but instead say that ever content you feel appropriate. President/CEO Marshall W. Freeman
the problem is that not enough things are We all have responsibilities. To cre- Executive Vice President/COO Thomas L. Kemp
rated! If our culture’s general level of sex- ate responsibly, to control the viewing and Senior Vice Presidents H. Vern Packer, Donald A.
ual frankness and violence has risen gaming habits of our own children, and to Pazour, Wini D. Ragus
despite the movie rating system, it’s only call the government’s ratings initiatives Vice President/CFO Warren (Andy) Ambrose
because other forms of entertainment have what they are. Cynical, ineffective, Vice President/Administration Charles H. Benz
not yet been purified. oppressive, and wrong-headed. ■ Vice President/Production Andrew A. Mickus
Rating systems cost money. A ratings Vice President/Circulation Jerry Okabe
“board” (actually, a sizable and bureaucrat- Larry O’Brien Vice President/Software Development Division Regina
ic institution) and its cost will be borne by Editor Starr Ridley
Client/Server
Gaming?
by Our Readers Dear Editor: Recently, a new game called Earth
I
was very excited when I saw your new Invasion for Windows came out. It proves
magazine. Oddly, it’s not because I quite nicely that you can have arcade
We‘ve only been ever hope to write a game per se.
My job function is aptly described
action in a “slow” graphical environment
(I can spell that word because I was once
(using someone else’s words) as a corpo- a COBOL programmer). How much I would
rate cubbyhole programmer. I’ve been love to splice some of that action into my
around a little while, using Toolbook and Multimedia Toolbook
for a couple years. I know it isn’t as
applications! Just to keep them eager to
go on, of course.
manly as C++ or even Visual Basic, but I Your article about OLE 2.0 (“Let’s Go
can pretty much do all the things, in 60 Embed,” Premier 1994) was right on, and
but we‘re already scripting seconds, that take a Dr. Dobb’s
guy six nitty-gritty pages of text and code
I hope someday it will allow me all sorts
of opportunities to use interesting game-
to describe. creating authoring tools. Multimedia has
Using Toolbook, calling Q+E as my caused everybody to buy faster PCs. Cer-
that include competing, gathering, and plicity in mind (that is, they should not Also, I was hoping Game Developer
hunting in a visually complex environ- focus too heavily on it). could get down and dirty on comparing
ment. The computer game industry makes I object to a simplistic level rating the new consoles coming out and out
billions off the fact that these are so system (especially the one Dunne men- already. For example, comparing the awe-
wired into the wetware that humans will tioned that was proposed by someone on some Doom on the Jaguar vs. the Sega
pay for the privilege of exercising them. A CompuServe) because it does not work. 32X version. I think readers would really
business program that took advantage of Using the groups presented, Lemmings like this.
these evolutionary strengths would proba- would possibly qualify as a 5. While Ray Rivera
bly gain accolades for its “intuitive” and laughing about how absurd this sounds, Norfolk, Va.
“friendly” interface. press the mushroom cloud to detonate
the Lemmings on the screen and bits and
pieces of stuff fly out of the figures. Even A Real Plan
How Do You Get Super Mario Brothers would rate at least Dear Editor:
to Carnegie Hall? a 2—and possibly a 4, depending on
T
he boom in interactive entertainment
Dear, Editor: which creature in which game you are is clearly reflected in the glut of new
C
ould you give me some pointers as considering. computer entertainment periodicals,
to what a college graduate should Rather than try to put all of the acts but most developer’s magazines followed
do as far as looking for work and in a game into one linear category, I sug- other trends. And so it seems that the
what I should learn on my own to get into gest that the game industry use some- debut of Game Developer this year was
the game developing field? I realize most thing similar to what I see now for many timely and auspicious.
game developers write games in their premium cable movie channels. The Although Game Developer is still
spare time or start their own companies, movies are rated with a simple letter code thin, and has gotten pricey, each issue is
but I thought you might have some sug- system that describes the content of the more organized and carries the promise
gestions for recent grads on what kind of movies. AL means adult language, MV that later issues will be stronger. So far,
work they should look for to help expand means mild violence, GV means graphic the article topics have been appropriate,
their knowledge in the field. Do game violence, AS means adult situations, N but unfortunately, much of the program-
development companies hire recent grads, means nudity, BN means brief nudity, and ming content lacks technical depth. Andre
and if so what would they look for? so on. Of course no system is perfect, and LaMothe’s article, “The Mysterious Mode
Craig Tyler certainly we need to work out what consti- 13h” (Sept. 1994), was especially
via the Internet tutes mild versus graphic violence. But appalling. LaMothe says, “Mode 13h is an
the object of the rating system is to obscure graphics mode that few game
Editor Larry O’Brien responds: inform the potential buyer of the content developers have mastered.” Whoa! If you
Your question is one that we get all the of the product, not simply line up all of want to increase readership, don’t pursue
time, and we always give the same the games in an arbitrary linear scale. the newbies who probably won’t subscribe
answer. There is no answer. Due to the John Durbetaki anyway.
relatively young age of the computer game Gaston, Ore. Finally, I’m glad you gave standard
industry, most of the game developers names to your departments in the third
who are big names in the field started issue, instead of article titles. The six
writing their own games themselves and More Praise, Please! departments do a lot to make Game
companies grew up around them. Ask 10 Dear Editor: Developer a “real” magazine.
game developers how they got into the
C
aught your second issue and I loved Tom Park
business, and you’ll get 10 different it! As an aspiring game developer via the Internet
answers. We plan to focus on this in the and local musician I found the arti-
future, but there’s no simple answer that cles deep and informative. It’s good to
we can give you here. know that some people know what guys
like myself want in a magazine. I did Game Over!
notice some flaws in Jim Cooper’s infor-
Ratings Brouhaha mative article (“Computer vs. Console,” We need your feedback! Send your cards,
letters, and article suggestions to:
Dear Editor: June 1994), though. The Sega Genesis
Game Developer
I
n response to Alex Dunne’s editorial, runs at about 7MHz and has 128K of
600 Harrison St., 4th Floor
“The Ratings Game” (Bit Blasts, Sept. memory not 12MHz with 512K of RAM. I
San Francisco, CA 94107
1994), I am sure we will see some form thoroughly enjoyed Cooper’s article. All Attn: Larry O’Brien
of ratings system imposed on the industry and all, I think Game Developer gives a
E-mail is even better:
sooner than later, and I can only hope that unique perspective on the gaming indus-
the system’s creators somehow keep sim- try rarely seen in other magazines.
Child’s Play
Diane Anderson
and Nicole Claro PRODUCTS table; integrating 24-bit Truecolor paint
and plug-in interfaces for Photoshop fil-
Autodesk and Walt Disney, Watch Out! ters to be used as ink, which make the
transition from still-image editing to
animation even smoother; and providing
a digital sound studio designed specifi-
two of four new and tapes and then layering the sounds,
or adding special effects such as reverb or
pitch shifting to music or vocals. While
H
aving recently broken my finger, I
am more than ever a slave to my recording your sound or narration, you
computer. I can’t write anything can view your animation in a separate
animation options that with a normal implement, so I
have to skip the “pen-and-paper” step
video window simultaneously.
Autodesk Animator Studio reads
and jump right to the keyboard. Not and writes in many formats, including
only that, but I’m obsessed with the fact AVI, FLI and FLS, BMP, TGA,
promise to help that if I put my hair into a ponytail, it
will always flop to the left (it’s messing
TIFF, JPEG, GIF, and PCX. Suggest-
ed list price is $795.
up my karma, I think). Oh how I wish I
had a cool, new animation program to For More Information Contact:
Argonaut Software’s BRender three- demand for animated titles, Microsoft’s For More Information Contact:
dimensional API provides scalable perfor- new animation playback tool for Win- Microsoft Inc.
mance, true z-buffering, and perspective dows facilitates the creation of full- 1 Microsoft Way
texture mapping across a wide range of screen multimedia titles. Redmond, Wash. 98052-6399
computer and games platforms. BRender Its toolset includes the WinToon Tel: (800) 426-9400
is intuitive and compact. run-time engine. WinToon uses the
Combine GLINT and BRender and Video for Windows architecture to One Board, One World
you’ve got high-performance rendering allow developers blue-screen capabilities
power. The partnership of the two com- for superimposing images (remember
panies promises to be a formidable force Jurassic Park?). WinToon’s scan-time
in the Windows and WindowsNT graph- engine digitizes traditionally animated
ics market. characters, and its playback engine helps
with design review. Microsoft promises
For More Information Contact: the user “richer, more fluid, and more
3DLabs Inc. realistic animation” with WinToon.
2010 N. First St., Ste. 403 Because the new Windows operat- Matrox Graphics Inc. is now shipping
San Jose, Calif. 95131 ing system will have a WinG API and a the MGA Impression Plus, a one-board,
Tel: (408) 436-3455 display control interface (DCI) built three-dimensional graphics accelerator
in—along with 32-bit implementation that provides fast Windows, three-
Winny the Toon of the Video for Windows architec- dimensional, and video on the PC. The
WinToon is Microsoft’s latest product ture—multimedia soon may have set MGA Impression Plus features a flexible
announcement. Addressing the strong standards. architecture that provides complex dri-
vers to optimize Windows, multimedia,
Industry News: More to Hate About Ratings CAD, and three-dimensional applica-
irst we had to deal with our parents forbidding us from seeing R-rated movies, then tions. The 64-bit acclerator uses
F came that music label identification scandal, now this. Now our games and the very
digital frontier we hold sacred are being threatened. Cyberia is inherently anarchic,
chaotic, and methodic in its madness. Down with censorship! See Alex Dunne’s com-
ments (“The Ratings Game,” Bit Blasts, Sept. 1994) and Larry O’Brien’s comments in
this month’s Game Plan.
The Recreational Software Advisory Council (RSAC), a group established to “implement and
Microsoft’s DCI API for smooth video
playback at resolutions up to 1,280-by-
1,024 at 30 frames per second. It’s also
the only graphics accelerator that lets
you upgrade to the VESA Media Chan-
nel (VM-Channel). The VM-Channel’s
open specification accepts up to 15 video
oversee a national ratings system,” recently elected Robert Roden as its president. “So
streams, so you can add on any VM-
what!” you scorn. “Who’s he?” you ask. Well, as it turns out Robert Roden is not only the
president of RSAC, he’s also a member of the LucasClub. He’s the “general counsel and direc- based multimedia peripheral.
tor of business affairs” for LucasArts Entertainment. The MGA Impression Plus is ship-
ping for $449 and includes the MGA
Coincidence? Conflict of interests? Ironically, RSAC’s nine-member board is three-dimensional-SuperPack, a three-
designed to “ensure the ratings system will be independent of the soft- dimensional CD-Rom with three
ware industry’s control.” With a software bigwig as its president? Seems games—Sentõ, Spectre MGA, and Ice
unlikely. Hawk—three-dimensional viewing files,
and three-dimensional library demos.
The RSAC rating system assigns to a product a numerical score between zero
and four across three categories—violence, sex/nudity, and language. Any scores above zero
For More Information Contact:
are posted on the product’s packaging. Developer participation is voluntary, but retailers are
Matrox Graphics Inc.
wary of carrying nonrated products.
1055 Saint-Regis
“RSAC’s system has nothing to do with censorship or with telling developers what to put in Dorval, Canada H9P 2T4
their games,” Roden says. (But developers who get an unfavorable rating will obviously be Tel: (514) 685-2630
stigmatized; such labeling may damage or boost sales.) Roden innocently claims the organi-
zation’s “purpose is to inform consumers what’s in the box.” If parents are so concerned with
what’s in boxes they’re buying for their kids, parents should consider checking out the games
themselves instead of depending on an outside agency to babysit the floppy babysitter. What
ever happened to quality time? Diane Anderson is editorial assistant
for Game Developer magazine. Nicole
And why haven’t Tom Sawyer and Catcher in the Rye been banned from all high school read-
Claro is production editor for Game
ing lists yet?
Developer magazine.
Revenge of
the Sequel
Syndrome
by Alex Dunne
W
hat do Friday the 13th, • Some reasons for developing a sequel
Rocky, and Nightmare on or look-alike game
Elm Street have in common? • What Windows ’95 offers that will
Like many current If you answered, “They’re all
movies that spawned a
spur developers’ imaginations
• A relationship between a hardware
never-ending series of vendor and game developer that
sequels,” you got it. It’s a spawned a stunning new game.
movies, popular formula that works for the
studios: After the first movie is deemed a O.K., There are
success, Movie 2 or Revenge of the Bad Compelling Reasons
Guy From The Last Movie invariably Don’t get me wrong, there are sound rea-
trend and makes his there too many? At the rate that sequels
and look-alikes are hitting the market, I’d
who’d knock the idea of a sequel?
If it’s done right, probably nobody. I
hazard to say that most of them are am simply championing the idea that you
financially successful enough to justify might be rewarded an order of magni-
been talked up to death, Myst is the per- tion. Simple messages (such as a chess developer 47-Tek. 47-Tek is creating a
fect example. I find that when I try to move) would take less than a second. battle game titled Sentõ that is optimized
describe Myst to someone, I can’t use This will make modem-based games for the card and features very cool real-
another game as a reference. Myst, by much more popular because players will time animation. Sentõ’s use of the card’s
virtue of being so different, has been a be able to enjoy the benefits of coordinat- engine creates a unique visual experience
financial boon for both the Rand brothers ing team play (or cursing at each other) as that makes other fighting games pale in
and Broderbund. they play. This of course will be a tremen- comparison.
dous boon to game distributors who bun- Unfortunately, Sentõ’s performance
Microsoft’s New dle phone cradles and chiropractic under other video cards doesn’t match the
Game Platform coupons with their games. optimized conditions that the Matrox
Among the most talked about events in Perhaps the most significant aspect accelerator provides. It’s possible to fore-
the industry and one that has significant of the new Windows ’95 system is the see a game so narrowly optimized for a
potential to change the face of gaming is much touted WinG graphic library. I particular computer configuration that a
Windows ’95. Now that Microsoft has don’t have to convince anyone how pitiful nonoptimal setup would bring the game
gone through two beta cycles of the oper- game performance is under Windows 3.1.
ating system, developers are getting a feel Microsoft claims that its come close to
for its abilities. The capabilities Windows matching DOS game speeds using the
’95 offers over DOS should lead to some WinG library under Windows ’95.
incredible new games. It’s unclear when Windows ’95 is
Windows ’95 promises to be a com- going to be released. As of late October, I
petitive platform to DOS when it comes can only say (as Microsoft is) that it will
to game speed and adds some benefits not be available sometime between April and
found in the old 16-bit operating system. June 1995. The acceptance rate of Win-
Coupled with OLE, Microsoft envisions dows ’95 into homes is hard to project, Other combat games pale in comparison
the ability to drag and drop game ele- however, so it’s difficult to determine how to Sentõ, which uses the Matrox acceler-
ments, the use of standard game interfaces large the market for Windows ’95 games ator to its maximum potential.
that developers could use to extend a will be. Given Solitaire’s popularity when
game’s functionality, and the possibility of Windows 3.0 came out, Microsoft is to its knees. That, of course, would seri-
embedding game sessions into mail mes- probably praying for some killer Win- ously affect the size of the game’s market.
sages that would automatically connect dows ’95 games to speed the system’s 47-Tek has sidestepped this problem by
you to another player over a network or adoption into family rooms. These “killer” bundling Sentõ with the hot-selling
modem. games, I predict, will be innovative and Matrox card, but of course that’s not an
The ability to develop network mul- make the most of Windows ’95’s option for every developer.
tiplayer games will be greatly enhanced enhancements. Perhaps the Matrox card will
with Windows ’95. Developers won’t become a de facto standard for three-
have to write the networking code or Hardware Advancements dimensional polygon-based games—
work around the network’s memory Spur Innovation though I doubt it (the world can only
space. Using WinSockets, game develop- Another angle developers are beginning to handle so many standards). On the other
ers will be able to write games for a wide pursue in their quest for breakthrough hand, the symbiotic relationship between
range of networks including Novell, games relates to hardware advancements. Matrox and 47-Tek might become a
TCP/IP, Windows for Workgroups, Back when sound cards first entered the standard, one best suited for start-up
Banyan Vines, and LAN Manager. market, card vendors courted developers developers looking for a niche.
In what looks to be a boon for the to write games that supported their hard- So, as you begin brainstorming your
phone companies, Windows ’95 will pro- ware. As a result of Creative Labs’ dili- next game, keep in mind the sequel syn-
vide support for a new modem technology gence and marketing savvy, every major drome. Experiment with new concepts
called VoiceView, which will ship as a game today supports the Sound Blaster, and ideas, rather than rehashing old ones.
standard feature of many modems begin- and it has become the de facto standard. Look around at new technologies the
ning in 1995. VoiceView will let modem Now, a video card manufacturer, industry is offering, and capitalize on
users talk on the phone and use their Matrox, has come along with the power- them. It comes down to this: Do you
modem over the same line. The technol- ful new MGA Impression Plus accelera- want your game to be the next ground-
ogy is suited to games where each player tor card that incorporates a three-dimen- breaking hit or the next Romancing the
takes a turn, such as chess, allowing the sional polygon engine. Matrox is hoping Stone? Take the road less travelled. ■
computer to take over the phone line to to popularize the accelerator among game
transmit game data and then relinquish it players and, to further this aim, has estab- Alex Dunne is contributing editor for
back to the callers for further conversa- lished a partnership with start-up game Game Developer magazine.
Mode X
Revealed
by Matt Pritchard
G
raphics are one of the most ble video memory and more usable
important parts of any game hardware features. From that discovery
today, yet the VGA standard we have what is commonly referred to
Frustrated by the comes up short in providing
the features and power many
as Mode X. Mode X gives us access to
the following features that are lacking
games demand. “More col- in Mode 13h:
ors!” That’s what the VGA • Higher screen resolutions
limitations of Mode promised over its predeces-
sors. “Pick any 256 from a quarter mil-
• Hardware screen scrolling
• Page flipping (the key for smooth
lion!” it said. Unfortunately, as animation).
designed by IBM, only one mode actu-
13H? Try Mode X, the ally delivered this promise of rich color:
Mode 13h.
The Technical Details
Game programmers everywhere have
But there was a catch. Mode 13h heard of Mode X, but for many it is
did not provide many features game still mysterious or unclear. The biggest
Listing 1. Modex.C (Continued on p. 27) memory goes to waste here, in the only
256-color mode. The “secret” of Mode
#include <stdio.h> X is that it lets the programmer use the
#include “setmodex.h” full 256K of VGA memory instead of a
mere 64K by borrowing the EGA’s mul-
void show_X_Mode(int Mode_Num, int X_Res, int Y_Res, int Scroll_Flag);
tiple video plane system. This is accom-
void modex_rect (int UL_X, int UL_Y, int LR_X, int LR_Y, int Color);
plished by turning off a control register
void modex_hline (int Left_X, int Right_X, int Y, int Color);
void modex_vline (int Top_Y, int Bottom_Y, int X, int Color); known as Chain-4 (unchaining) in the
VGA card. Once this is done, 4 bytes of
void main (void) video memory are found at every memo-
{ ry location in the A000 segment.
show_X_Mode(Mode_320x200, 320, 200, 0); With a quarter million pixels avail-
show_X_Mode(Mode_320x240, 320, 240, 0); able to work with, the first thing people
show_X_Mode(Mode_320x400, 320, 400, 0); experimented with was changing the
show_X_Mode(Mode_320x480, 320, 480, 0);
screen’s displayed resolution. Mode 13h
has no memory to spare for a larger
show_X_Mode(Mode_360x200, 360, 200, 0);
show_X_Mode(Mode_360x240, 360, 240, 0); screen, but Mode X has enough memo-
show_X_Mode(Mode_360x400, 360, 400, 0); ry for a screen resolution of 512-by-512
show_X_Mode(Mode_360x480, 360, 480, 0); pixels. However, just because there is
enough memory doesn’t mean the VGA
show_X_Mode(Mode_320x200, 512, 500, 1); card can display it. Reprogramming the
registers that control the screen resolu-
set_text_mode(); tion is tricky. It is possible to play
printf (“This Demo is finished\n”);
around with the VGA’s CRT controller
}
registers and come up with all sorts of
void show_X_Mode(int Mode_Num, int X_Res, int Y_Res, int Scroll_Flag) strange resolutions. However, we want
{ to stick with known settings that will
int x, y; work on any monitor and VGA card.
Two horizontal resolutions and four
set_text_mode(); vertical resolutions that follow estab-
if (Scroll_Flag == 0) { lished VGA modes fit our needs. These
printf (“\n\nPress any key to see Mode X at %d by %d resolution\n\n”, can be combined to create eight differ-
X_Res, Y_Res);
ent screen resolutions for Mode X.
} else {
The standard Mode 13h resolution
printf (“\n\nPress any key to see a Mode X Scrolling window\n\n”);
} is 320-by-200 pixels and makes a good
printf(“(When done, press any key to end the mode X display)”); default for Mode X. This is the Mode
y = scan_keyboard(); X resolution used by games such as
Doom and Ultima Underworld. The
set_vga_modex(Mode_Num, X_Res, Y_Res); horizontal resolution can be safely
increased to 360 pixels by setting the
for (x = 0; x < 15; x++) { VGA card to use the 28MHz dot clock
modex_rect(x*3, x*3, X_Res-x*3-1, Y_Res-x*3-1, x+1);
(used in text modes) instead of the
modex_hline(32+x*4, X_Res-96+x*4, 20+x*10, x+1);
25MHz dot clock used in graphics
modex_vline(32+x*4, Y_Res-96+x*4, 20+x*10, x+1);
} modes. Some individuals claim that the
higher frequencies damage their moni-
if (Scroll_Flag) { tors. This is not true, and there has
for (x = 0, y = 0; x < 100; x++, y++) set_window(x, y); never been a known case of monitor
for (y = 100; y >= 0; y—) set_window(100, y); damage because of it. Regrettably,
for (x = 100; x >= 0; x—) set_window(x, 0); higher horizontal resolutions such as
} 640 pixels are not available in a stan-
dard VGA because of video memory
y = scan_keyboard();
clock speed limitations.
return;
} Vertical resolution provides even
more choices; 200-line modes are actu-
ally 400-line modes in disguise. These
Setting Mode X
So far, I have avoided getting very spe-
cific about the VGA registers and
processes. At the end of this article, I
have included an assembly language
listing, Modex.asm (Listing 3), which
I
f you are part of the MTV gener- Two small production houses cre-
ation, you are accustomed to play- ated particularly successful music CD-
ing Nintendo or Sega and alter- ROM products: Brilliant Media in San
nately listening to music or Francisco, Calif., developers of Peter
watching music videos. It’s not Gabriel’s Xplora 1, and Graphix Zone
surprising, then, that many musi- in Irvine, Calif., developers of Prince’s
cians and game developers are (S) Interactive. Let’s take a look at
joining forces and flocking to the these two game-like CD-ROMs.
CD-ROM playground—rushing to get
a corner of the market. Gabriel’s Xplora 1
Old cartridge games are like new When you load Xplora 1, you hear
CD-ROM games; you see the land- world music—mystical flutes in snake-
scape of Marioland much like you see charmer tones. Then you see a suitcase
the island of Myst. Likewise, popular open; Peter Gabriel emerges from its
two-dimensional action games parallel depths to give you an overview of the
new interactive music games; you hear landscape and explain the controls you
bullets and punches much like you play will need on your exploration. He gen-
with an interactive mixing board. erously gives you your own suitcase
Games aim for a multisensory impact; with which to collect goodies along the
interactive music CD-ROMs feature way. (If you fill your suitcase, you earn
puzzles and challenges for players. In icons and screen savers.)
both, you feel you are a part of the arti- You remember a suitcase motif
ficial environment. You leave your from his recent tour and realize this is
desktop behind and enter a world of no flat, dull video. The screen seems
vivid imagination and carefully crafted alive. Along the top of the screen are
With the interface of Peter Gabriel’s Xplora 1 creation to envision another three- pictures you recognize from his US
CD-ROM, you can interact, watch, resume, or dimensional realm. album—each piece of art represents
quit your play. The color stripe on the side is A gaming element can bring one of the songs from the album and
the signature of Real World Records. music to life and entice people to expe- each is done by a different artist. You
rience music in a new, visual way. The begin to feel very at home with this
music CD-ROMs available today interface.
enable players to interact with their Along the side of the screen are
favorite artists’ clips and turn the pages icons that act as verbs—you control
of a musical memorabilia scrap book. what happens. You can interact, watch,
Interactive music CD-ROMs are resume, or quit by pointing on the
difficult to create, design, program, and image and clicking. You click on pic-
develop. Multimedia means there are a tures which correlate to songs, and you
lot of things a game maker must are transposed to another interface
address, polish, and then integrate with a new menu. For example, you
together—and, like most development can access the song “Digging in the
projects, it all comes together under Dirt” by clicking on the appropriate
tight deadlines. icon—a painting of a shovel—and get
a bio on the artist who created the Santa Clara, Calif., developed an by Diane
painting. You can watch the video, object-oriented authoring tool for in- Anderson
hear from the team who worked on the house users called Digital Montage.
video, or watch an interview with Peter
(by this time you are on a first-name
After working with Apple in 1991, he
realized the entertainment field was
Using multimedia
basis with the man) who offers his ripe and ready to harvest. With his
reflections on the particular song. licensing fee from Apple for Digital
S’s Interactive
Montage, Nelson founded Brilliant
Media.
technology and game
Imagine playing Myst. Only it’s star- His first project was a CD-ROM
trekky. And purple. Very purple. Wel- demo, which combined elements from
come to S’s Interactive. While
Gabriel’s game is more of an “interface
Gabriel’s So album with available art
and text. Nelson had never met
elements, two gutsy
game,” S’s Interactive is more of a Gabriel, but he managed to show him
“place game,” in which the player has the demo—and he loved it.
the feeling of being placed in a futuris-
tic environment. Instead of watching
Gabriel, who has always been on
the proverbial cutting edge, was defi- and innovative
actors act, the player acts and plays. nitely ready for something interactive.
You use the cursor to motor around. His concerts, his killer videos, his phil-
The cursor is, of course, a symbol like
this: S. It is purple and zipple-like in
the Macintosh version, white and
anthropic benefits are all major produc-
tions where lights, sound, and action
come together for an in-your-face and
development houses
rotating in the PC version. blow-your-mind sensory overload.
You can turn, go forward, up, Remember the music videos for his hits
down, and all around. Instead of being
presented with options, you are pre-
“Sledgehammer” and “Big Time”?
(Reportedly, some unfortunate epileptic
wooed music‘s
sented with a mystery, and you must in Boston suffered a seizure from one
discover the solution on your own. It’s of his videos. I’d call that using a medi-
very three-dimensional. Instead of a
static feel, Interactive has motion and a
um to touch your audience.)
Gabriel’s involvement gave Bril-
biggest stars— and
geographical dimension—a Myst-like liant Media access to a world of
environment with rich three-dimen- resources, such as Real World (which
sional textures. You feel like you are on
a voyage, a discovery.
films many of Gabriel’s concerts and
videos) and The Box magazine, another
gave the MTV
British-based company closely associ-
Peter’s People ated with Gabriel. Such a consortium
Despite Peter Gabriel’s acute interest
in computer technologies, he didn’t
let Brilliant Media use much of
Gabriel’s existing media—song lyrics, generation a new
have his own CD-ROM project until a interviews, images, movies, and graph-
smart, plucky developer came along. ics, as well as the several paintings
Meet Steve Nelson who, while at
Claris (then a division of Apple) in
Gabriel had commissioned by individ-
ual artists to capture the essence of medium to rock to.
GAME DEVELOPER • DECEMBER 1994 37
M U L T I M E D I A D E V E L O P M E N T
S’s People
The concept for Interactive was initiat-
ed by Prince—excuse me, S—but the
design, programming, and porting of
the game were the work of Graphix
Zone.
In contrast to Gabriel, S, and his
production company, Paisley Park,
were looking for developers. “Prince
got the bug to be an interactive artist
Welcome to Gabriel’s secret world. Each interface element in Xplora 1 is a doorway to a different who wanted to express himself in a
experience. The ear takes you to Gabriel’s World of Music and Dance, the eyes let you into his product like this,” explains Dave
personal file, the nose takes you behind the scenes to a recording studio and the Grammy’s, the Nichols, project director. S and Pais-
mouth lets you enter the US database, which includes music, videos, artwork, and interviews. ley Park put the word out that they
were looking for developers to propose
each song on the US album. These Media’s progress. For the most part, ideas and show presentations for possi-
paintings are what add the unique Gabriel approved of Nelson’s work— ble approaches. Nichols and others at
visual element to the audio and turn he just added creative elements to the Graphix Zone worked hard to show
each song into a multimedia experi- production. Gabriel’s unbelievable Paisley Park what they could do. After
ence. James Johnson, who started as an breadth of talent and interests, includ- looking at Graphix Zone’s stuff, Pais-
intern at Brilliant Media and soon ing WOMAD (World Of Music And ley Park decided to go with them for
became the company’s digital produc- Dance), Amnesty International, and the project.
tion supervisor, jokes that even if Bril-
liant Media were to have produced a
“crappy interface,” the CD-ROM still
would have been a success because of
Gabriel’s incredible material. As it
turned out, the interface received acco-
lades and awards, including the Inter-
active Media Festival’s Sparky Award.
A major part of the collective
design effort was the group of inde-
pendent artists and contractors who
were hired for a time to scan, color,
and clean up images. Troy Daniels, a
Bay Area graphic artist, was hired to
create the game screen. He remembers
his time on the project. “Gabriel was
very cool to meet and working with
him made the experience unforget-
table. He inspired me. We all wanted
to finish with a quality product.”
Gabriel not only incited enthusi-
asm and generated the music, video, Stop! In the name of...Prince (or rather, S). In S’s Interactive, the artist formerly known
and art, he oversaw the entire project. as Prince is the master of ceremonies, and players must solve puzzles to progress through
Nelson met often with Gabriel while the game’s purple, interactive maze.
he was on tour to show him Brilliant
S
Zone took over all the design and pro-
active, but aren’t sure what the best development route is. It looks like this will be
duction of the project—they were the
a CD-ROM project, and there is the prospect of making it an entertainment title.
creative brains and the technical mus-
Where should you begin? Well, if all were for the best in this best of all possible
worlds, you’d have the money to invest in one of the Indy systems from Silicon cle. Of course, Graphix Zone showed
Graphics (SGI) and take advantage of the UNIX multiuser operating system. Then, you’d Paisley the stages of progression and
have a gigabyte of hard disk space and multitasking would be painless. So would porting to got feedback. It was a collaborative
Macintosh and PC platforms. However, if this is on your wish list, make sure you have at effort. Paisley supplied information,
least $5,000 to $25,000 for hardware alone and another $50,000 for necessary software: music tracks, and other material. Since
Alias’s Eclipse ($5,995), Mentalix’s PixelFX ($1,600), Visigenic’s Creative License 1.1 S is media-oriented, the “talent” in
($1,495), and Barco Graphics’s Creator 5.2 ($17,000) and Strike ($18,000). Granted, appli- this case was very willing to cooperate.
cations will run very quickly, but for that price they better. S recorded a song and shot a video
specifically for this project—something
Wake up, you were dreaming. Unfortunately, you don’t have the money to buy such extrav-
many developers hope artists will con-
agant dreams. And since CD-I and 3DO are not yet the standard, you’ve decided to stick to
tinue to do in this medium, instead of
more traditional (and affordable) means. The PC looks like a good pick, but you remind
yourself you want graphics and good ones. You want a three-dimensional world where simply recycling old stuff.
sound and video combine to anesthetize the player. For your project, budget, and goals, Obviously, Interactive’s design
Macintosh is the choice. needed to match S’s persona—and it
does. You sense S throughout the
Surprisingly, some great games were developed on the Macintosh this year. Xplora 1 and experience. The game is seductive and
Interactive are not isolated anomalies. They aren’t the only great Macintosh-developed mysterious—and purple.
games. Myst is a perfect example. But there is stiff competition from DOS and PC game The design and product were fun-
makers. Doom has shared more wares than anyone would care to count. And Lucas’s amaz- damentally done at Graphix Zone,
ingly lucrative product Rebel Assault was developed on the PC. It sold 500,000 individual after the initial hand-off from Paisley.
copies by the summer of 1994—not even a year after its late November 1993 release.
(Money makes things happen!)
Myst sold 200,000 copies by April 1994—but that is way before its PC version even had
Graphix Zone completed the job in six
time to pick up any steam. Give Myst some time selling to both Macintosh and PC con-
sumers, and I’m sure its commercial success will be overwhelming. Despite its bugs, the months—just in time for S’s birthday
Macintosh-made Myst is a multisensory, virtual-reality envelope pusher. on June 7.
However, this is not a comparison or contrast of games, but an examination of developing Peter’s Machines
on the Macintosh. And I must agree with Wayne Sikes that “the three-dimensional anima- The video “Kiss that Frog” on the Xplora
tion graphics in Rebel Assault are excellent” (“Breaching the Rebel Base,” Chopping Block, 1 CD-ROM lucidly illustrates that
Sept. 1994). However, the relatively affordable graphics capabilities of Macintoshes have Gabriel and the Brilliant Media team
enabled creators of games to realize the aesthetic environments of their imaginations. The had the help of human and technological
pixels on a Macintosh screen are what make the difference. Even if PCs are more tenable, resources. Mindblender Rock Motion
the presentation on Macintosh is superior. Programming on PCs is unequivocally smoother,
Theatre, a “ride” featuring quadraphonic
but visual aspects of a game are crucial as well.
sound and hydraulic seats, joined forces
Macintoshes have simply been the best three-dimensional performers. Who else has killer for the video aspect with video director
applications like QuickTime, Photoshop, Illustrator, Electric Image, and Strata? Now pro- Brett Leonard (Lawnmower Man). A.E.
grams like Live Picture by HSC Software let users work with really large files with FITS Bunker’s sketches were scanned into Sili-
(Functional Interpolating Transformation System) technology. con Graphics workstations and three-
dimensionally animated at Angel Studios
Many people involved in such visual creation are artists (see David Siek’s “Artist vs. Arti- in Los Angeles. Leonard preconceived
san” in Artist’s View, p. 63), not programmers; the Macintosh is more user-friendly to such ideas on the computer using three-
people. Of course, many computer novices get involved in the production of such titles. dimensional wire frames. They shot
Musicians, animators, and marketers are all important players. footage with Sony’s HDTV camera.
Viewers can reinterpret and reexpe-
Since Apple infused the market with so many CD-ROM drives and Adobe first introduced its
rience “Kiss that Frog” over and over
graphics applications to the Macintosh community, it seems logical that Macintoshes
would be a natural place for CD-ROM developers to congregate. Competition from IBM with again. It is a powerful blending of psy-
its new Holiday ’94 multimedia computers is good for the industry. chedelic graphics, organic textures, and
primitive emotion. The video makes
viewers feel as if they are moving. Other
videos on Xplora 1 don’t have motion,
but do contain morphs and other tricks.
Cross the bridge and enter another realm. The amazing three-dimensional rendering of Interactive lets you get inside your computer.
M
of transporting a person sitting in front
of a computer into another environ- movies to Windows users, you need to create a projector using the Win-
ment. Players should forget they are dows version of Director 4. To distribute Director 4 movies to Macintosh
using a computer and be unaware of the users, you need to create a projector using the Macintosh version of Direc-
tor 4. In both cases, the projector file can then call the same Director 4
mouse or keyboard as they attempt to
movie files. The only restriction on movie files is that they are named in accordance with
grasp another dimension.
PC naming conventions.” Another word on Director: Since Microsoft seems to enjoy seeing
For so long, stories have helped its Windy City operating system repeatedly renamed (Windows 4 or Windows 95), there
people enter new worlds, and music has not been OLE 2.0 support for Director’s Windows version. But Macromedia has good
has aided in soothing the stress of life news for gamers, it looks like OLE 2.0 support will happen if Microsoft ever comes
by connecting us with a spiritual aspect through.
of sound. Now interactive CD-ROMs
offer us an illusion of control. Interac- Beware of differences in color—a display on Windows has lower color depth, and so col-
tive multimedia is cool. A lot of things ors don’t look the same. Some VGAs can show 16 colors and some can show 256. Making
are multimedia—meals, poetry read- a movie look the same on all platforms is no easy task. Sound is also better on a Macin-
ings, concerts, movies—but the inter- tosh. These individual aesthetic elements (mediums) are the individual parts that, when
assembled together, make the multi the operative part of multimedia.
active element is what intrigues our
human nature.
Macromedia’s Director is a good tool to use if you are concerned with making a game that
Hollywood, Silicon Valley, Sili- runs on both PCs and Macintoshes. Neither platform has complete dominance (especially
wood. It looks like information and with all these strange, rumored mergers and buyouts), so it seems smart to put your game
entertainment are coming together out as many ways as possible. Visibility means marketability for your company—compe-
more and more. Technology didn’t tition is the name of this multimedia game we’re playing.
only make the MTV generation, it is
Bandits at
0x1200 High!
included with Pacific Strike, will automat-
ically run whenever the user’s computer
only has XMS memory available. (Origin’s
JEMM.OVL was written by Jason
Yenawine—JEMM is probably a
mnemonic for “Jason’s Expanded Memory
Manager.”) If you have trouble running
the game, the included OSITEST.EXE
routine, a carryover from Strike Comman-
der, will diagnose your system and make
recommendations for running Pacific
Strike. (I saw no mention of this routine
in the game literature.)
How it Works
Pacific Strike’s primary executable,
PACIFIC.EXE, is about 1MB in size
and is not compressed or encrypted. It
Pacific Strike sends the player—acting as fighter pilot—on battle missions based on real- was written using the Borland C++
life occurrences (Pearl Harbor, Midway, and the like). Here, a Japanese Val plane has just Development System. This file contains
been targeted. essentially all the executable code in the
game. My analysis showed the presence of
a built-in cheat mode (although I haven’t
yet figured out how to access it), plus lots
U
p next on the chopping block is of internal diagnostics. PACIFIC.EXE
Pacific Strike by Origin Sys- requires a minimum of a 80386 processor
tems Inc. Pacific Strike is an and runs the game in protected mode.
action-oriented aircraft simula- Comparisons of PACIFIC.EXE and the
tion based in the Pacific theater INSTALL.EXE file show that the devel-
during World War II and was opers made provisions for two add-on
written using Origin’s Real- mission packages. Of particular interest
Space Technology. Although was my discovery of embedded
this review centers on Pacific Strike v. PKWARE data compression functions. (I
F1.19, I included the speech pack (sold later discovered that most of the graphic
separately) in my analysis. terrain data was stored in ZIP format, so
Once installed, Pacific Strike uses the presence of a “pkunzip” function
about 20MB of hard disk space and makes sense.)
requires 583K of conventional memory as Essentially all game data is contained
well as at least 4MB of XMS (extended) in the PACIFIC.DAT file. This large file
or EMS (expanded) memory. Ideally, the (about 16MB in size) contains 600 data
game wants expanded memory, so the files. I will refer to these embedded data
JEMM.OVL expanded memory manager, files as File Records. Listing 1 gives a
File Record contains the geographic loca- so I will only describe a few of the more axis goes above-below the map and can be
tion of the mission and the number of the interesting records. considered as altitude referenced to sea
mission at that location. When the game The WRLDFILE record gives the name level. Positive (+Z) movement means
engine chooses a mission to play, it opens of the IFF File Record containing the ter- increased altitude. Using cockpit altitude
and reads the IFF File Record corre- rain data for the player’s location. The measurements and data from Area
sponding to the mission. The first cam- primary geographical areas the player will Records, I calculated a map scale factor of
paign mission is centered around the interact with are in the AREA record. This 1 XYZ unit equals 1 meter. I used this
Pearl Harbor area. The mission data is record contains the name and XYZ-coor- scale factor to calculate the size of the
located in IFF file PRLH-M1.IFF dinate data of each important location— Pacific Strike “world.” This world mea-
(PRLH-M1 is a mnemonic for Pearl for example, airfields, ships, enemy sures about 10,500 miles on a side for a
Harbor Mission 1). The game engine first encampments, navigation waypoints, and total of about 110 million square miles.
scans the File Description Records in the like. The center of this world, at XYZ coordi-
PACIFIC.DAT until it finds a reference The game’s three-dimensional nates (0, 0, 0) is the center of the terrain
to the PRLH-M1.IFF File Record. Once XYZ-coordinate system is interesting. map currently being used. An example C
the correct File Description Record is Pacific Strike references all world objects structure for the AREA record data is given
located, the offset and size data are used using a 24-bit coordinate system. If you in Listing 2.
to locate and read the PRLH-M1.IFF imagine the world (or an area of it) dis- The CAST record lists the names of
File Record. played as a flat map, movement in the X- the IFF File Records containing dialog
The mission IFF File Record con- axis direction goes east-west with positive box text and other information used by
tains several internal records describing (+X) movement going east. Movement in the cast members. Each cast member has
the various mission parameters. The the Y direction goes north-south and pos- a Cast Member Number. Rather than ref-
mission structure is somewhat complex, itive (+Y) movement heads north. The Z- erencing cast members by name, the game
engine references each cast member using
a predefined Cast Member Number.
Listing 1. The PACIFIC.DAT File Structure Each cast member plays a part in the
mission, and the PART record defines each
HEADER
member’s role. See Listing 2 for an exam-
Bytes 0-3 Number of embedded File Records.
Bytes 4-7 Offset of the first File Record. ple C structure for PART record data. Each
cast member has a data structure in the
FILE DESCRIPTION RECORDS PART record. The cast member structure
Bytes 8-XX File Description Records. Each record is 74 references the cast member by its Cast
bytes long. XX = 7 + (74 * Number of File Records) Member Number and contains IFF File
Record names for files describing the
FILE RECORDS member and any associated weapon loads
Bytes (XX+1)-EOF File Records. as well as XYZ-coordinate data giving the
starting location of the cast member rela-
tive to the AREA location in which this
EXAMPLE HEADER AND FILE DESCRIPTION RECORD C STRUCTURES member belongs. Finally, this structure
#define BYTE unsigned char contains various control bytes specifying
struct PACIFICDATHEADER the actions of the member.
{
long NumFileRecords; // offsets 0-3 Aircraft Construction
long FirstRecordOffset; // offsets 4-7 Aircraft data is stored in IFF File
}; Records. These records generally have a
file name similar to the type of aircraft
struct FILEDESCRIPTIONRECORD
{ being described, for example, the F4F3
BYTE Unidentified1; // offset 0, always value of 1 Wildcat data is stored in the F4F3.IFF
char OriginalPathFileName[32]; // offsets 1-32 File Record. The aircraft IFF File Record
BYTE Unidentified2[33]; // offsets 33-65 contains records describing various air-
long FileRecordOffset; // offsets 66-69, PACIFIC.DAT craft parameters. Because the overall air-
// FILE RECORD OFFSET craft description is rather complex, I will
long FileRecordSize; // offsets 70-73, FILE RECORD again only discuss a few of the more
// SIZE interesting records.
};
The JETPHNME record (mnemonic for
“JET Pilot NaME”) is interesting because
are mounted on the aircraft. See Listing 2 Listing 2. Several Types of RECORD Data (Continued on p. 59)
for an example of the HPTS data structure.
Each mount point on the aircraft is called #define BYTE unsigned char
a “hardpoint” and is defined by a 13-byte #define WORD unsigned int
structure. One or more of these structures
// Data in AREA Record
make up the HPTS record data. The first
// Note there are Type C and S AREA RECORD data. The type is determined
byte in the structure gives the hardpoint
// by the contents of AreaType. The Type C and S data are different sizes.
type. Surveys found the following hard- struct AREA_TypeC
point types: {
• Type 0: .50-caliber machine guns, BYTE AreaType; // offset 0, C char
20mm cannons, and 7.7mm machine char AreaName[33]; // off 1-33, text or 0x2E
guns long XAxis; // off 34-37, X pos of object
• Type 1: High-Velocity Aerial Rockets long YAxis; // off 38-41, Y pos of object
• Type 2: 100- and 551-pound bombs long ZAxis; // off 42-45, Z pos of object
WORD AreaWidth; // off 46-47
• Type 3: 500- and 1,000-pound bombs,
WORD Blank0; // off 48-49
Napalm, MK-13 Torpedoes
WORD AreaHeight; // off 50-51
• Type 4: 12.7mm machine guns BYTE Blank1; // off 52
The last 12 bytes in each HPTS record };
data structure give the location of the
hardpoint expressed in aircraft XYZ coor- struct AREA_TypeS
dinates. Aircraft coordinates are represent- {
ed as 32-bit signed numbers. The X-axis BYTE AreaType; // offset 0, S char
stretches from wingtip to wingtip, the Y- char AreaName[33]; // off 1-33, text or 0x2E
long XAxis; // off 34-37, X pos of object
axis stretches from the nose of the plane to
long YAxis; // off 38-41, Y pos of object
the tail, and the Z-axis extends from the
long ZAxis; // off 42-45, Z pos of object
top to the bottom of the aircraft. Origin’s WORD AreaWidth; // off 46-47
aircraft coordinate system follows the BYTE Blank0; // off 48
standard “right-hand rule” (for those of };
you who remember a little bit of physics).
The 0 or center reference position (0, 0, 0) // Data in DYNMDYNM Record
is approximately the location of the pilot struct DYNMDYNM
seat in the cockpit. Using references to {
BYTE unknown0; // off 0
aircraft dimensions given in the game lit-
BYTE unknown1; // off 1
erature and various HPTS record data sam-
BYTE AirplaneWeight; // off 2, real wt in lbs/600
ples, I calculated a rough XYZ-coordinate BYTE unknown2; // off 3
scale factor of 12 XYZ coordinate units };
equals 1 inch of distance on the aircraft or
144 XYZ coordinate units equals 1 foot. // Data in HPTS Record
For example, assume you are sitting in the struct HPTS
cockpit of a Corsair and you increase the {
X-axis coordinate of a gun mount hard- BYTE Type; // off 0, Hardpoint type 0-4
long XAxis; // off 1-4, X pos of hardpoint
point from 400 to 544. Looking out the
long YAxis; // off 5-8, Y pos of hardpoint
right side cockpit window onto the wing,
long ZAxis; // off 9-12, Z pos of hardpoint
you would notice the gun mount had };
moved about one foot away from you.
// Data in PART Record
Undocumented struct PART
Keyboard Features {
Several useful keystrokes are not docu- WORD MemberNumber; // off 0-1, Cast Member Number
mented in Pacific Strike’s game literature. char MemberName[16]; // 2-17, IFF File Record name
char WeaponLoad[8]; // 18-25, IFF File Record name
Note that some of these are active only in
WORD Unknown0; // 26-27
certain portions of the game. During
WORD Unknown1; // 28-29
game startup and while onboard the carri- long XAxisRelative; // 30-33, X pos rel to AREA
er, the Alt-V keystroke reads out the game
version and the state number. The game
Reinventing
the Death Star
movement, the close relationship between
these two companies has helped LucasArts
reap the benefits of George Lucas’s movie-
making vision.
I
n an era where most movie compa- Games. From 1982-1987, acting solely as
nies are trying to get into the com- a developer, Lucasfilm Games turned out
puter game industry, one company games such as Rescue at Fractalis and Ball
has been there for a while. LucasArts Blazer. In 1987, Lucasfilm Games became
Entertainment and its sister compa- a publisher, and in a corporate restructur-
ny, Lucasfilm, both formed by Star ing move eventually became what it is
Wars creator George Lucas, have today, LucasArts Entertainment.
been in the thick of both industries After developing coin-operated
for almost a decade. While the companies arcade games, LucasArts wanted to better
are totally separate, they have found a cre- establish itself in the game market and dis-
ative synergy in LucasArts games based on tance itself from the shadow of the Lucas
Lucasfilm movies. empire. And so, the company began devel-
Although both George Lucas and oping games for home computers that had
LucasArts CEO Randy Komisar have nothing to do with Star Wars. Its first titles
publicly criticized the digital Hollywood were the point-and-click adventure games
A License to Develop
than X-Wing, and it relied more on cap-
tured video images, including some taken alive around the
LucasArts’ computer game division had directly from the original Star Wars film.
first crack at the license to create games Rebel Assault was also among the first
based on all of George Lucas’s films. This games to come out on CD-ROM for the
relationship worked well on films such as
Indiana Jones and the Last Crusade, which
PC and became an early success story for
this product category.
office by
had multiple computer games released in
conjunction with it. This partnership even Dark Forces
produced Indiana Jones and the Fate of
Atlantis, a computer game-only episode of
the Indiana Jones saga. Unfortunately, by
Continuing its trend of using the Star
Wars license to showcase cutting-edge
technology, LucasArts joined the ranks of
continuously coming
the time this licensing arrangement was Doom-style games with its latest entry,
established, the Star Wars film series had Dark Forces. In this game, the player
come to an end.
But Star Wars games returned in a
fights storm troopers as a secret agent for
the Rebel Alliance. up with new games
big way in 1991, with the release of X- While the game’s lead programmer,
Wing, a game featuring Star Wars charac- Daron Sinnett, admits his team studied
ters and themes. In X-Wing, players pilot Doom’s design, he insists that the Dark
an X-Wing fighter plane (similar to Luke
Skywalker’s in the original Star Wars) from
Forces game engine is 100% original. He
speculates, however, that the data struc-
using iconography
training missions up to destroying the tures might be close enough that a conver-
Death Star. The X-Wing design team sion program could convert one file struc-
integrated the repair and management of ture into the other.
the X-Wing’s resources into the game,
which added to the game’s realism and
A clear difference between the two
games is the design environment that the
from the Star Wars
improved long-term playability. The com- Dark Forces design team used. While the
bination of LucasArts’ experience with Doom development team used a NextStep
flight simulator games, a game engine
similar to Origin’s Wing Commander
environment with its own tools, the Dark
Forces design team used a DOS-based film series.
GAME DEVELOPER • DECEMBER 1994 61
B Y D E S I G N
design environment with Watcom’s C ly enough—the Jedi, and LucasArts Forces. This character had to be approved
compiler 10.0 and AutoCAD release 12. hopes to use it again in future games. by licensing and, ultimately, by George
The Dark Forces team chose Auto- A shift in the market toward CD- Lucas himself.
CAD over other rendering packages ROM games caused LucasArts to
because most of the designers were for- decide—halfway into the project—to make The Future
mer architects more accustomed to using Dark Forces CD-ROM based. This LucasArts is looking toward the future
CAD software. A dedicated programmer allowed the game to have more elaborate with a variety of projects in the computer
customized the AutoCAD interface using animation sequences, but the size of the entertainment area, such as Commander, a
extensions to add elements such as light- remaining game code was comparable in programmable interactive simulator that
ing and wall textures. In the end, devel- size to a floppy-disk-based game. Indeed, can be an airplane, a submarine, or a
opers used the base AutoCAD program the overall design of the game is more sim- spaceship. Another project is a multimedia
mainly for the geometry of building the ilar to the disk-based, X-Wing-style games network project with Japanese giant Fujit-
space. than the CD-based Rebel Assault. su involving a multiplayer Doom-style
For the games X-Wing and Tie Star Wars, according to Sinnett, is game with a Star Wars theme. And,
Fighter, LucasArts used a general-pur- ingrained into the culture of LucasArts. George Lucas is rumored to have some
pose, polygon-based engine that could The basic design of all Star Wars games is new Star Wars movies in the works, which
render pretty much any object from the open ended, to the point that designers can will undoubtedly spawn new games to cap-
Death Star to a space buoy. The Dark do almost anything they want. No direct italize on the films’ inevitable popularity.
Forces engine is more specific in design. link exists between the various games in Regardless of these projects, one
It combines a true three-dimensional the Star Wars license, so every game can thing is certain: whatever the outcome in
engine to render the objects in the game end with Darth Vader meeting some hor- the interactive entertainment boom and
and a flat bitmap manipulation engine to rible new fate. the Silicon-Valley-meets-Hollywood
render the characters. LucasArts is look- The licensing division of Lucasfilm is craze, one of George Lucas’s companies
ing to make the performance acceptable involved only when a game introduces new will be right in the middle of it ■
on a 486/33MHz machine with a report- characters to the Star Wars pantheon. An
ed frame rate of 30 fps on a 486/66MHz. example is the Dark Trooper, a new class Sander Antoniades is Game Develop-
This game engine is called—appropriate- of storm trooper introduced in Dark er’s editor-at-large.
Artist
vs. Artisan
by David Sieks
I
had spent the morning climbing is not always successful, because broad-
counter-clockwise, spiraling up based agreement as to what qualifies as
through cloistered rooms and spaces Art is hard-won. Even once the label has
A paradigm shift has lovingly lit; altars to artistic genius.
Past the beautiful, the daring, the
been made to stick, the question exists as
to what quality content it assures. “I don’t
exhilarating; past Miro and Picasso, know art, but I know what I like” has long
past Kandinsky and Klee. Finally, at been wielded as a sharp pin to deflate such
the very top of Manhattan’s assumptions of worth.
with Art itself. So what contralto. “Clee-ur ... Squay-ur ... Glass
...um...”
artists, probably ranking lower on the
totem pole than the more traditional vari-
Mother was there to assist. “Lean- eties of commercial artist. This is partly
ing,” she offered. “Leaning,” repeated the because we are associated with a frivolous
waif, regarding the Kosuth with delicately product and also because of the medium
furrowed brow. “Leaning, Mommy? Is itself, which has, until recently, delivered
does that make us? that what makes it Art?” game graphics that are relatively crude.
exciting the imagination, of provoking Art, nor should they. I can hardly imagine
thought, of captivating its audience. Capa- anything more tedious.
ble of beauty. In a word, Art.
A New Role
Feet Back On the Ground At the same time, all games would profit if
What, you may be asking yourself, does artists were given a greater role throughout
this have to do with the two-way scrolling a game’s development. People in the
shooter I want to make to run on the 386? industry tend to use “the talent” as tools—
Maybe not much at all. Using the available tell them only as much as they need to
technology for meaningful creative expres- crank out their little segment and make
sion is a new possibility, not a new man- sure they do as they’re told—like some sort
Art? Dogfight was created by Designers’ date. The computer game was born out of of AI-Paint program. (I can hear pro-
CADD Co. of Cambridge, Mass., using sam- far simpler pleasures, and there is doubt- grammers drooling at the very idea of
ple 3DStudio geometry and plug-ins from less much vigor, joy, and profit left in the being able to realize their game concepts
Yost Group Inc.
familiar arcade genres. without relinquishing one iota of control,
Someone out there is probably clever but no, such software does not yet exist.
With the full range of multimedia and creative enough to figure out a way to Just last issue, though, this magazine pro-
capabilities now so commonly available, make arcade action and art coincide in a filed software that can compose tunes
the games of today—or more to the point, 16-bit cartridge. The paradigm shift I given only thematic guidance by the user. I
those of tomorrow—are not, in a manner called for earlier begins within the indus- doubt it’s made many friends amongst liv-
of speaking, your father’s Oldsmobile. Not try. There are indications that it already ing, breathing, bill-paying musicians.)
only has it become possible to make games has begun. What’s lost by such an approach is
that are neater looking, better sounding, By now you might easily have heard potentially valuable creative input that
and more smoothly interactive, but sud- more than you ever wanted to hear about could nudge a game in directions
denly (relatively so) we have at hand tools Broderbund Software’s Myst (especially if unthought of. What sort of game might
truly fit for the artist and a new medium you’re the jealous type). Brodurbund’s suc- develop if the renderers and musicians
for meaningful creative expression. cess is remarkable, though, because they were sitting at the table from the earliest
Yes, I’m talking about computer dispensed with elements that seemed near- brainstorming sessions? What new ways
games. Why not? The art world has tradi- ly indispensable—fluid action, readily might be conceived to interweave talent
tionally met encroaching technology with identifiable goals, violence—and delivered with technology, playability with beauty,
resistance (ask any airbrush artist). Yet, the a hauntingly evocative, beautifully ren- strategy with color and sound? Fantastic
computer is too powerful and flexible a dered game. In a different way, Infogames’ collaborations are waiting to happen. Vast
tool to be so ostracized. Witness its near Alone in the Dark defied convention as new horizons await exploration.
ubiquitous presence in the design field. well by incorporating a shifting “cinemat- I’ve found myself dreaming lately of a
How’s this as a vehicle for creative ic” viewpoint that introduced to computer day when the New York Times reviews
expression: graphics tools that allow live- games new possibilities for storytelling interactive computer art with the same
action video, photo-illusion, and emula- power and depth. A fresh use of viewpoint highbrow intensity it devotes to cinematic
tion of traditional drawing and painting also buoys System Shock, from Looking and literary efforts. Maybe, someday, I’ll
media with a palette of colors vastly Glass Technologies. By combining what make my way to the very top of the
greater than that offered by any paint they call a “6-D” perspective with highwire Guggenheim and find there a small child
manufacturer; quality stereo sound; an tension, they keep the player literally peer- staring rapt into a glowing screen that
ever-more-responsive array of interface ing around each corner, attaining a level of responds to each whispered command,
options that allow the audience to become audience immersion any Hollywood direc- that whispers back and hums and sings
an active participant. With the list of pos- tor would envy. and fills that topmost corner of the muse-
sibilities growing almost daily, the com- Tremendous talent exists in the field um with gentle swirls and eddies of sound.
puter game can become not only an art today, and gaming horizons are constantly The parent, smiling quietly in the back-
form, but an unprecedentedly interactive, being stretched—if in mostly familiar ground, will be visibly pleased that the
malleable form of art, guided by the directions. But that’s what paradigms are child shows such appreciation for fine art.
artist/game designer and uniquely shaped all about. They’re tough to shake. The cre- It may be a farfetched conceit, but
by the audience/user. ative impulse to make something more that’s my job—I’m an artist. ■
The time is ripe for a paradigm shift, than “just a game” will not likely come
where society acknowledges the computer from a game developer looking to make a Send your thoughts on art and artists in
game as a veritable art form fully as expres- better version of something we’ve already the game industry to Dave Sieks at Game
sive as the novel, film, theater, ballet, seen, which is in itself a noble effort. All Developer, or e-mail him at dsieks@
opera. Capable of instilling wonder, of games don’t need to aspire to the level of arnarb.harvard.edu.