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Schmudde

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Everything posted by Schmudde

  1. Mason is one of the better players to pony up to the Jag Bar so far. It might help that his drink of choice is non-alcoholic. I recently restarted Rayman after a decade+ away. Love the game. I'm about ~45% in. The difficulty definitely requires some patience. ~ü
  2. I’ve owned the same Jaguar since 1994, so I’m sure I don’t remember every game I’ve completed. Completed Alien vs. Predator - All Atari Karts - Highest race level Battlemorph Blue Lightning Checkered Flag Club Drive Cybermorph Doom Fight for Life Highlander Hover Strike Hover Strike: Unconquered Lands I-War Iron Soldier Kasumi Ninja NBA Jam Super Burnout Tempest 2000 Trevor McFur Ultra Vortek Vid Grid White Men Can’t Jump Wolfenstein 3D Could never beat, but really close Iron Soldier II - the last level requires perfect timing Towers II - I got stuck on one of the floors and could never advance. On Deck Flashback Rayman Skyhammer Also, I just beat AVP as the Predator and the Marine for the first time in > 10 years. What a brilliant game. ~ü
  3. Actually, if you follow the money, the reality is quite simple. Every commercial game has an associated P&A (Prints and Advertising) budget. The strategy has been the same since the 90s - get your game/movie/book everywhere. Buy as much real estate as you can possibly afford. The problem with releasing on multiple platforms at different times is that you break up that budget. Rayman didn't have a huge advertising budget, and if you put the Jaguar version out 6 months before the PS and SS versions, you'd be squandering what few resources you have. Advertising campaigns are coordinated efforts with a lot of moving parts and a ton of overhead. You want to minimize that as much as possible. Multiple launches just add to that overhead. ~ü
  4. In theory, you could always buy the original Hover Strike, Cybermorph, and Iron Soldier II on cartridge. Those are pretty darn close to the only 3 Jag CD games that interest you. ~ü
  5. Amazing. I really hope this happens toward the end of summer. I'll be in Berlin April-June, so I obviously couldn't attend in that window. This would be the first Jag-Fest I've been to since the first Jag-Fest in the Chicago suburbs many years ago. RE: Cases I have one of those cases. They're awesome. Perfect w/ the Jaguar CD. I actually found them in Peoria, IL at a store called UFS - basically a place that bids on unclaimed freight and the resells whatever it gets. They got a huge stack of those and sold them for $1-$3 each. I can't remember the exact price.
  6. Yeah, if it happens later in the summer (late July or August), I'll definitely take the train down from NYC! @Travis - Amtrak will take you straight from Burlington to Baltimore on the Vermonter line for $90 one way. It's a 12 hour train ride, but if you bring your Lynx, it shouldn't a problem filling the time. ü
  7. This is great! The game looks really clever! I'll definitely want want for the Jaggy CD.
  8. The TI sticks are horrendous. Even as a 7 year old, I preferred playing Munch Man, Parsec, etc... with the keyboard because they were so stiff and unresponsive. They're the only controllers I've ever truly hated.
  9. Yeah, and that's the real value of your work. It will take time for the straight-from-the-developer's-mouth facts to penetrate, but they will. It's far better than informed speculation. The fact is that the video game press isn't held to any higher standard than your basic British tabloid. Atari, like any B-list celebrity, didn't benefit by shooting down the rumors that keep their name in the news. I think that Darryl Still and Sam Tramiel might have wanted to run a different style of company, but they just didn't have the caché or the cash to do that. The only real "surprise" here is that Edge, which presented itself as a serious gamer alternative, would also stoop to baseless rumor mongering. ü
  10. I want to take a moment to reiterate the pervasive awareness that The Fuji had an uphill battle with the developers, the consumer, and the retails. Everybody knew it then, everybody knows it now. Sam Tramiel's task was to redefine Atari's image and inspire confidence with few resources. Like it or not, the '64-bit' marketing went a long way into at least getting people talking without spending much money at all. He was able to secure developers where the Lynx could not. He was able to put the Jaguar places the Lynx was not. There was a time in 1994 where the broader industry at least allowed for the idea that "this wasn't your father's Atari." Atari delivered a surprise hit (Tempest 2000) and delivered a major motion picture license (AvP). However, Lost Dragon's conclusions aren't very surprising. '64-bit' launched Sam's new Atari. The launch had to be perfectly executed to work (it wasn't) and Atari's first big ticket exclusives had to sell systems (too many Kasumi Ninjas and Checked Flags, too late). After 1994 you just see a lot of rumors (Tomb Raider, Jaguar VR), lawsuits (Sega), and announcements (Mortal Kombat III). These were just promises that weren't worth the paper they were printed on. It was really regressive and likely not the Atari that Sam wanted to run. I love some of the '95 titles like Super Burnout... but they almost arrived in spite of, not because of, Atari's efforts Seriously... has there ever been a piece of hardware with more vaporware on the box than the Jaguar CD? ~ü
  11. I played it on Stella to be honest. Very easy.
  12. Okay, two things: Great job on Skylar's lip animations. I legit think they are more accurate than the Jaguar version. Your ship morphs! It's really important cause it puts the "morph" into "Cybermorph". Nailed it! ~ü
  13. As a 7800 gamer, I found the Lynx a little threatening when it was demoed at the 1989 Summer CES. I knew the 7800 was nearing the end of its life and I felt like this was a sign that Atari was moving on. By the time 1993 rolled around, it was clear that the Lynx was nearing the end of its life. I remember some talk about comlynxing the Lynx to the Jaguar for a second screen experience (in 1993!), and there was some discussion of reinvesting in the Lynx based on the back of the Jaguar buzz. So, clearly, I see the Jaguar/Lynx being closer siblings than the 7800/Lynx. Having said that, the version of Atari Corp in 1989 - multi-departmental computer and gaming company - seemed much closer in character than the era that came around by 1993. In many ways, the libraries of the Lynx/7800 shows a synergy that the Jaguar lacks (as mentioned before). A lot of that comes from the way Atari Corp did business at the time. ~ü
  14. Very interesting to see substantive scraps of what he may have been referencing the interview. It is very easy to image that he had some early discussions and played around with some code, even while knee deep in Fight For Life. ~ü
  15. Me four! And Robinson's Requim. I also threw down big $$$ for Lynx Desert Strike. I've really wanted it for a while. I loved the Genesis version and this looks just as good. Big Steel Talons fan as well.
  16. Schmudde

    Impulse X

    I feel the same way. A perfect game to pick up a for a few quick rounds and then get back to work. I'm running through AvP again (for the first time in nearly 20 years!) and that's just the opposite. I have to schedule a chunk of time to play it. So I end up playing Impulse X more often, even though AvP is clearly one of the games that defined the system. ~ü
  17. Cool video. The thing about the Jag CD version is that it's so distinct. I kind feel that all the blending effects in the XBox visualizer make it look like so many other visualizers. Some of the 'tunneling' and mirroring effects on the XBox version do feel pretty Minter-ish. ~ü
  18. Well, I guess the bit on Pong 2000 is kind of interesting. I'm not sure where I pulled that question from; his response is not a denial and is pretty close to a confirmation. Either way it is a good addendum to the Pong 2000 thread.
  19. Hey all. I used to run an online magazine in the mid-90s called Classic Atari OnLine. It was mostly 8-bit stuff but it covered contemporary Atari Corp. systems. It kind of wilted when Atari merged with JTS. Anyway, in the issue from June 1996 I discovered an interview I conducted with Francois Yves Bertrand. I don't think it reveals anything particularly earth-shattering, but I thought I'd just leave it here just in case there is some interest: <CAO> Can you tell me some background information on yourself concerning your past work in France and at Sega? <FB> In France, I was working for a small coin-op company, SISTEME, and did develop three games for the European market, and for the Archimedes, an English computer from Acorn. On Virtua Fighter I did the camera system for all the game and the collision system. On VF2 I dir transfert my code from the Model 1 board to the Model 2 and I did work on a weapon system wich has not been use for VF2. <CAO> Why did you leave a increadably lucrative company like Sega and go to Atari (whos entire budget is less than Sega's advertising budget)? <FB> Well working in Japan, for a Japanese company is certainly not the easiest thing in the world. I spent two years in Japan, which was way enough for me. I did enjoy what I did there, but life in Tokyo is not as fun as life in Europa or the US. I decided to come in the US to see something new. <CAO> How long were you at AM2? <FB> 2 years <CAO> Did you approach Atari or vice-versa? <FB> I did contact them during one of my trip in France. Soon, later the US office called me in Japan, and we decided on a meeting in Sunnyvale. Every thing went well and I joined the company soon later <CAO> Did you ever use any other Atari equipment besides the Jaguar? <FB> No, I have never been an Atari's computer freak. <CAO> While at Atari, did you enjoy working on the Jaguar? <FB> Yes I did. The Jaguar was a nice piece of equipment when it came out. If at this time the company behind it would have push more on the development side, Atari could still sell some Jaguar today (Sega and Nintendo are still selling 16 bits machines...) <CAO> Not considering the company, which machine was it easiest to work on? <FB> I am not really interested in an easy work. My main interest is pushing a machine as far as possible, and that is never easy. The PSX is very easy to use, but you don't have really control of the machine. I hate that. On the Jaguar side, things weren't easy, but your access to the hardware is total, letting you do stuff the way you want to do it. <CAO> Many people see the release of Fight For Life a struggle. Also, many people have many different stories about this struggle. This is the information I have collected. Please correct the mistaken information: You left Japan and Sega for Atari. You completed Fight For Life on December 1995 focusing on playability. The graphics were considered sub-par when the game magazines got a hold of an unfinished version of the game. Atari rejected the game on that basis and you went back to work. Fight For Life's graphics got retooled (called Fight For Life Extreme by the on-line community) and Atari when on a game cancellation spree and your game almost got cancelled again. Finally, months after being completed, Fight For Life was released. <FB> The game has never been canceled. I did work on it for about 19 months, without any interruption. When the game was presented to the press for the first time, the graphics weren't done as well as the motion. Unfortunately, the marketing department gave to the press a set of cartridges with the sentence 'for review only' instead of 'for preview only'. All you have heard from there was coming from this mistake. It is very depressing to have your work screwed like this, but I wasn't able to do anything at this time. To cover their mistake, they told the press that the game was going to be rejected and revamped, when actually the game was just following its normal development schedule. <CAO> Do you think you took full advantage of the Jaguar's hardware with Fight For Life? <FB> I think it was a nice shot, I would certainly do it faster today, but not that much. <CAO> About the game, many people I have talked to have complained about the ending of Fight For Life. In most games, if you're a good guy then you feel heroic, if you're the bad guy then you get to rule the world or something, but in Fight For Life you left with a feeling of nothingness. Why did you choose this ending? Many people are looking for another ending, is this a futile effort? <FB> There is two ending in FFL. In Europa when a movie is finished, the hero doesn't have to live. In the US whatever movie you take, you can tell from the beginning who is going to make it and who is not. Well it is a different approach to the same problem. I don't know who is right, but I don't think that being good make you life longer. Anyway, there is two ending in FFL, one was here to introduce one of my next game. <CAO> After Fight For Life, your next project was going to be Pong 2000. Can you explain what we are all going to miss? <FB> I would be happy to talk about this one, but all the work I did on this one is Atari's now. Sorry. <CAO> Finally, what are plans for the future? What are you currently working on at Activision? <FB> I am working on a new Pitfall for Activision. The game should be ready by march 97 on the Playstation
  20. Yep. Their website, as it stands today: www.atd.co.uk.
  21. Not surprising, but ATD's turning from the praise in 1993 to disdain in 1995 is pretty unfair. That says a lot about their piss-poor job on Blue Lightning; they were ready to move on. I like the choices they made for BattleMorph, but I don't think that warrants throwing Sam Tramiel and Hover Strike under the bus. Hover Strike: UL isn't a bad looking game, the gameplay is just unimaginative and the controls are a little awkward. Taking his statement in context, in BattleMorph's era, Iron Soldier 2, Hover Strike: UL, and Zero 5 probably all look better. ~ü
  22. The ending is so bizarre. "They're talking 1995 for the Jaguar 2" followed by the idea of Jaguar being a "future proof" machine because you can run old software. I understand what ATD is trying to say... but I don't think of the PlayStation 1 as future proof just because the PS4 can play PS1 games. An interesting article nonetheless. Thanks for facilitating the scanning! ~ü
  23. Schmudde

    ZOOP!

    Hilarious. I coincidentally popped this in last night after a mysterious craving to play it again. Must be the shared mind space or the internet of things or Gaia or something. It has probably been about a decade since I played the game last. I enjoyed it much more than I did when I first played it. Something about its omnipresent marketing campaign and 90s kitsch made me dislike it back then. It felt like Viacom tried too hard to make the game culturally relevant. I say this in contrast to Tetris, which didn't try at all, but it became a phenomenon. I also didn't enjoy many of the 16 bit ports that I can now see more objectively. Flashback is a prime example. It's an excellent game to have in every Jaguar library, but I didn't appreciate it back then when I was playing Iron Soldier or Battlemorph. Anyway, Zoop a low-commitment game. Zoop and Impulse X are two games that I can play for a few minutes for a little brain relax and then get back to work (I work a lot). It's perfect for that, so I see it getting a lot more play in the near future. If you're looking for something more, you won't find it. ~ü
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