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THE MAKING OF JUNGLE STRIKE: THE SEQUEL TO DESERT STRIKE

Retro Gamer

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Issue 274

IN 1993, ELECTRONIC ARTS RELEASED A SEQUEL TO ONE OF ITS MOST ICONIC 16-BIT GAMES. THE PREMISE WAS 'BIGGER, BETTER, MORE', AND IT DELIVERED IN SPADES. RETRO GAMER DONS ITS FLIGHT SUIT AND TAKES THE COMANCHE FOR A SPIN WITH JUNGLE STRIKE DESIGNERS JOHN MANLEY AND TONY BARNES...

- GRAEME MASON

THE MAKING OF JUNGLE STRIKE: THE SEQUEL TO DESERT STRIKE

When free-roaming helicopter shooter Desert Strike became Electronic Arts' biggest non-sports hit in 1992, thoughts inevitably turned to a sequel.

The core team would remain the same: on the technical side, Mike Posehn handled programming and engine refinements with Tim Calvin once more contributing the excellent 3D models. Meanwhile, John Manley would continue to be the driving force for the budding franchise, acting as lead director and designer, encompassing mission design, storyline and the implementation of new features; assisting him again was Tony Barnes. Jungle Strike was cleared for takeoff. “Actually, even early in the development of Desert Strike, we considered that there might be a sequel,” begins John, “and when it came to designing, we wanted to take what players liked about it and give them a wider variety of locations, missions and vehicles.” Tony adds, “It was important to outdo Desert Strike, solidify the game as a franchise and not just a one-off. We also wanted to make sure that we gave the fans a worthy sequel and not just a green version of the first game.”

Despite the team’s ambitions, the basic template for Jungle Strike would remain similar. The player would pilot a Comanche helicopter with the controls again in first-person despite the third-person view, something Mike himself had originally felt was essential to the physics and ‘feel’ of the game. With the programmer busy tweaking the engine, John and Tony began to design the game's many missions and locations, as the former explains. “The way we created our levels was to print out large maps of the terrain for each one and then populate the world with individual pieces of paper that contained isometric images of buildings, roads, tanks, guard towers and so on. Then we would transcribe the X and Y coordinates for each object by hand into the level data.”

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

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VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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