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THE MAKING OF STAR WARS EPISODE I THE PHANTOM MENACE

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Issue 277

THE FIRST PREQUEL FILM REMAINS A MIXED BAG: THERE'S THE POD RACE AND DUEL OF THE FATES, BUT IT ALSO INTRODUCES JAR JAR BINKS. SO HOW DOES THE OFFICIAL GAME FOR THE FILM COMPARE?

- WORDS BY PAUL KAUTZ

THE MAKING OF STAR WARS EPISODE I THE PHANTOM MENACE

The end of the Nineties was a difficult time for LucasArts: the company, which had created some of the most-beloved point-and-click adventures of all time, almost completely turned its back on the genre. The reason for this was the May 1999 release of Star Wars: Episode 1 - The Phantom Menace, the first new Star Wars film since 1983's Return Of The Jedi. For LucasArts, this meant that the prestigious but not particularly successful adventure games would be a thing of the past - the company was transformed from a tailor shop for cult adventures to an assembly line for Star Wars games.

Ironically, the official game for the prequel was not developed in-house, but by Big Ape Productions, a small development studio founded in 1995 by LucasArts veterans Dean Sharpe and Mike Ebert. Shortly after the release of the studio's debut title Herc's Adventures in 1997, it was commissioned by LucasArts to develop The Phantom Menace. Sounds like a dream, and in some aspects it was - but it also brought with it a lot of difficulties, as Mike tells us, "From a design standpoint we had a lot of issues. We started building with very limited tools. I remember one of our designers plotting out background art on graph paper, because we had no way to import 3D art into the level-building tool. We could not make the game first-person action, as we could not compete with the Jedi Knight game being developed at that time. We also had to make the game run in software rendering at first because LucasArts did not want to commit to a dedicated 3D graphics card being required. We were also targeting PS2 development later on, but when the PS2 was delayed we had to make the game run on a PS1, which was a nightmare."

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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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