Intentar ORO - Gratis

THE MAKING OF JUNGLE STRIKE: THE SEQUEL TO DESERT STRIKE

Retro Gamer

|

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.”

Retro Gamer

Esta historia es de la edición Issue 274 de Retro Gamer.

Suscríbete a Magzter GOLD para acceder a miles de historias premium seleccionadas y a más de 9000 revistas y periódicos.

¿Ya eres suscriptor?

MÁS HISTORIAS DE Retro Gamer

Retro Gamer

Retro Gamer

RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

time to read

12 mins

Issue 275

Retro Gamer

Retro Gamer

Future Classic

Modern games you'll still be playing in years to come

time to read

4 mins

Issue 275

Retro Gamer

Retro Gamer

40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

time to read

4 mins

Issue 275

Retro Gamer

Retro Gamer

TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

time to read

3 mins

Issue 275

Retro Gamer

Retro Gamer

A SUMMER OF GAMES

A LARGE NUMBER OF RETRO-RELATED GAMES ARE ON THE WAY

time to read

1 min

Issue 275

Retro Gamer

Retro Gamer

THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

time to read

7 mins

Issue 275

Retro Gamer

Retro Gamer

Super Pocket: Neo Geo & Data East Edition

WHO WILL WIN THE LATEST SUPER POCKET HEAD TO HEAD?

time to read

2 mins

Issue 275

Retro Gamer

Retro Gamer

TIGER HELI

TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

time to read

9 mins

Issue 275

Retro Gamer

Retro Gamer

SUPER COLLECTENDO

Mark Smith's love for the SNES comes from lifelong friendships

time to read

2 mins

Issue 275

Retro Gamer

Retro Gamer

SOUL READER 1&2 REMASTERED

RETURN TO NOSGOTH

time to read

2 mins

Issue 275

Listen

Translate

Share

-
+

Change font size