कोशिश गोल्ड - मुक्त
THE MAKING OF JACKIE CHAN STUNTMASTER
Retro Gamer
|Issue 267
MOST GAMES WITH A REAL PERSON'S NAME IN THE TITLE HAVE ACTUALLY VERY LITTLE TO DO WITH THEM. BUT THERE ARE SOME STARS WHOSE INFLUENCE ON A GAME GOES FAR BEYOND THEIR FACE AND VOICE. ONE OF THE MOST IMPORTANT OF THESE IS THE GREAT ACTION GOD HIMSELF: JACKIE CHAN
For decades, the name Jackie Chan has been synonymous not only with top-notch action, but also with an extra dose of slapstick. So it’s no surprise that the name has appeared on a number of game boxes over the last 40 years already (see the Rumble In The Box panel for more on that) – but none bigger than Jackie Chan Stuntmaster.
According to the game’s original developer Ian Verchere, Stuntmaster was planned as a Jackie Chan game from the very beginning, “I’ve always been a huge fan of Jackie’s films, and there are scenes from Armor Of God II: Operation Condor that could easily have been taken directly from Super Mario 64 levels. The pitch for me was simple: replace the Italian plumber with the most famous action movie star in the world. It didn’t need to be more complicated than that – make an excellent action platformer that captures the humour and physicality of Jackie Chan.”
This idea was met with some scepticism by the management of Radical Entertainment, but Ian soon pulled the ultimate rabbit out of the hat: the man himself! “The process was surprisingly simple: we basically called Jackie Chan up through his management, and the deal for exclusive rights to his animated likeness came together really quickly.” Which, according to Ian, wasn’t as expensive as you might think, given Jackie’s extremely high profile at the time, “I can’t say exactly, but it wasn’t more than $500,000.” And Jackie was more involved in the game than you might expect – more on that in the Mr Nice Superstar panel.
The game was supposed to be finished in the spring of 1999, but that didn’t happen. The next target date was the autumn of that year, and finally the spring of 2000, when it was finally released. The big question is, why did it take so long? “I wanted to make a game that was basically
यह कहानी Retro Gamer के Issue 267 संस्करण से ली गई है।
हजारों चुनिंदा प्रीमियम कहानियों और 10,000 से अधिक पत्रिकाओं और समाचार पत्रों तक पहुंचने के लिए मैगज़्टर गोल्ड की सदस्यता लें।
क्या आप पहले से ही ग्राहक हैं? साइन इन करें
Retro Gamer से और कहानियाँ
Retro Gamer
Back to R-Type
It's very important for you to know one thing: I'm not an actor.
2 mins
Issue 279
Retro Gamer
BROKEN SWORD II REMASTER TAKES SHAPE
Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged
4 mins
Issue 279
Retro Gamer
Blippo+
We speak to the designers of an indie game about retro TV that's out of this world
4 mins
Issue 279
Retro Gamer
PORTABLE SONY PASSION
Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP
2 mins
Issue 279
Retro Gamer
Fables of the 360
Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.
2 mins
Issue 279
Retro Gamer
Silent Hill 4: The Room
WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES
1 mins
Issue 279
Retro Gamer
SUPER MARIO BROS
It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.
1 min
Issue 279
Retro Gamer
ACHIEVEMENT UNLOCKED
TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE
8 mins
Issue 279
Retro Gamer
Possible mission
When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.
3 mins
Issue 279
Retro Gamer
The Lord Of The Rings: The Third Age
NOW WITH ADDED ACHIEVEMENTS
2 mins
Issue 279
Listen
Translate
Change font size
