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Date: May 04, 1989 11:22
From: BERT::STUN
To: @STUN.DIS
STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAY 04, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | || | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89 FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89 PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89 FGA: 21 JUL 89 14 JUL 89 4 JUN 89 SCHEDULE ISSUES: ---------------- While we have not changed the Production Release and FGA dates on the above schedule yet, they will certainly change in the near future. It is pretty apparent that with the sit-down cabinet, and the current release schedule of other games, that STUN Runner will probably go into production sometime in the September time frame. This additional time will also be invaluable for the game-play development. Once we know what management's decision is on STUN Runner's placement in the scheduled release of games, in particular, which games are going to AMOA in September, the sooner we can supply an updated schedule. HARDWARE ISSUES: ---------------- We are eagerly awaiting the new ASDP boards. These boards will have more graphics ROM sockets (see GRAPHICS ISSUES). We have currently been alloted four multisync boards for development and field test purposes. ID ISSUES: ---------- Jess Melchor and Milt Loper are still working on a Family Cabinet version of the upright STUN RUNNER (code:FC). This cabinet is not to be confused with the proposed "fancy" upright we talked about at last week's cabinet design meeting. The FC cabinet will be available early next week. This cabinet will be used if a deluxe cabinet cannot be ready for our next field test, though we would prefer to go out with the deleuxe version. GAME DEVELOPMENT STATUS STUN RUNNER Pete's group is currently in the design stages for the Deluxe STUN RUNNER sit-down cabinet. Via input from the marketing/sales staff, they are working on several conceptual designs. These designs include a high end deluxe sit-down similar to the sectional plex canopy proposed last week and a smaller streamlined deluxe sit-down. They hope to have a proposal package prepared by the end of this week and will set up a meeting (Monday??) to present these new designs. The 25" vs. 19" monitor issue still needs to be resolved. Most likely a mock-up for a sit-down will be created with the 25" monitor in order to address the possible visual perception problems. MARKETING/SALES ISSUES: ----------------------- Jerry Momoda has received the player survey forms for the STUN Runner 2 week field test at the Regency Game Palace. He will be writting up a summary report as soon as he finishes his current CyberII responsibilities. Mary Fujihara and the sales staff have been discussing various cabinet and monitor issues in order to help ID determine which route to take in their conceptual design for the STUN Runner project. SOFTWARE ISSUES: ---------------- New tracks have been designed by Andrew Burgess, Glenn McNamara, and Ed Rotberg. We currently have 12 unique tracks, the last 3 are still without any traffic. We hope to have somewhere around 20 unique tracks by the next field test, with the capability to loop back on them for longer play time. We are currently designing new traffic intelligence for the various enemy vehicles, particularly the flyiung vehicles. A new game over sequence is being designed so that the player will be able to see just how far the got on a track that they were unable to complete. Sparks have been added to help the player recognise that they are scraping against various objects. Inparticular, when a player scrapes against the rails in the flats or lands from one of the jump ramps. We still need to address an END-GAME scenario. Some ideas that have been proposed are: 1) a phantom driver race similar to "Hard-Drivin", 2) a super-track with a T-Shirt give-away. We would deeply appreciate any additional ideas people would like to submit. GRAPHICS ISSUES: ---------------- New object graphics have been received: 1) more 50' and 75' diameter tunnel pieces, a shockwave (super-blaster). There are more in the design stage. Unfortunately we are currently out of object ROM space and will not be able to add anymore objects until we get the new ADSP boards. GAME DEVELOPMENT STATUS STUN RUNNER New station backgrounds have been supplied by Kris Moser and are currently in the lastest version. New outside backgrounds have been supplied by Sam Comstock and are currently in the lastest version. Will Noble is currently working taking more jaggies out of the STUN Runner attract screen and hopes to have it available for us in the next few days. AUDIO ISSUES: ------------- No new audio at this time. We still need to get together with Don Diekneite and the audio group to discuss various voice and sound effects.
May 04, 1989