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S.T.U.N. RUNNER STATUS REPORT (ajb)

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 							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.
Message 1 of 1

May 04, 1989