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Status Report

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							STUN RUNNER
							STUN RUNNER
                    GAME DEVELOPMENT STATUS             STUN RUNNER
   
DATE: MAR 02, 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:		   7 APR 89    10 MAR 89    10 FEB 89
  PROD RELEASE:		  26 MAY 89    19 APR 89 
  FGA:			  14 JUL 89     4 JUN 89 
    

HARDWARE
Glen has been bringing up the second moded Rev 1 MultiSync board as we have 
not yet received our Rev 2 board.  This board now appears to be up and 
running as well.  Glen is also adding the hardware necessarr to drive a VCR 
for Field Test.

CONTROLS
There will be a meeting today (3/2/89) at 2:00 PM to discuss the status and 
plans for the flight controller that we are planning on using.

GRAPHICS
The Animation Group has committed to a schedule for S.T.U.N. RUNNER 
graphics that will get us to Field Test as per the current schedule.  We 
have already received a lot of new graphics.  We have new bacgrounds, new 
tunnel segments, and a complete animation sequence for the player getting 
into the TTV at game start.

AUDIO
No work on audio at this time, as we are still evaluating our needs.

SOFTWARE
Max Behensky has been giving our project a lot of his time, and as a 
result, many of the action items have been completed. These are:
	1) Giving us the capablitiy to to BLIT objects both directly to the
	   screen and onto polygons (growth BLITs)
	2) Implementing a method to display the control panel using the 
	   "fast background" method.
	3) Give us the ability to modify a small subset of the color-map.
	4) Help us conform the Driver coin & stats package to our needs.

Other items specified on the previous list have been dealt with in other 
ways.  At present, we are only looking for an improved vector rendering 
algrorithm in the GSP, and our immediate needs from the Applied Research 
group will have been met.

Software changes to the game include:
	1) New opening animation sequence.
	2) Scrolling backgrounds (horizontally & vertically).
	3) "Glowing" hotspots.
	4) Cycles now enter from behind player.
	5) No Bonus time.

This next week we will be integrating and tuning the new game play in the 
first three waves.
Message 1 of 1

Mar 02, 1989