atari email archive

a collection of messages sent at Atari from 1983 to 1992.

status report

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							STUN RUNNER
							STUN RUNNER
                    GAME DEVELOPMENT STATUS             STUN RUNNER
   
DATE: MAR 22, 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
Jed needs to determine the maximum draw for 5 volts with our configuration so
we can determine power supply size (is 10 amps enough -- 15 too many??)

CABINET
Cabinet wood should be completed today.

CONTROLS
Controls for field test with plastic handles & down stop by 3/29.

HARNESS
Field test harness by 3/29.

CABINET ART
Kyoko to start cabinet art next week.

GRAPHICS
Graphics proceeding according to schedule.

AUDIO
No change.

SOFTWARE

Software changes to the game include:
	1) New traffic routines have been implemented.
	2) A "points" attract screen has been added but needs to be changed.
	3) New Graphics have been added.
	4) Added "vertical splits" to be used for warping to higher levels.

This week we will be working on:
	1) Devise & implement a new scheme for game continuation - level
	   qualification.
	2) Tuning traffic/markers/hotspots into levels 3,4, & 5.
	3) Adding new attract modes:
	   a) Scenario description that sets the tone for the game.
	4) Capturing game play statistics and associated display screens as per
	   marketing input.
	5) Implement add-a-coin fully.
Message 1 of 1

Mar 22, 1989