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STUN RUNNER Status Report

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 							STUN RUNNER
							STUN RUNNER
                    GAME DEVELOPMENT STATUS             STUN RUNNER
   
DATE: FEB 10, 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 
    

The project has lost the services of Mike Hally.  Ed Rotberg has now 
assumed the responsibilities of Project Leader and lead Game Designer.

A mini-brainstorming meeting was held last week to discuss possible new 
game themes and goals.  This was in light of the almost universal feeling 
that while the game "looked" good, the play appeal was noticably lacking.  
As per that brainstorming session and the team meeting following it, a new 
direction for the game has been established.  A document describing the new 
direction has been written, including a somewhat detailed plan for the first 
three waves of the game.  This document has been distributed to those 
directly involved with the project.  If you are interested in a copy, 
please see Ed Rotberg.

In light of this change of direction, new dates have been established for 
the 4th Review, Field Test, Production Release, and FGA.  These are 
indicated above.  These dates were arrived at based upon a reassesment of 
the tasks that needed to be completed before the game would be ready for 
Field Test.

HARDWARE
The Rev. 2 MutiSync PCB is up and working with only one mod.  This is a 
component change in the SCUM circuitry requiring an 'F' part for the clock 
buffer.  We have abeen allocated one Rev. 2 board which we will probably 
use for the field test unit.  Jed Margolin has also been converting his 
Driver self-test to run on MultiSync standard speed.  This will be a great 
help to the project.

CONTROLS
Milt Loper has started working on cost reducing the flight controller.  
Current pricing gives the Namco plastic handles at $8 per set, but Milt 
reports that the reliability of these parts is questionable at best.  The 
tooled metal handles currently cost $40 per set.  Milt is looking into 
die-cast metal parts.  There is no cost projection on these parts but the 
lead time looks like 8 - 10 weeks including drawing time.  He is also 
looking into getting our own molded plastic parts from a new vendor that
believes they  can produce them with a lead time of 4 - 6 weeks.  The 
projected cost for these would be about $8 per set.  Milt is also going to 
look into getting the entire assembly costed by the vendor supplying the 
steering wheel stop mechanism for Hard Drivin' as they gave us an excellent 
price on that part.

CABINET
We are planning on using the Family Cabinet for Field Test.  Mike Jang has 
figured out a way to mount our board set and power supply in that cabinet.

GRAPHICS
As per the change in game design, much of the graphics for the game will 
need to be reworked.  A meeting was held Wednesday with the animators, and 
we will be supplying them a new prioritized list by the end of the week.

AUDIO
Much of the audio done for the game will be able to be used in the new game 
theme without change.  However, many of the voice cues will certainly need 
to be changed.  I will be providing a prioritized list of required audio to 
Brad and Don this week, but it will not include voice cues at this time as 
we would like to see how the game plays in its new guise before deciding 
what voice cues we need.  Brad says that lead time for voice may be as much 
as 2 - 2 1/2 weeks so that will be a consideration towards getting him that 
list as early as possible before field test.

SOFTWARE
As per my conversation with Rick Moncrief and Max Behensky, we will be 
getting Max and Stephanie's time between now and Teusday 2/21/89.  Their 
help is required for the following action items:
	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) Implement vertical scrolling of the background.
	4) Give us the ability to modify a small subset of the color-map.
	5) Give us the ability to convert Fonts supplied by the animation group
	   to the format needed for the MultiSync system.
	6) Help us conform the Driver coin & stats package to our needs.

On a lower priority level, the animation group has requested that Max 
modify one of the 3D CAD systems to use a tablet instead of the mouse.

Additional software changes as per the new game design are under implementation
by Andy and Ed.  This will include designing the first 3 waves, and 
spending time tuning them.
Message 1 of 1

Feb 16, 1989