![]() For instance, we could put more bikes than cars onscreen at once, and the bikers were more visible than car drivers, so they could be more expressive". ![]() ![]() Breen recounted: "I'd been into motorcycles for a long time, and we quickly realized bikes gave us lots of technical advantages. After Mey and Geisler rejected QuadRunners as potential racing vehicles due to Andretti's dirt track setting, Breen suggested motorcycles. Because Andretti was set to follow a similar formula to Indianapolis 500, Geisler, Breen, May and co-designer Walter Stein began a brainstorming session for a different type of racing game that would not necessarily adhere to realism. Producer and designer Randy Breen, who was previously involved with Indianapolis 500: The Simulation, was influenced by the difficulty and tedium of that title to create a racing game with more accessibility and entertainment value. Mey soon realized that while the NES was capable of road-scaling effects, banking would be beyond the console's ability. Technical director Carl Mey, who had just been laid off from Epyx following its bankruptcy, was also hired by EA and was given his first major project of creating a "banked road" effect for the game. Preliminary development began on an NES title named Mario Andretti Racing, and programmer Dan Geisler was hired by the company at this time. In its tentative steps back into the console market, EA focused on genres that were determined to be strategic, namely sports and racing titles. Road Rash was one of the first titles conceived by EA after they made the decision to begin developing video games in-house until that point, EA had previously outsourced video game development to external studios, and were primarily focused on PC games due to the effects of the video game crash of 1983.
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