227 lines
13 KiB
Plaintext
227 lines
13 KiB
Plaintext
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A VISIT TO ORIGIN SYSTEMS
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By late October in the Hill Country of Texas, the scorching heat of summer has
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mellowed into warm days and cool nights. The sun's rays are welcome rather than
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shunned, and it is easy to kick back and relax in some of the finest weather and
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scenery that Texas has to offer. But in one set of offices nestled in the hills
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outside of Austin, the energy is beginning to approach a fever pitch. Just
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around the corner is Christmas, traditionally the busiest time of year for
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computer games and the companies that produce them. Origin Systems is certainly
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no exception.
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I had the opportunity to visit the Origin offices and learn about the games
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they've created, as well as a few that they're working on now. In this report, I
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hope to convey some of the creative energy and excitement of the work being done
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at Origin, while providing some insight into the way modern computer games are
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made.
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LORD BRITISH
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During my visit, Lord British (aka Richard Garriott) was working night and day
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(literally) on his Spookhouse, set to run for the five days leading up to
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Halloween. He did have some time to chat with me about his ULTIMA series of
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computer role-playing games.
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Over a dinner of sesame chicken, I asked Richard about the moral themes that
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ran through the latest ULTIMA Trilogy (ULTIMA's IV through VI). Where would he
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take this thread next, or was it destined to be dropped?
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Richard replied by first correcting me: "My games are concerned with _ethical_
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issues, not moral ones." He went on to explain that ethics are founded on logic,
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and provide a systematic basis for human interaction. Morality, by contrast,
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tends to be dogmatic and rigid, a point amply demonstrated in ULTIMA V. He also
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said that his pursuit of ethical issues would continue in ULTIMA VII.
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Richard cautioned that ULTIMA VII was not yet defined. He did say that the game
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would be yet another re-working of the ULTIMA game system. "Each time, I tear
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down the old and create something new, hopefully preserving some of the best
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ideas of previous ULTIMAs, while breaking new ground. We also work hard to
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preserve the spirit of ULTIMA in each game, so that even as the system evolves,
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you can always tell when you are playing an ULTIMA."
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As I struggled with my chopsticks, we discussed the WORLDS OF ULTIMA games, and
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Richard mentioned that these games would use the most current ULTIMA system.
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Thus, SAVAGE EMPIRE uses the ULTIMA VI system, as does the WORLDS OF ULTIMA game
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in development: MARTIAN DREAMS. For the first time, the elaborate systems
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developed for the ULTIMA games is being re-used in other, similar games to take
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advantage of the latest advance in computer role-playing engineered by Richard
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and the crew at Origin.
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I mentioned the recent success of WING COMMANDER, and Richard nodded
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vigorously. "It's a fantastic game, Chris [Roberts, the designer] has done an
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incredible job. However, I admit to some ambivalent feelings. Till now, the
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success of Origin depended to a large degree on my work with ULTIMA. Now that
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isn't true, which of course is an adjustment for my ego." He laughed a bit at
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this, and seemed obviously pleased with the new situation. He also gave credit
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to Chris for inspiring some of the new interface ideas used in ULTIMA VI through
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Chris's game, TIMES OF LORE.
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CHRIS ROBERTS
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Chris and I were able to chat as we recovered from a horseback ride in the
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hills. We began by talking about his newest game, WING COMMANDER.
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Chris emphasized the cinematic elements in the game, pointing out some of the
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visual effects that help propel the story line and convey some sense of how the
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player's actions fit into the scheme of things. He pointed out that there were
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40 missions in WING COMMANDER, but most players will see only a subset of those
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(perhaps two dozen) while playing a complete game. Not only does this enhance
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replay value, but it gives players who fail at a mission a different path
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through the game. Thus, it can actually be more enjoyable to struggle through
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the complete game, as a player may then get to experience more of the missions
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included.
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Another innovation that Chris was excited about is the way he used music to
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dynamically reflect the action taking place in the game. In WING COMMANDER, the
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music shifts in tone depending on what is happening to the player. Again, this
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lends a cinematic feel to the game, with the music helping to establish the
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right mood for each situation.
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Chris is also enthused about the 3-D bit-map technology employed in the game. I
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asked him how he was able to achieve real-time animation using sophisticated 3-D
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images. The secret, he told me, is in doing the work ahead of time. First, 3-D
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polygons are generated for each object in the game. Then, bit-maps are painted
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for each facet of these polygons. Finally, the bit-maps are rotated through all
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angles of display for each polygon. These different images are stored in memory
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when the game is started, and retrieved dynamically as required for the game.
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Needless to say, this puts a tremendous premium on memory when running a
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program of this type. That was one of the reasons for the use of expanded memory
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by WING COMMANDER. Fortunately, for those of us who don't have expanded memory,
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WING COMMANDER will run using just 640K of RAM; what you lose are some special
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effects and some caching of images.
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I suggested that Origin was the first company I knew of to break the 640K
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barrier, and asked Chris if he had any concerns about being a pioneer. He
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responded by saying that he felt it was important for Origin to be out in front
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of the technology. This includes not only the ability to exploit the
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capabilities of high-powered machines, but also the use of other technologies,
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such as CD-ROM.
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Chris and I chatted about other games that he found interesting, and DUNGEON
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MASTER was mentioned. Chris pointed out that Origin is working on a new game
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(tentatively entitled TUNNELS OF ULTIMA) that he promises will go beyond DUNGEON
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MASTER. Chris described how you'll be able to move freely in the new game,
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rather than by squares and 90-degree turns. Walls and objects will be 3-D
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bit-maps, similar to those used in WING COMMANDER, and some of the
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objectification techniques of ULTIMA VI will be carried over to TUNNELS OF
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ULTIMA. Chris was clearly excited about the project, but said it was too early
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to project a date for release.
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THE ULTIMA ARTISTS
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I confess that I'm fascinated with computer art, particularly the outstanding
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work that has been created in the past year or so using the capabilities of VGA.
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In that time, Origin has gone from a company with forgettable graphics, to one
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on the leading edge in graphics and presentation in its games. When I had the
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opportunity to chat with some of the people responsible for this transformation,
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I found myself spending literally hours talking about their work.
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Just over two years ago, Origin made the decision to hire Denis Loubet as its
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full-time artist. Denis had already done extensive work for Origin, stretching
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back to the artwork used to advertise ULTIMA I. But now Denis was being asked to
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illustrate not only the game materials (box, rules, etc.), but the actual game
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itself. As Origin moved into full support of VGA graphics and the scope of its
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games increased, it became clear that this was more than a one-person job. At
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this time, Origin employs six full-time artists, and there is plenty of work to
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go around.
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At one machine in the crowded artists' area, Denis was working on the art for
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the ULTIMA Gameboy product due in early 1991. We shared some chuckles about the
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extensive "four shades of green" palette that he had to use. Still, Denis was
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able to create astonishingly detailed "tiles" for the game.
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Behind Denis, Keith Berdak was working in zoom mode on the face of one of the
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Martian characters in MARTIAN DREAMS (the next WORLDS OF ULTIMA game). Keith is
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responsible for the character portraits in this game, and helped create many (if
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not most) of the 188 character portraits in ULTIMA VI. Keith showed me several
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of his unique creations, as well as several that were derived from actual human
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characters. Players of SAVAGE EMPIRE should have little trouble recognizing
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Larry, Moe, and Curly of the Three Stooges.
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Keith was working in DELUXE PAINT II ENHANCED, as were all of the Origin
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artists. I asked if they used any object-based drawing tools like COREL DRAW,
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but was told that for the types of images used in Origin games, that kind of
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program would not be terribly useful.
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On another table, I saw the Space Shell that will appear in MARTIAN DREAMS to
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propel the characters from Earth to Mars. Spying the ULTIMA ankh prompt twirling
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at the lower left, I asked Dan Bourbonnais (another artist) about it. Was this
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the game, or the painting/tile program?
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As it turned out, the answer was: Both! As Dan explained it to me, in some ways
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the tile builder _becomes_ the game. That is, as the game evolves, the program
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modules for tile manipulation are removed and the actual game modules are
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brought in. So the prompt I saw twirling at the bottom is the same prompt
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players of MARTIAN DREAMS will see in the completed product.
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In Dan's office, he showed me a hand-held scanner he had recently purchased.
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Interestingly, he did not use it to scan images from source materials. Instead,
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he used it to scan images that he'd drawn by hand -- images too complex to be
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easily created in the paint program. I asked Dan how well he had adapted to the
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mouse, and he said that after a while, it is quite natural. Thus, no one used a
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stylus in the office.
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Interestingly, all of Origin's artists are professional artists whose first
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exposure to computer art was their job at Origin. In fact, most of the artists
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had examples of their manually produced works hanging around the office.
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Strewn throughout the artists' area were books and magazines of all types and
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styles: source material for their work. Lying near one machine was a Sears
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catalogue from the turn of the century. Nearby, a book of 19th century clothing
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was laid open. I noticed that Victorian-era motifs had been worked into all the
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artwork for MARTIAN DREAMS -- not only in clothing and hair styles, but in the
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objects, and even the screen borders and fonts.
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ORIGIN DOWN THE ROAD
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As I walked around the offices, Greg Malone of MOEBIUS and WINDWALKER fame took
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me in tow. He showed me out to a balcony with a view of the surrounding hills.
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As he described some of ORIGIN's new products, I spied a roadrunner dashing into
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nearby bushes.
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Greg described how the WORLDS OF ULTIMA games are intended to provide a more
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directed gaming experience than the ULTIMA games. In ULTIMA, the player is
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presented with a complete and detailed world, and set loose to explore and
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(hopefully) perform whatever missions are presented to them. In WORLDS OF
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ULTIMA, the story is intended to be more apparent. Players will be guided
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forward more than in ULTIMA.
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This allows the use of more cinematic interludes, similar to the opening of
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ULTIMA VI. Greg reiterated a theme I'd heard throughout Origin, when he said
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they wanted to include more cinematic elements in their games.
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This led to a discussion of WING COMMANDER. Greg mentioned that the SECRET
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MISSIONS disk will be available through retail outlets, something they had not
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originally planned. He also mentioned that this disk would give players access
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to all 40 of the missions included in the original game.
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Greg also talked with me about the new ULTIMA IV game for Nintendo, due around
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the end of the year. He also discussed the new GAMEBOY port of ULTIMA, and
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showed me the figures touting the Nintendo ULTIMA III game as the best-selling
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Nintendo cartridge in Japan. In contrast with that game, future Nintendo
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programming is being done in-house. Given the number of Nintendo machines in
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households across the country, Origin seems well-positioned to break out of the
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family computer market.
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We also discussed other exciting Origin projects, such as TUNNELS OF ULTIMA and
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WING COMMANDER 2. These are still on the drawing board, but Greg promised they
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would help Origin continue to push the envelope of computer game technology.
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From everything I saw that day, I'm sure he's right.
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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