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Interview: Gauntlet Legends for N64

We talk to Atari about the upcoming release of Gauntlet Legends for the Nintendo 64.

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We recently interviewed Atari Games producer Scot Amos about the upcoming Nintendo version of Gauntlet Legends, the coin-op update of the classic '80s arcade series. Here's what he had to say about the Nintendo 64 version of the game.

GameSpot News: The N64 version has the four-player mode associated with Gauntlet that was missing in the PlayStation version. Can the N64 version handle enough activity/objects onscreen to make it worthwhile? How are you making that work?

Scot Amos: The N64 engine was built from the ground up to handle four players plus as many enemies, objects, and magical effects onscreen simultaneously as we could throw at it. Our most recent versions have showcased the four players plus over 25 enemies onscreen at once, and we're still running at a silky smooth 30fps. It's definitely "worthwhile." Our programmers are squeezing every ounce of processing power out of this machine, and our artists have come up with clever ways to reduce the number of onscreen polygons without sacrificing visual quality.

GSN: In what way was the development of the N64 version different from the development of the PlayStation version?

SA: All N64 development is internal here at Atari. The PlayStation version is being developed externally. So, one of the key benefits for the N64 team is having immediate and direct access to the coin-op guys (as they're just on the other side of the building from our area). Being able to pick the brains of the guys who built the coin-op, and now actually having them work on the N64 version directly is a major win for us. Naturally, all of that same coin-op knowledge plus the experiences of the N64 team is passed on to the PlayStation development crew, but it's not the same as having us all under one roof. Secondly, the core technology itself is different due to the divergent nature of the two platforms; there are just some things one machine can do that the other can't.

GSN: How are the two versions different for the gamer?

SA: The moment-to-moment play experience is very similar. Both have the simple controls to learn as well as the special attacks and magical effects that are the hallmark of Gauntlet. Also, the PlayStation version has two additional worlds that we couldn't fit on the N64 version, giving them an edge on overall content. The one striking difference is that the N64 has four players possible and the PlayStation has only two. However, the PlayStation has the benefit of CD-quality audio and gorgeous rendered sequences that we just can't put into a cart on the N64. Even so, we do have real-time in-engine sequences for these same storytelling scenes.

GSN: How far along is the game's development, and how do you plan to spend the remainder of the cycle?

SA: We're past the halfway point on the N64 and still on target for our summer '99 release date. Our remaining time is for tuning the gameplay and playfields, as well as polishing anything that will improve the look of the game. The company's given us the resources in both time and personnel to really put a high gloss on this one, and we're using every hour to do it right.

GSN: What's been the most difficult part of building Gauntlet for the N64?

SA: Initially, it was getting a new engine built for the N64 and creating the pipeline to move over the arcade game's data. Then, in all seriousness, we made new, totally brilliant levels and worlds for the consumer game and suddenly had a space problem! We had to choose which coin-op worlds to bring over and which to leave out of this version. That was a tough series of days... but ultimately, we have a better product as a result of such tough decisions.

GSN: The cart doesn't manage sound as well as the CD. How did you work around this? What was your strategy? And in comparison, what can the gamer expect?

SA: Naturally, the PlayStation has CD-quality audio... I mean, it has a CD! Our audio animal, Barry Leitch, is a master at taking the original audio for the coin-op and rewriting it to handle the particular nuances of the N64. Also, the sound technology we're using from a now-famous development group is awesome and gives us the ability to put more audio on the cart and get great playback than even we originally thought possible.

GSN: Will the N64 version have a saved character option for play similar to the PlayStation version? If so, how will it work?

SA: Our save system is a jewel! A player can save their character onto the Controller Pak and then take that saved character to their friend's house and join their friend's existing game with their previously saved character! This way, players can play solo to build up their stats and experience levels, then join up at a later time and take on the game together!

GSN: What would you say about Gauntlet's replay value on the N64?

SA: Because we have so many hidden pieces including locked, secret characters, there is a tremendous amount of replay. One of the benefits of our save system is that new players and seasoned veterans can join together even if they start playing weeks apart, and the "master" can help the "newbie" get into the game faster. Lastly, the simple joy of spending an evening hacking and slashing through hordes of enemies is something that everyone has the urge to experience over and over.

GSN: What have you done with graphics and lighting in Gauntlet that's notable?

SA: On the N64 we have real-time, dynamic lighting that even the arcade version doesn't have! This real-time effect adds intensity to each magical attack launched. Also, when the explosions hit close to a player, the world flashes bright - it's very striking. The graphics overall are very detailed and allow us to do our in-engine, real-time sequences because of the high-quality models and texture maps. The animated lava flows, rivers, and high clouds are just stunning to behold; the world feels alive.

GSN: How does the single-player game hold up to the co-op mode?

SA: The game playfields are balanced specifically for 1, 2, 3, or 4 players - different objects and enemies "appear" when you enter a level, depending on how many players there are. Because of the amount of data we need all the time, we have to properly play, test, and tune this game, so no matter how many players there are, it feels intense and fun! Naturally, different players here love one mode over the other - which makes us confident that either way people will love the game. When our own test department actually tells us how cool it is, we know we've got it right.

GSN: Tell us about the levels. What does each level, respectively, offer the gamer?

SA: That's going to take a while to answer. How 'bout a short answer - each "world" (worlds are made up of individual levels) is themed both visually and in game style. Some worlds are very puzzle oriented while others are pure delights of death and carnage. Our goal is to give a constant feeling of threat and reward everywhere. The new levels designed just for the home version actually have their own storyline that links into the overall game story. Each new world has a slick visual flow that more clearly links one level's ending with the next one's beginning. It's a great discovery to make as you mow down rows of demons.

GSN: What is your favorite level, and who is your favorite character, and why?

SA: As each character can be in four colors and four unique models, it's tough to say. I really enjoy the secret characters the most. Not only because of the extra effort it takes to find them in the home version but because they are truly unique as playable characters. Of course, as they're secrets, I don't want to give them away here. If I had to choose from the "normal" characters, I'd say the wizard. There's nothing like the feeling of flattening a row of enemies with a Demon Skull attack to brighten up my day.

GSN: What do you plan to do with the cameras? Player control at all?

SA: All of our cameras are hand-tuned by the designers to fit each circumstance in each level. The programmers have crafted a unique camera system, and they do "take over" the camera in certain areas to do effects the designers can't achieve. Also, our real-time, in-engine sequences take over the camera and fly it along scripted paths. We don't plan to release the game with player-controlled cameras.

GSN: Will the game be Rumble Pak/analog compatible?

SA: Absolutely! For the N64 the analog is the control system. We support the Rumble Pak as well as the Expansion Pak for enhanced visuals, and the Controller Pak for saved games.

GSN: You've picked up the N64 project midstream. What revisions have you made, and what are your goals for the game?

SA: The fundamental pieces were always here for this version. Some key areas that have changed include the way the inventory system (another home-version feature the coin-op didn't have) works, which levels and worlds are in the N64 version, how the player unlocks each world, and what the sequence is of those worlds. As for my goals - they are the same as my team's goals: to make the best damn multiplayer N64 game and create another legend in the Gauntlet franchise. One of the lines from our design specification document that we live by is, "Kick ass, save the realm, and get rich doing it!"

GSN: What's the release date?

SA: Summer of '99. It used to be "somewhere in '99" but we're now adamant about hitting the summer - and we're going to do it.

GSN: What's the most difficult part of making a console version of an arcade game that was well received?

SA: The pressure of living up to a legend. The original Gauntlet was an earth-shattering experience - the booming voice, four players, a huge cabinet - it sucked quarters from everyone's pockets for hours! Fast forward to now - when the coin-op version of Gauntlet Legends breaks new ground and phrases such as "landmark game" are bestowed upon it. That's a lot to live up to, but we're hungry for it, and the proof is now evident in our latest demo versions.

GSN. What's the expected frame rate for the N64 version?

SA: Our target is 30fps or better. The latest version our testers have is averaging from 28fps to 60fps! Amazing...

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