Empfaenger : /comp/sys/atari/8bit Absender : timuszyn.jupiter.cse.utoledo.edu (Mr. Fixit) Betreff : DATASOFT -=> Alternate Reality Datum : Mo 27.12.93, 06:55 (erhalten: 27.12.93) Groesse : 5898 Bytes --------------------------------------- I was just over a friend's place as he was playing Blakestone, another of Apogee's newest releases for the IBM-compatible world, and started thinking... these guys really have the 3-d perspective engine running quite well, with the new release of Doom1.1 and Blakestone and all... hmm, I recall Datasoft and Philip Price kind of pioneering that work back in the heyday of Alternate Reality, Mercenary, Wayout, etc... wonder if ID/Apogee would be interested in a new twist to their shoot-em-all-till-everything's -dead-hahaha-games and try to resurrect not just the old Alternate Reality: The City and Dungeon for the PC, but to actually bring back to life the old FULL idea of the game... 6 main sections starting with the City, branches to the Dungeon, Wilderness, Palace, Arena, and the "final confrontation/escape home". They've released 6-parters before: Keen and Wolfenstein for instance... they could release a WEAK demo of the City version for sharware... they have the 3-d view already working perfectly... some old work WAS already done for the IBM PC versions by Datasoft YEARS ago on the City and the Dungeon... Anyone know how to contact ANYONE from the defunct Datasoft company? Anyone know Philip Price? Gary Gilbertson did most of the musical composition for the work if I recall correctly. How about good old Gary? I believe I can make a strong sell to the guys at ID/Apogee, in fact, I think I went to school with one of the main programmers a few years back (college). I assume they'd have to get the rights from Philip Price since Datasoft's long gone... he'd be my best contact. Also, he had the entire story-line laid out... specifics, no, but concept, a BIG yes! Heck even with 320x200 graphics, it would look wonderful... the Atari version used a full 128 color palette, could switch EASILY to 256 color VGA on an IBM compatible... would work even on the old 256k VGA cards! A sound card would be mandatory... well, maybe not. But sounds WERE VERY IMPORTANT to game play, remember trying to triangulate a smithy's banging off hidden corridors? Some sounds announced the amount of "EVIL" in your foe. Other sounds were just entertaining: walking near the arena, you could hear the fighting by the palace, the "royal serenades" the lightning and rains out in the open areas of the city. Man, that game had some really nice touches to it! The rising and setting sun, weird multi-color pools after toasting a baby dragon, etc. AS LONG AS THEY KEPT TO THE ORIGINAL GAME CONCEPT, little combat menus, banks, inns, taverns, guilds... wow, what a progressive step for ID/Apogee to make! They have some phenominal shoot-em-up combat games, this would add more of a real-life or thinking aspect in one of their games... it'd throw most of their followers for a loop! I'd pressure all the people I know that had the old 8-bit Atari's to register for an IBM ID/Apogee release of it!!! I'm sure it'd make some profits for them! Heck, Philip Price might even agree to work on it with them!??!??! ID/Apogee's typical games last 20 minutes to a couple hours start-to-finish, even full-length registered versions. This was more of a several day, 24 hour straight type of venture... you could keep going MUCH longer if you wanted. This game had a couple tricky puzzles, but more of a "building" game... you just don't start out with a mega-powerful character and go through the maze-like streets (sewers for the dungeon) blasting everything you encounter. Had a huge randomness factor I liked too! Some stats kept on your character could be seen, many more were kept as the computer/game monitored your character play and adjusted encounters accordingly... nice touch! I know this might sound more in the line of an established strategy/RPG company such as Origin, SSI, or the like, but with their continued good showing in the 3-d viewport arena and their proven soundcard support in the games, ID/Apogee may be the best place to start my quest! I figure they'd love a chance to expand their field of expertise into a new realm. The City could be a trial run, with the Dungeon being worked on at the time of release... if it goes well and they get a lot of positive feedback (and registrations), I bet they'd go for it! As long as it's not a rush job on the 4 unfinished parts (are they? Philip Price thought a LOT of this out in advance, I wonder...), I'd bet it would make a dent into the big RPG market! Any leads would be appreciated! I don't know why this urge to see this game played around the globe again has come over me... maybe that's just it. I remember years back when most people in the city were working together to get through the game... Atari, Commodore, Apple, IBM PC and PCjr... weird... maybe I just need more sleep. But I AM serious about trying to acquire some info on the author and the company. Can I make a difference? Can I help bring that time-killer Alternate Reality back from the grave? Who knows! But I'm certainly going to give it one heck of a try!!!!! -Tim (timuszyn.jupiter.cse.utoledo.edu) PS: I have the following outdated info already: Datasoft (also IntelliCreations, Inc.) 19808 Nordhoff Place Chatsworth, CA 91311-9969 (818-886-5922) Author: Philip Price, Music: Gary Gilbertson (work by Paradise Programming, Inc.) Guidebook: Kathi B. Tremblay Also, the Dungeon weilds a load of names: Programmed by: Dan Pinal, Ken Jordan, Jim Ratcliff, Rick Mirsky Original concept by: Philip Price Music composed by: Gary Gilbertson Graphical art by: Benita Long-Hemsath, Steve Hofmann (for all the good it'll do me)