- DESIGNER DIARY: 4PLAY -
by Scott LeGrand
| In the Beginning 
On September 23rd, 1993, my roommate (who I believe Bill thinks was
Doug Engel) and I were invited by Bill Rehbock to come up to 
Glendale, California to see the very first video games running on 
the Atari Jaguar. Besides playing a really crude edition of 
Checkered Flag, we pitched a space combat game called "Singularity" 
which we indicated could better be called Star Raiders 2000. Bill 
told us that the name was already taken, but that he'd get back to 
us. One month later, we met Tom Harker across the Internet and he 
agreed to act as our interface to Atari and I conned^H^H^Hvinced 
my wife (then fiancee) Stephanie to write the soundtrack. In 
November, I drove and Tom flew to Santa Cruz and we met for the 
very first time. Tom was here to trade away the 8 bit line of ICD 
tools for a cool 1950s monster mobile. The next day we drove up to 
Sunnyvale, navigated our way to 1190 Borregas avenue and played 
Tempest 2000 and Cybermorph for the first time. 
Big time! We're on our way and making it...
 
We walked away that day with a very early prototype of Aliens 
vs. Predator, along with a deal for 2 development systems. By then 
the game had been renamed to "Star Battle", in honor of a game I 
had written on a high school mainframe back in 1980 about which I 
still get email now and then. On December 24, we received our first 
alpine board in dysfunctional condition in a Fedex box. After 
several frantic phone calls, we were sent a second, functional 
alpine board and Doug kept the first in order get medieval upon it 
with a soldering iron. Within a week, we both had working 
development systems and the evolution of the game that became 
BattleSphere began. The kicker is that since there was no backing 
of any sort for this game, we would have to develop it entirely in
our spare time while maintaining full-time day jobs. Our advice: 
Don't do this. Our original estimates were that we could have the 
entire game coded in 12-18 months. Bzzzzt! Wrong! We had yet to 
encounter the black hole that was Atari developer support, as well 
as a myriad of inexplicable bugs and random flaky development tools. 
They like us, they really like us!
 
6 months later, we showed off the very first demo of the
polygon engine at SCES '94. The demo makes an appearance in the
AEO SCES '94 Video, for those of you collecting BattleSphere Trivia 
and anyone there could see we ought to have sued the pants off of 
Nintendo over the N64 logo, but of course, they must have thought 
of the thing first, they're Nintendo. Things went well, but I wish 
it had been a playable demo by that time, but c'est la vie, we were 
just getting introduced to some of the many jaguar hardware bugs 
and part-time development already sucked. Six months later at WCES 
'95, there was sound, the first pass at the music engine, primitive 
collision detection, and a simple game involving rescuing animated 
astronauts. The game was now called "BattleSphere". This is really 
starting to take too long, isn't it? 
Trouble ahead, trouble behind...
 
5 months after that, BattleSphere had its last trade showing at 
the very first E3. This was the first place we ever demonstrated 
networked dogfighting. It was a resounding success and numerous 
professional aviators commented on the quality of our flight engine 
compared to what they could play on the PC and other systems. This 
demo almost never happened, because a insiduous bug in the hardware 
forced some last minute rewriting practically on the show floor. Of 
course, the real star of E3 was the Playstation unveiling, but we
were happy with our reception. After all, at this point,  the fat 
lady was clearing her throat for her Atarian anthem. 
They said we were daft to build a castle in the swamp!
 
At this point, we realized we were behind schedule. I decided to 
take 3 months off and Doug took a month's worth of accumulated 
vacation time off from work and go full time on game development. 
From July through September, BattleSphere became my one and only 
obsession. In that time, we went from a primitive dogfight engine 
to networkable deathmatching with the infamous subsumption 
architecture AI. A fun footnote here is that but 2 days after we 
got the AI marginally running, a mysterious request came from Atari 
for a demo. We sent it off, only to find out later that they 
secretly put the badly behind Battlesphere head to head with the 
completed Space War 2000 in a focus group. Guess who won and who 
got cancelled? This pattern repeated itself in October when Atari 
demanded working networking code from us on a Friday, to be 
provided by the following Monday, for incorporation into Iron 
Soldier II or it wouldn't have networking. Ah, the fun final days 
of Atari. However, we now had a solid demo for showing off to 
potential backers of a PC or PSX edition and the search for a 
future past Atari began. 
Is there life after death?
 
Although we knew at this point that Atari was pining for the
fjords, we decided that BattleSphere was not enough of a game to
actually release the thing (in retrospect, this was a BIG BIG BIG 
mistake). So now, we commenced development of the play modes. Atari
died in January, 1996 and the Gauntlet play mode first appeared in
March of that year. It was soon followed by the BattleSphere and 
training play modes, and that took us into early 1997 since we 
still didn't have any funding for a PC version, despite a one year
search leading to 10 or so pitches with big publishers who just 
couldn't grok the networking, the 3D, the jaguar, or some random 
combination of the above (or possibly our failure to closely 
resemble the current trendy genre). In March of 1997, I quit my 
science career, leaving behind 8 years of dedicated research. It 
was painful and we once again considered releasing BattleSphere at 
that point. However, we faced the concorde fallacy that we had 
already put too much time into the thing so why not make the Alone 
Against the Empires play mode and call it a day. This play mode was 
completed by October of 1997, and there's nothing like it on any 
other platform. And that's when the playtesting began. It's oh so 
much fun to put a game into beta when you have no money. 
Thankfully, a dedicated crew of playtesters put their own free 
hours into the thing and now, 8 months later, BattleSphere is 
finished. 
And on day 1745, God said "Ship it already!"
 
Oh, you thought this was the end of the story? BWAHAHAHAHAHAHAHA!
Silly you, now we have to get the sucker encrypted and produced so 
it will actually run on other people's jaguars. But, it will 
happen. And when some twit naysayer tells you it won't, just 
remember how many times they said we'd never finish the thing. 
May your urine be fresh and frothy! 
Scott Le GrandDoug Engel
 Stephanie Wukovitz
 Tom Harker
 
Team "The Mess that is BattleSphere"
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