February 1998 Archives


February 26, 1998

Our Balls Keep Shining!

Review after review has given our recently released pinball game, Balls of Steel, high and shiny scores. Gamezilla contributes to the long list of glowing reviews, by adding:

"Balls of Steel [has] managed to blow the socks off the competition." (The articles specifically mentions Sierra's 3D Ultra Pinball series and Empire Interactive's Pro Pinball series as the "competition" that has lost their socks.) If you'd like to read their entire review, click on the Balls of Steel box to your right (make sure to look for it on your store shelves, too!)

The article also had these shiny quotes:

"While the game's clever title hinted at great promise, I had no idea when I opened the box about the incredible experience that was to follow."

"The ball physics are the best I have seen in a computer pinball game, with both rebound angle and speed changes following the laws of motion perfectly."

"The graphics in Balls of Steel are truly excellent."

"After playing virtually every PC pinball game ever released, I can enthusiastically say that Balls of Steel is now my favorite."

"Its combination of smooth realistic gameplay with creative animated challenges simply cannot be beaten."

"I am totally addicted to it--I simply cannot stop playing it...Any pinball lover should run out and buy this one."

Posted by Joe Siegler at 1:00 PM


February 25, 1998

Duke Nukem Gets Happy

We were just informed that our Duke Nukem game was mentioned in another comic strip. This time, it's a strip that's called "Happyland". The strip itself appears below. If you'd like to see more of this comic strip series, check out their site! You can also check out Duke's two "appearances" in Foxtrot on our Duke Nukem 3D pages.

Posted by Joe Siegler at 1:02 PM


February 25, 1998

Final Reality from Remedy

3D Portal now has online a feature article on Final Reality from Remedy Entertainment (the makers of Death Rally & Max Payne). What's Final Reality? It's a program from Remedy (& VNU Labs) that is a Direct3D Benchmarking program that will test the performance of your graphics hardware.

3D Portal has several areas online for this program. First, they have their feature article on it, a public forum dedicated to it, and an area where you can download your own copy of this freeware program.

The engine that is used in this utility is a very early version of the engine that will be used in the forthcoming game, Max Payne!

NOTE: 3D Portal no longer exists, all links have been removed.

Posted by Joe Siegler at 1:01 PM


February 25, 1998

More Balls of Steel Reviews

The reviews keep coming in for Balls of Steel. I received several of them today, so to make sure you check out all of them, I'm posting all of the ones that I'm aware of here (in no particular order).

* Gamespot
* Online Gaming Review
* Gamer's Edge
* Adrenaline Vault
* Meccaworld
* Games Domain
* Hotgames
* Gamer's City
* Psycho Gamer

Posted by Joe Siegler at 1:00 PM


February 24, 1998

Life's a Beach!

Forgot to mention the other day that the Adrenaline Vault put a review of the Duke Nukem 3D Add-on, "Duke Caribbean: Life's a Beach" online. The Duke addons keep coming it seems, and as long as they're being put out, someone's gonna review 'em. :) Make sure and check out the review at http://www.avault.com/reviews/beach.asp

Posted by Joe Siegler at 1:02 PM


February 24, 1998

February 24, 1998

Scott Miller on Planetquake!

Fragmaster has done an interview with Scott Miller today. Make sure to check it out here!

Posted by Joe Siegler at 1:00 PM


February 23, 1998

Max Payne Update

Petri J�rvilehto of Remedy Software has updated his plan file again with some info about the feedback you've given him over the weekend on Max Payne...

To sum up what most of you guys we're saying, it would seem that the realistic setting is something that a lot of hardcore gamers are waiting for, what especially surprised me was the fact that a lot of people were asking for a rather down to earth weapon setup, only a marginal percentage of you guys we're hungering for BFGs and huge rocket launchers.

Max Payne is a 3rd person action game, so you will be playing the game with a camera following Max from an angle behind him. This in effect makes the weapon design pretty different from the existing FPS games. Instead of just a part of the weapon being shown at the bottom of the screen, you will be seeing Max from a cinematic angle using those weapons. I think this is a crucial element with the weapon [design]... not only do we need to consider if the weapon itself is cool, it will also have to look cool when fired or when reloading :-)

And for those of you who were wondering: Max Payne will be 3D Accelerated only. If you want play Max, you will need a proper 3D Accelerator. We're supporting all Direct3D compatible cards and in addition we already have direct support to some of the major chips.

Posted by Joe Siegler at 1:00 PM


February 23, 1998

Duke Nukem Movie Rumours

Now that the Duke Nukem Movie has been announced, we've started seeing all kinds of wild rumors. The most recent is this (the rumor part is the last sentence):

COMPUTER ANTI-HERO DUKE NUKEM SET FOR FILM STARDOM: Ultra-violent computer game DUKE NUKEM is to be given the Hollywood treatment. Bosses at THRESHOLD ENTERTAINMENT, who made a fortune from the big-screen version of MORTAL KOMBAT, will try to make lightning strike twice by making a movie about the seven-year-old cult video game favorite, which features a tough-guy action hero who employs an arsenal of weapons to wipe out aliens and enemies. Threshold boss LARRY KASANOFF says, "It's the perfect game at just the right time for the under-25 audience that wants a throwback to old-fashioned machismo." Movie stars STEVEN SEAGAL (a throwback to old-fashioned machismo if there ever was one�) and BRUCE WILLIS (same thing�) are rumored to be among the frontrunners for the role.

This text came from Metaverse's Sleaze site. We'd like to point out that we have barely begun any kind of work on the movie, and any rumors you might hear are just that. Rumors. No one has been cast in the movie, nor has anyone been declared a "frontrunner" for the part.

Posted by Joe Siegler at 12:00 PM


February 20, 1998

The Public Loves our Balls!

of steel, that is. Online Gaming Review now has a great review of Balls of Steel online.

Some of the more notable quotes from the review are:

* "Beneath the special effects and clever sound lies a fundamentally interesting game, one which all pinball players will enjoy."
* "..the game spurs you on to do more than just whack the ball every time it comes near your flippers."
* "This game will keep a computer-oriented family entertained for quite a while!"

Posted by Joe Siegler at 1:10 PM


February 20, 1998

Reviews, Reviews, Reviews!

GameWeek, the leading non-consumer game industry publication, just arrived and has a glowing review of Balls of Steel. Here are a few of the quotes:

"Balls of Steel is easily one of the most entertaining and attractively rendered pinball games ever developed for the home computer."

"Satirically inspired by the "Balls of Steel" pinball game depicted in Duke Nukem 3D, Balls of Steel is a champion in its own right, combining photo-realistic graphics and state-of-the-art special effects with smooth, utterly absorbing gameplay."

"Balls of Steel is a winner...one of the most addictive pinball games ever concocted, providing countless hours of engrossing gameplay at a reasonable price."

If you haven't already, check out the shareware version now!

Posted by Joe Siegler at 1:05 PM


February 20, 1998

New Addition - Web Forums

You asked for 'em, you got 'em! We now have forums (AKA message bases) available on our site. Initially, we've set up four topics of discussion.

1. General 3D Realms Messages (for 3D Realms games other than Duke & Shadow Warrior, and general stuff)
2. Shadow Warrior
3. Duke Nukem
4. Apogee Classics (for all the old Apogee games)

We're using the software that's built into Microsoft FrontPage98, which is the primary editing tool used on this site. It comes with a built in Discussion Forums feature, which is what we're using. The software is not the most powerful in the world, but it does do the job. We've already decided on a replacement piece of software for it, but that may take some time to implement, so we've decided to go with this software for the time being.

Join in - you never know who from here might turn up!

Posted by Joe Siegler at 1:00 PM


February 19, 1998

John Anderson's a Daddy!

News Flash! Prey mapper John Anderson (alias Johnny Ewok) just gave me a call to announce the arrival of the latest member of the Prey team: Kyle Anderson, born this afternoon at 3:11. Vital stats: 20 inches long, weighing in at 7 pounds, fourteen ounces. Mother and tyke are doing fine. Congratulations John!!

Posted by Joe Siegler at 1:00 PM


February 19, 1998

Duke in Time

PSM Online today put a preview of DUKE NUKEM: TIME TO KILL online. This is a game being developed by N-Space as a console only game for the Sony Playstation. There is also a Nintendo64 version of the game under development as well by Eurocom (the same people who did the Duke Nukem 64 conversion).

Just when you thought Los Angeles was safe (from aliens anyway), Duke Nukem is called to action again to defend Earth from another alien attack. This time, however, the aliens have developed a new technology that enables them to venture through time in an attempt to enslave the human race... and Duke is gonna have to kick their asses yet again.... even if he has to travel through time to do it!

You can check out their preview here. In addition to their review, they have over a dozen screen shots from this game online!

Additionally, the March issue of GamePro Magazine will have a cover article on Duke Nukem: Time To Kill. Seek it out, it's supposed to be hitting the stands now.

Posted by Joe Siegler at 1:00 PM


February 18, 1998

Duke Nukem Movie Announced!

In further testimony to 'Duke Nukem's' strength as an entertainment franchise, intellectual property management company Threshold Entertainment, leading software publisher GT Interactive Software Corp. (NASDAQ: GTIS) and hit game developer 3D Realms have entered into an exclusive agreement whereby 'Duke Nukem,' the best-selling, award-winning PC and video game franchise, will be exploited across film, television and home video media worldwide.

This is the beginning of the press release from GT Interactive and 3D Realms announcing the Duke Nukem movie deal. This is an exciting time for us, and as more details about the production are ready for release, you can find 'em here.

If you'd like to read the entire press release, go here.

Posted by Joe Siegler at 1:00 PM


February 17, 1998

It's Miller Time!

There is an excellent interview with Owner/Partner Scott Miller (founder of Apogee) on PC Gaming World. Check it out here.

In it, Scott talks about several of our game titles, some of the other things going on with the company, and other cool tidbits.

Another really good interview with Scott Miller is online, this time with videogamedesign.com. Check it out!

Posted by Joe Siegler at 1:00 PM


February 17, 1998

Three 3D Realms Games Awarded!

Softseek has awarded three of our games with their "Editor's Pick" award. The three games given this award are:

Duke Nukem 3D, Shadow Warrior, & Terminal Velocity.

Softseek is a site dedicated to the distribution of Shareware, Freeware, & Evaluation software. You can get to their site by clicking on the graphic to your right. You can also see what they had to say about our games by clicking on each of the names above.

Posted by Joe Siegler at 1:00 PM


February 12, 1998

Whither Screenshots?

There is a very interesting article over on The Adrenaline Vault by David Laprad. This article is called "Picture Perfect or Screenshot Overkill?". In it, you'll read David's thoughts on whether or not screenshots for unreleased games help or hinder the public's anticipation of games.

To head over to the article, click on the image to the right.

Posted by Joe Siegler at 1:00 PM


February 12, 1998

Duke Nukem: Nuclear Winter Review

The aliens have returned, this time brain-washing Santa and recruiting the FEM (Female Elven Militia) to spoil Christmas for all the children of the world. They're even threatening to take over the world. Looks like Duke's got to go another round against these vile creatures, being the lover of Christmas he is.

So starts the review of Duke Nukem: Nuclear Winter, an add-on for Duke Nukem 3D Atomic Edition by SillySoft. Make sure to check out the review on the CGNC web site. Also, while you're there, you can buy the add-on online at a discount!

There is some more info on this product on our other products page, and on the SillySoft Home Page.

Posted by Joe Siegler at 1:00 PM


February 10, 1998

Balls of Steel v1.1 Released!

The update to Balls of Steel has now been released. Available now for download are the full v1.1 shareware file, as well as patches to update the existing v1.0 shareware and registered games.

To download these files, please visit our Master Download Page.

What's new/fixed in v1.1 of Balls of Steel:

* key selection in menu for flipper, plunger, and nudge
* fix to permit extra ball awarding in Arcade mode
* fix for Duke extra ball dotpanel display sequencing
* fix to prevent Enter skipping highscore entry until highscore title shown
* increased maximum capping and adjustment for Powerball enabling
* fix for 2-ball jackpot totaling in Firestorm
* video driver update for problems with Matrox Mystique and RIVA cards
* fix for problems with cards based on Rendition chips
* fix for problems using Video Setup button after installation
* removed screen capture key
* fix to allow single-screen view only on video cards less than 1Mb
* automatic resetting of display profile if video options changed in menu
* An extra utility is now included that will allow you to reprofile your video card should you run into trouble, or change video drivers, etc.
--------

Posted by Joe Siegler at 1:00 PM


February 9, 1998

Getting into the Industry

There's probably not a day that goes buy that someone here doesn't get an email from someone wanting to know how to get a job here or in the game industry. Scott Miller spent a few minutes writing the following answer, which he posted in his plan file last week. I decided that the information was worth reposting here, since it might be very helpful to wannabee game designers:

How to get into the game industry as a developer:

1. Unless you love to play games, don't bother. Unless you've played a hundred plus games, you'll have little chance. Playing games, studying their gameplay, strengths and weaknesses, is like going to game developer college. I've spent 22 years in this college, and I'll never graduate--no one ever does. Don't feel like you've ever learned all there is to know about game design.

2. Pay your dues. This includes playing games, but it's much more. If you want to be a level designer, then design levels. If you want to be an artist, then draw art. If you want to be a programmer, then learn C, and program things that interest you, like small games and graphics demos. Most of the best game developers I know learned very little about their craft in school, they were mostly self-taught. This isn't to say school/college isn't important, but the best developers, those who are passionate and would be doing it anyway as a hobby, extended their talent and knowledge by being self-motivated and by devouring, learning and living their passion on their own time. For example, would we ever hire a programmer who doesn't own a computer at home? I think not.

3. Take the initiative. It's up to you to develop friends and contacts within the industry--a people network. If you look at most of the people who have been hired (especially off the Internet), they were people who were proactive in letting it be known they had talent and were available. They got involved with the game community somehow.

Try to get involved in game development on a amateur level. Release your work (levels, mods, art) freely on the web. Contact game sites and fan sites to distribute and write about your work. Doing this is a great way to get noticed by real development companies.

4. Sending samples and/or demos is the key to getting hired! A programmer must have several impressive demos to show, an artist needs a portfolio, and a level designer needs at least four to six impressive levels. Without samples and demos, you're not going to make it far at all. (Don't send ideas, game concepts, or other text only treatments. Publishers and developers are not looking for idea people, instead they're looking for people with the talent, desire and means to implement these ideas. Ideas on their own are next to worthless in getting you a job.)

Scan developers' web sites to see what's available, and what projects are getting underway, then send them samples of your work.

Send your samples in a way that's easy to review. For an artist, for example, it's best to send hardcopy samples, a burned CD full of samples, and even a video tape showing animations. The hardcopy work will be the first impression, and determine whether looking at the other material is worth the effort or not.

5. Visit game design sites, participate in newsgroups about game design, and join game design organizations. Here are a few sites worth checking out:

http://gamasutra.com/
http://www.ben2.ucla.edu/~permadi/gamelink/gamelink.html
http://www.videogamedesign.com/
http://www.inside3d.com/gdc/
http://www.igdn.org/
http://www.cgdc.com
http://www.godgames.com/

Also, there are magazines, like Game Developers magazine, and plenty of great books that cover game design, but too many to list here.

Overall, the important points are to play games and learn from them, be proactive in networking with others in the industry (build up a list of contacts), and spend much of your time bettering your talents and building a portfolio. Do these things, and luck, the final factor, usually works in your favor. :)

Posted by Joe Siegler at 1:00 PM


February 9, 1998

Balls of Steel Reviews

Since being released a few weeks back, Balls of Steel has rolled over the competition. The game has received two glowing reviews today. The first is from Gamer's Edge. You can read their 5 star review by clicking here.

The other is from The Adrenaline Vault. They give a very lengthy review of the game, breaking down all aspects of it. Make sure to check out their review here. In addition, the Adrenaline Vault also has an interview with Joel Finch, the lead programmer on Balls of Steel on their site. Make sure to check that out too, as it contains Joel's remarks on Balls of Steel's development, as well as other pinball games, plus some behind the scenes voice recordings!

Posted by Joe Siegler at 1:00 PM


February 3, 1998

US Senate Attempting to Ban Violent Games

Government meddling in computer and video games isn't a new thing; Sen. Joe Lieberman (D-CT) has been advocating some sort of restriction over interactive entertainment since he first caught a glimpse of Mortal Kombat. While Lieberman's crusading didn't result in any firm legislation, it did result in a heightened sensitivity to the issue of violence and sex in computer games (witness the creation of the ESRB). Apparently, the ESRB (and other groups like it e.g. RSAC) aren't doing a good enough job because laws banning certain types of computer, video, and arcade game-related-content are currently being considered in Florida and Ohio.

When the Florida legislature meets this March, they'll be considering a bill proposed by Rep. Barry Silver (D) and Sen. John Grant (R) that would prohibit "the display, or other exhibition of video games containing graphic violence." The proposed law would be all-encompassing; while the "display or exhibition" mentioned above might make you think the bill only applies to arcades, the two lawmakers are quick to point out that they "intend to weed violent games out of retail, as well." Meanwhile, Ohio's Attorney General Betty Montgomery is hawking a law that would make online content considered "harmful to minors" illegal. If this law is passed, expect it to have far-reaching effects on video and computer games websites that cover violent games.

Before you start preparing a heart-felt eulogy for interactive entertainment, though, take solace in the following facts. A law strikingly similar to the one being proposed in Florida has already been struck down in Missouri because it was unconstitutional. Still, though, Rep. Silver insists that his law "has passed constitutional muster under other contexts." With respect to Attorney General Betty Montgomery's proposed law, it should be noted that a similar law was killed in New York because that state found it to be unconstitutional. In the unlikely event that either of these laws ever comes close to seeing the light of day, you can be sure that a $5 billion/year industry (which video and computer games is) isn't going to sit idly by; The IDSA (The Interactive Digital Software Association), with the help of Gail Markels - their General Counsel - is already contesting the constitutionality of the proposed laws. If the laws come any closer to reality, The IDSA will be the focal point of a very large and very vocal constituency that views censorship of interactive entertainment with similar distaste.

Clearly, these proposed laws have the chance - however small that chance might be - to have a profound impact on the games we play. We'll track the development of each law and let you know if/when a cause for real concern arises. In the meantime, if you feel strongly about the topic, use the info below to express yourself.

Florida Rep. Barry Silver, 954.917.1300

Attorney General�s Office, Betty Montgomery, 614.466.4320

[ This article reprinted with permission. It originally appeared on OGR's News Net and was written by Glenn Broderick. ]

Posted by Joe Siegler at 1:00 PM