Behind the scenes: Army Men: Major Malfunction

Original sources:
  1. Team17 source: https://www.team17.com/team17s-100-games-part-nine-2005-2006-lemmings-worms-army-men

This proves that canonically, Sarge died.

The first very revealing article was Team17’s recalling history of their first 100 games, when celebrating the release of game number one hundred, PLANET ALPHA. In this chapter, they’re heading to 2005 & 2006, a time of both 2D and 3D Worms games and their first foray into work-for-hire projects on both Lemmings and Army Men.

In an unexpected twist, Team17 was granted creative freedom while working on the Army Men franchise. This allowed them to introduce a new main character and even eliminate the recurring character, Sarge, in the opening sequence. This bold move highlights the unique creative liberties Team17 enjoyed during the development process. You can read the complete article in: https://team17.com

1. Team17’s 100 Games – Part Nine: 2005-2006 (Published: Nov 7, 2018)

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48/100
Army Men: Major Malfunction

Army Men Major Malfunction
Year: 2006 | Developer: Team17 | Publisher: Global Star | Format: PlayStation 2, Xbox

When Team17 was founded in 1990 it was entirely possible, thanks to open platforms like the Amiga, for a small group of programmers and artists to make and release their own game. But times changed. As next generation consoles took over, team sizes grew and budgets ballooned. Releasing a game was virtually impossible without publisher support and this meant you had a limited number of ways to get a game made. Either own a best-selling IP or develop for somebody else’s. In this climate, Team17 found itself pitching to publishers for “work-for-hire” projects. Sometimes this led to us working on a game like Lemmings, other times it led to Army Men: Major Malfunction… Perhaps the most surprising game in our entire history.

Recruited to Team17 after a 10-year stint at Rare, Gavin Hood found himself in command of the Army Men project and worked on the pitch. “I had literally only joined the company a few months before and was sitting opposite the head of design,” says Hood. “I remember most of the designers were working hard on a Worms title as it neared the end of production so I was asked to come up with something to pitch. I guess it went okay because we got the deal and I got the chance to lead it.”

Working on someone else’s franchise, you’d think that the publisher would have final say on any creative decisions but actually, as Hood explains, Team17 were given free rein on Army Men and even got away with a few unexpected choices. “We wanted to use a different main character to many of the other Army Men games and not only did we not meet resistance to this, but we even microwaved recurring main character Sarge in the opening sequence to set up the introduction of our own character. I’m actually proud that we were able to melt a series character in the opening of a game and everyone concerned be okay with that!”

Major Malfunction Huey
Army Men Major Malfunction Huey Helicopter

Every game has its unique challenges and for Army Men it was designing a 3D world in the era before off-the-shelf game engines made the process more streamlined. “The programmers wrote a set of tools that, because of the limited time we had, were made to work on development kits using the Xbox Controller,” Hood explains. “We had to place enemies, assign A.I. to them and set their patrols all using an Xbox Pad, even the cutscenes were done in the same way. Using those tools was a nightmare but the advantage was we could throw a load of stuff into a level and just hit play. It was awful to use with a pad but the speed at which we could test ideas and get something into each of the environments is probably the only reason we hit deadlines.”

Army Men Major Malfunction WIP
A WIP CG animation from the Escape From Precinct 17 mission

“It was an interesting game to work on,” concludes Hood. “I remember having grand ideas about what the game would end up being and although it might not have exactly reached those heights there are some things I think we got right. There are a lot of pop culture references in there that I still think we handled well .” Even the subtitle, “Major Malfunction”, was a reference to a line from Stanley Kubrick’s Full Metal Jacket!

“Looking back, the game obviously wasn’t a masterpiece but everyone on the team got everything done in a very short development time with makeshift tools! It probably won’t go down as Team17’s finest hour or be the game I’m proudest of, but I did at least get to buy a lot toy soldiers and put them all over the office!”

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Making the Microverse, Part 1: Miniaturization secrets on Cinema!

Before 3D design and video game design, other talented artists had to face the challenge of making small beings look realistic, and showing giant environments from their perspective. In this first part of this series, we will reveal some of its ingenious secrets, knowledge that will help improve the experience of the small world of Army Men: Revolution

An article and interview made by VFXBLOG (https://vfxblog.com) December 19, 2017

Sources for this article:

https://vfxblog.com/2017/12/19/indian-in-the-cupboard-vfx

Films like “Honey, I Shrunk The Kids”, The Indian in the Cupboard, Ant-Man, Fantastic Voyage, Inner Space, Willow, Hook, among others, are all movies that have used different techniques of visual effects to do large things smaller, or show how the world looks from the perspective of a plastic soldier.

The visual effects supervisor, Eric Brevig, has worked on this type of films, including one of our favorites, “The Indian in the Cupboard”, which presented visual effects by the ILM of George Lucas, a visual effects company created by “The Creator of Star Wars” to be able to make Star Wars.

These techniques have varied, from the forced perspective, large sets, filming on green or blue screen and, of course, digital media such as 3D.

But before reading this text we copied and pasted, with our opinions interjected, we ask you to go first to read it in the original source, attached below!

Original Source of the article:

Eric Brevig Industial Light & Magic
Eric Brevig Industial Light & Magic “Indian in the Cupboard”

Eric Brevig interview by VFXBLOG

vfxblog: What had been your experience with any miniaturisation effects prior to The Indian in the Cupboard?

Eric Brevig: I had done certain short sequences in other projects. I did a 3D, double 70mm Disney EPCOT film for the theme park around 1980. It was like a dream sequence for a pavilion that they built there about imagination. And part of the dream sequence had the little boy, who was the main character, imagining that he was looking at a miniature circus, maybe three feet across, filled with tiny clowns a few inches tall and so forth. Then later on he shrunk down to fit into somebody’s hand.

And so that was the first time I had to really wrap my head around how you shoot mixed scale characters like that so that the perspective is correct and so forth. And since that was a 70mm 3D, meaning stereo 3D, project, there was much less tolerance for cheating things like scale and perspective.

I also did work on the Honey, I Shrunk the Audience for another Disney theme park several years later and just continued the same sort of things. I was on Hook at ILM as well with Tinkerbell. It was very familiar territory for me by the time The Indian in the Cupboard came up.

vfxblog: What is the major thing you think you have to get right with any kind of scale or miniaturisation work?

Eric Brevig: You have to be able to have the tiny element look like it was photographed from the same camera as the large element. And that means all aspects of photography – depth of field, shadow size, obviously camera position and camera motion and lighting. In Hook, because most of the time Tinkerbell was a fairy character that was glowing, the lighting became a combination of casting her light onto the background.

I remember we had a scene that I’d actually proposed to Steven Spielberg because I loved it in the Peter Pan animation, where the little Tinkerbell character walks up Peter’s shirt. Robin Williams was wearing a shirt and we had the character, Tinkerbell, walk through an ink pad so she left tiny little footprints. And it was just a lot of fun to work with Robin and getting him to, in a very tight close up, track his eyes where I was going to composite in the Tinkerbell character, and I gave him a little guide to follow. And then on overscale piece of blue screen set, we shot Julia Roberts following the same path.

But one thing that’s kind of fun when you’re doing little characters like that is that you can speed up the action because little things can move quickly. So I was adjusting the timing so that, at the rate that an adult Julia Roberts, full size, could walk up a set that looked like somebody’s blue chest, laying down of course, that her character, composited in, would track exactly where his eyes had been looking.

vfxblog: With Tinkerbell in Hook, and in several other films like Honey, I Shrunk the Kids, one of the main methods was to build over-sized sets. And then there’s also shooting the actors against bluescreen and compositing them in, and there were some forced perspective shots. But was that kind of the idea, to mix it up a bit, so that audience isn’t really quite sure how you’ve done it?

Eric Brevig: Yeah, I think that’s the most fun. We did one or two forced perspective shots, which I love to do and I kind of, growing up really was enamoured with the work that the Disney studios had done on Darby O’Gill and the Little People, which was all essentially forced perspective. There’s maybe one or two composited shots in the entire movie, but most of it was very sophisticated forced perspective and mirror shots, where a front surface mirror is partially removed, revealing a background set that’s painted and lined up precisely to match the foreground.

When I was a student in college, one of my student films, because I had no technical equipment to do anything sophisticated, was basically a mixed scale student film, where I bought $1 mirror tiles at the local construction supplies store and carefully scraped off the silver from the back and lined it up with the foreground set and the background set. So that was all stuff that I loved to play with and experiment with as a kid. And then, because I think on Hook Steven really wanted to do that the old school way, my art director and I set it up for him, so we could make it look like Julia was in the doll house, and the doll house was in the foreground, and she was on an oversized set in the background.

But the reality is, it is so cumbersome to take the time to do that in front of camera, and so much faster and easier to use compositing and CG that we did it one time and they said, ‘That’s great, let’s not do that anymore, let’s just go back to the way you want to do it,’ which is using multiple photography elements.

vfxblog: Hook came out in 1991. By the time Indian and the Cupboard came along in 1995, had digital compositing moved on to a point that was even more beneficial for pulling off scale shots?

Eric Brevig: Well, it didn’t necessarily help with scale, because both the large scale and small scale characters were played by actors, so you’re obliged to photograph them both. If you have a small character in a fantasy world or in a CG world, life is much easier. But if you’ve got both characters, large and small scale on screen together in a photorealistic world, you’re obliged to come up with a way to photograph them both so that they both look like they’re in the same environment. And also, for the actors and performers, you have to come up with a way for them to interact and act together.

So a lot of the work on Indian in the Cupboard was to facilitate that kind of emotional relationship that was the core of the movie. It wasn’t a fantasy – well, it was a fantasy, but it wasn’t a spectacular visual effects extravaganza that was showing off, look what we can do. It was an intimate tale of two characters from different worlds and different scales who developed this emotional bond. So it was really important to allow the actor, his name was Litefoot, who played Little Bear, to be able to hear and react to, as an actor, this giant boy. And similarly I had to help the boy, who was played by Hal Scardino, find where to look and so forth and be able to act with the Indian actor so that there was this genuine sense of two people communicating.

vfxblog: I’m curious if going from optical compositing to digital compositing made any difference at all?

Eric Brevig: Well it didn’t really make a big change because essentially we were just replacing the clunky, mechanical, optical printer phase with the equally clunky, primitive digital compositing stage. But it gave me the opportunity to do some fun, nuanced enhancements. I remember there was a shot of, I think it was a cowboy, he’s supposed to be two inches tall and he’s walking across a bed with a comforter on it, and I had a big uneven surface that was blue and shot David Keith, who was playing the cowboy, walking across that.

And my director of photography is a fella named Chuck Shuman, who I worked with on a lot of movies, from Total Recall to The Abyss, and he’s one of the most precise and brilliant directors of photography in understanding how to match the lighting between a small set and an oversized set. And he would actually match the size of the lights, scaled up, when we shot the actors portraying little people, because that’s the way the light wraps around you, is the relationship between the size of the light source and the size of you. And so, when we would shoot the normal set, we would have normal sized lights, whatever size they were, a foot across, and he would rig, for bluescreen miniature people, I think the scale was like 24:1, 24 foot wide illuminated surface that would cast the matching shadows.

In any event, we would shoot these, but there really wasn’t a way to puppeteer how the footsteps would move the fabric because oversized fabric never looked convincing. One of the things that I learned early on was, if you can always shoot the non-miniature stuff on real sets with real cloth, like you would normal macro photograph, it adds a verisimilitude to the scene that you can’t get with oversized props and so forth, which are very difficult to pull off and not have them look a little bit like oversized props.

In any event, as our character walks across this blanket, we were able to digitally put in little divots and depress the cloth wherever his foot stepped, which just sort of locked him in, in a way that you could never had done without digital. Because we’re essentially just warping, or morphing a little bit, some of the background imagery as his foot is making contact. So there were really nice little enhancements like that, as well as just the ability to perfect the compositing edges and so forth, in a way that photo mechanical compositing did not allow us to do.

vfxblog: You mentioned a really cool thing there, which was matching lighting for when a character is shot big and when they’re shot small. What about camera movement, did you use motion control to match up small and large shot plates?

Eric Brevig: I would decide based upon the needs of the shot, which camera – because we had to photograph foregrounds and backgrounds with cameras because they were both real environments – which camera would lead the shot. Let’s say it’s the little boy and he picks up this tiny Indian and he moves across the screen with it in his hand. I would photograph that with a traditional camera, tracking the boy. And he’d have just a little tiny object, I think I used something that looked like a bent paperclip, so that he had something in his hand that was showing him where to put his eye line and kept him honest about how he was holding it, but was easy to paint out.

And then after we had shot that, we would analyse the footage within the duration of the shot that was intended to be used in the movie and we’d say, ‘Okay, here at the beginning we’re one foot away from his hand and six inches above that. Okay, well that’s equal to 24 foot back and 12 feet above.’ And so we would design a camera move, using a very big crane arm, so that we would, as the boy moves through the shot, the camera’s now six inches from the character and one inch above his head, well, that equals 12 feet back and six inches would be six feet above his head.

So, we would basically plot out in the real world what we were doing in terms of matching that camera. And because you have a lot of space for leeway when you’re moving a camera 50 feet through a sound stage, it doesn’t matter if you’re a little bit to the right or the left of where you’re supposed to be, because then by tracking the two and using digital compositing to lock the two together, you’re able to make the perspective of one non-motion control shoot fit the other one by sort of locking them together afterwards.

If instead the shot is driven by what the little characters are doing, well, there was one very nice shot where the camera’s creeping across the little boy’s bedroom, and we can hear the Indian is singing some sort of traditional song. And the camera peers over this toy box that’s in the foreground, and we see that the Indian’s sitting on top of this little half-built structure that’s going to be his home. So what we did is, we figured out the total distance needed at the scale of our adult actor, and it was like a 100 foot camera move, and then we’d come down and we’d peer over where the box would be and then we boomed down, basically into a close-up of him, and we shot that first.

And then by tracking it and using a motion control system to shoot the same move on a bedroom set, we were able to lock them together precisely in photography and really get that sense of no hindrance to the camera wherever it went, because we were shooting on a genuine bedroom sized set, rather than a little bluescreen of the Indian. All the depth of field and focus and all that stuff was exactly as it should be, so it felt like you’re crawling, you know, the camera sort of creeping through this room and peering over a little toy box and there, in shallow depth of field, on this half built house, we’d find the Indian character.

Once again, my director of photography, being aware of what we were doing, would take incredibly precise notes on, for example the bedroom set. Including colour temperature from each of the lights and positioning, and we’d really create that on the giant scale of the screen stage and the two fit together really, really precisely.

Test: Army Men: Sarge’s War by Jens Bischoff. 4players.de August 24, 2004

Original source

https://www.4players.de/4players.php/dispbericht/Allgemein/Test/2916/3074/0/Army_Men_Sarges_War.html

Anyone who thought that after 3DO’s bankruptcy would finally have peace and quiet before further Army Men games was rejoicing too soon. Take 2 seems to have found an almost finished plastic soldier shooter in the bankrupt vulture’s licensing dump, which they now want to sell at a budget price as Army Men: Sarge’s War. You can find out in the test whether it is the usual hazardous waste or a surprisingly good bargain.

Cry for Vengeance

It’s hard to believe, but the green and beige armies finally make peace in Sarge’s War and all disputes are put to rest. But the suddenly pacifist toy soldiers have reckoned without the renegade Lord Malice and his henchmen.

Unscrupulous: The renegade Lord Malice has all your plastic comrades on the conscience (PS2).
As soon as the peace treaty is signed, an insidious bomb attack turns the entire party into a lump of plastic. Only Sarge, who returns late from a mission, survives the toy massacre. You can imagine everything else: Sarge wants revenge and doesn’t want to rest until he has hunted down Lord Malice.

To the weapons!

To do this, you fight your way through twelve linear levels divided into tiny sections and use a total of eight firearms and grenades to blast everything that stands in your way to a pulp. If you are initially solely dependent on your carbine, which is equipped with unlimited ammunition, you will soon be able to use more interesting calibers such as shotguns, bazookas, heavy machine guns or sniper rifles as the game progresses, with which you can literally tear apart your opponents.

That’s where the plastic flies

All of the plastic soldiers are extremely tough and sometimes even continue to fight with severed limbs, holes in their bodies or half of their head missing. It’s just a shame that you can’t achieve the same result with a flamethrower as you could with a magnifying glass in the sandbox…

Swiss cheese: With such major gunshot wounds, only a plastic soldier can fight on bravely (Xbox).
But even without plastic warriors melting together, the damage model can be quite impressive and its detailed hit zones will make you grin maliciously – especially if you’re playing against one (PS2) or three (Xbox) friends.

Multiplayer on the back burner

Nevertheless, the multiplayer mode is extremely poor: there are just four maps, no switchable CPU bots and no sensible online use. Xbox users can only play scheduled duels against friends from their Xbox Live contact list, while PS2 owners cannot go online at all. Alternatively, there is also the option of competing against each other via split screen, but since you can see all the opponent’s positions, ambushes or surprise attacks are virtually impossible, which significantly reduces the fun of the game – especially on the PS2, where only duels are possible anyway. On the Xbox you can go into battle with at least four people and also play other modes such as team progression (taking and defending positions) and capture the flag.

Army Men Preview

Plastic soldiers, huge explosions, and free form destruction… Studio 3DO gives a violent home to the kid in all of us

by Tim Soete for gamespot.com on May 5, 2000 at 3:56PM PDT

Sources for this article:

https://gamespot.com/articles/army-men-preview/1100-2563189/

Remember when you were a kid playing with those little dime-a-dozen plastic army figures? You’d set up fortifications on either side of some shrubs or a little patch of dirt and then let the battle between the green and tan unfold. Well, 3DO, with their upcoming and succinctly titled Army Men, will attempt to bring that nostalgic microcosm of a battlefield to life. This action-strategy game is at once challenging and humorous, featuring those little synthetic knick-knacks that you so fondly remember, now fully animated and fighting it out in a real environment.

Army Men is a scrolling, 3-D, top-down perspective strategy game, albeit one that is a great deal more action-oriented than current real-time wargames on the shelf. You begin by choosing a map to set the stage and a commander (they roughly follow a plan of action toward one branch of the armed forces – an Army strategy that concentrates on land attacks, a Navy tendancy towards water assaults, an Air Force aim for air superiority, or a Marine-like attempt to grab land from the water) to pit your guys against. At your home base, you pick a command vehicle that you actually control (personnel and attack helicopter, tank, jeep, or boat), load it with units, and deploy the units in strategic areas. Maps of each battleground are rendered with different terrains of varying traversability. These maps contain separate object layers, so a tank or infantry unit will disappear from view when passing underneath a group of trees or other hovering objects. Units vary in function and size depending on the unit type – heavy or light infantry, grenadiers, or engineers. After deployment, each group of units will get back to you, identifying themselves and delivering status reports. The first side to destroy the opponent’s base – whether it belongs to the computer or a live network player – wins the match. Units are capable of making some decisions on their own, but the player must take a very active role to achieve final victory. “The idea is that if you don’t do anything and put a bunch of units out there, they’ll kind of mill around, perhaps even fight a little, but they won’t do anything serious unless you tell them to,” says David Bunch, Army Men’s director. This idea of constant control of small groups is in direct opposition to the current trend, found in many strategy titles, towards real-time control of large armies.

When you finally do achieve victory, you’re treated to black and white WWII-era propaganda trailers starring computer-generated characters, complete with authentic film scratches and frame-jumps. Graphical details like these really add to the overall humor and believability of the game. For example, the seven death scenes you’ll encounter during battle are consistent with the fact that you’re actually dealing with toy soldiers – so if one of your guys takes a shot, his arm might snap off, or he might melt into a puddle of plastic, a single hand emerging from the remnants. All of the soldiers were designed using 3D Studio MAX with a plug-in called Character Studio that enables the artists to create a framework model of their intended subject and then map realistically moving textures on the finished skeleton. The end result is a phenomenally believable representation of what it might be like if plastic figurines actually came to life.

“I can’t believe that nobody thought of this before,” says Army Men producer Nick Earl. It’s true – other titles such as Close Combat hark back to those days when you sat in the mud and enacted a miniature combat, but Army Men takes the toy soldier idea to its literal extreme. This game, which takes an otherwise static cast of characters and brings them to life, will certainly win over real-time strategy game fans, most of whom began their war-game days setting up battle scenarios with pocket-sized polyurethane troops.

Combat in the Skies. Interview with director Kudo Tsunoda. By Matt Casamassina – ign64.com – Jan 7, 2000

Original source

https://www.ign.com/articles/2000/01/08/combat-in-the-skies

IGN64 brings you an interview with Army Men: Air Combat’s director plus the first-ever N64 screens.

The Army Men franchise has proved to be most profitable for 3DO. The company recently released Army Men: Air Attack, a polygonal 3D top-down shooter similar to the Nuclear Strike series. Now Nintendo 64 owners get their own take on the experience with Army Men: Air Combat. IGN64 recently chatted with project director Kudo Tsunoda about the toy-based shooter.

IGN64: 3DO recently released Army Men: Air Attack for PlayStation. Now Nintendo 64 owners are getting Army Men: Air Combat, a very similar game. Can you explain the idea behind it for those who are not familiar with the PlayStation title?

Kudo Tsunoda: Yes. Air Combat is helicopter combat in the Army Men universe where you fly a little toy helicopter through these giant, oversized worlds. We’re really trying to focus more on the playing with toy aspects of the franchise for the Nintendo 64 version. We’re really playing up that it’s a little plastic toy helicopter so, for example, instead of firing off missiles you’ll be firing off bottle rockets.

Like other Army Men games, it’s the Green Army versus the Tan Army. But we’re also throwing in a lot more neutral environmental enemies so you’ll have bees that swarm out and attack you and mutant bugs that you have to fight against. A lot of the missions are based more on using your helicopter’s winch and interacting with the environments than they are on flying around and blowing things up.

IGN64: What are the differences between Army Men: Air Attack for PlayStation and Army Men: Air Combat for N64?

Kudo: There are some parts of the engines that are similar, but obviously for the Nintendo 64 we’re doing a lot more hardware-specific stuff. They’re definitely different systems so you want to max out the potential for each. We rewrote a lot of the code for the Nintendo 64 version, we’re doing new missions and we’re playing up a lot more of the multiplayer stuff. We don’t have a four-player mode for PlayStation, but Nintendo 64 does. So, we’ve really worked on that. Besides the campaign missions, we’ve got cooperative ones. We’ve got four different four-player head-to-head games.

IGN64: How is the framerate in four-player mode?

Kudo: It’s doing great. We’ve always got lots of stuff on screen, too. One of the problems about making a game like this is that you can pick up everything in the world [with the helicopter winch] and put it down somewhere. People tend to pick up stuff and build a little encampment with all of the different world objects — pile up all of the soda cans and things like that and then have a huge battle with it all. It’s difficult technology-wise. I mean, it’s great for the gamers, but when I talk to the programmers about what we want to do with the game they look at me like, “I’d like to kill you.”

We did have a lot of time to work on the technology though, so even in multiplayer we still have all of the objects on-screen, everything still looks as good graphically and it all runs at a good speed. So we’re pretty happy with that.

IGN64: Are you using the 4MB Expansion Pak for the game?

Kudo: Yeah, we will be, mostly for different [presumably high-resolution] graphic modes.

IGN64: Can you give us a few examples of the different missions in the game?

Kudo: Most of the missions are based on using things in the world or capturing toys that you can take into different missions. In Army Men there are the “Our World” missions and the “Their World” missions. The “Our World” is more of playing with toys in these huge environments and the “Their World” is more of the normal scale, military based missions. So, one example is in the “Our World” missions you can go and collect some toy that doesn’t animate. But once you get into the “Their World” missions we tried to keep a lot of the fun of playing with toys alive, so instead of having it straight military based, we’ve added in a giant, for example, a giant toy that walks around and blows up Tan units.

Air Combat N64 Multiplayer
Army Men: Air Combat N64 Multiplayer

We’ve also got ways of using things in the world to manipulate different insects. So there are bees in the world that you can control by moving flowers around. You pick up a flower, drop it off somewhere else and it’ll attract all of the bees to that area and they’ll help you take out the Tan units.

IGN64: How do play mechanics work?

Kudo: One of the interesting things about making an Army Men title is that it’s such a mass-market license. Because of that it’s hard to make a game that’s going to be fun for a six or seven year old to play as well as advanced players — you know, people our age who played with Army Men as a kid. So we made the helicopter mechanics as simple as possible so that gamers can get into quickly and start flying around shooting stuff. Even a little kid can play, but you still have the added depth of game play like figuring out what every object in the world can do. For example, you can pick up a soda can and then pull the helicopter behind it where it will act as a shield. You can drop it on stuff and squish guys or you can build barricades. You can take a bunch of pinecones and lay them down around an anthill so that the ants are trapped. Then you could remove one pinecone and the ants will drum out in that direction. You can essentially guide where you want the ants to go.

IGN64: How does it control?

Kudo: Since we don’t have any vertical control, you can just use the analog stick to move the actual helicopter around. After that you’ve got a simple winch mechanic buttons, some strafing buttons — it’s very simple.

Air Combat N64
Multiplayer Army Men: Air Combat
IGN64: Tell us about the multiplayer modes.

Kudo: There is a two-player split-screen cooperative mode. Plus we’ve got four different four-player modes. We’ve got a mode called Flag Nabbit, which is basically Capture the Flag. We’ve got Food Fight where you going around collecting different food items and seeing how you can use them to take your enemy out. We have a bug hunt kind of game where you get points for killing each different type of bug. You can use items in this mode to lure insects your way, where you can kill them all. This mode is pretty cool because you’ve got everybody not only trying to kill the bugs, but also swooping into each other’s areas trying to retrieve various items that will lure the bugs their way. The last mode is Air Rescue, where you go head-to-head trying to rescue little Army Men guys while trying to kill the competition’s guys.

IGN64: What sort of 3D environments do you get to play in?

Kudo: We’ve got a backyard environment with a patio and everything. We’ve got a beach area with lots of big sandcastles that you can fly through. We’ve got a park where you can fly up on the Jungle Jim, through a slide and a park-type environment. We’ve also got a campground area with lots of little picnic blankets. We’ve also got military environments like an alpine forest and an Arctic level.

IGN64: What sort of weapons does the game feature?

Kudo: In the “Our World” missions we’ve got bottle rockets, Roman candles, different swarm rockets that’ll come out like a four-pack, machine guns and napalm that you can use to melt guys with. But even more, everything in the environment can be used as a weapon. You can pick up the soda can, pinecones — whatever, and drop it on enemies.

Army Men Air Combat
Multiplayer Army Men: Air Combat in Nintendo 64
IGN64: In your opinion, why is this game better than Nuclear Strike?

Kudo: To me Nuclear Strike is pretty much a straightforward military shooter. The Army Men franchise is based around playing with toys — out in your backyard building a sense of nostalgia of stuff you used to do as a kid. Back at the office we get busted all of the time by security late at night because we’re out in the parking lot lighting Army Men up and firing Roman candles at them. Or when we first started development we had this huge ant farm that we expensed to the company to help develop our “realistic ant AI engine.” But we’d come and take Army Men, dip them in honey, drop them in the ant farm and watch the ants go to town on them. To me, there is only so much of the “Hey, I’m going to go pick up an oil drum and save the POW” missions before it starts to get taxing.

Plus, in Air Combat you can interact with everything in the environment as opposed to the Strike games where you fly around and blow stuff up. Having the depth of game play where it’s not just flying around and shooting stuff, but also learning what you can do with the environment and interacting with it, adds a whole lot.

IGN64: When can we expect Army Men: Air Combat on retail shelves?

Kudo: The end of the first-quarter 2000.

Army Men Air Combat N64
Multiplayer Army Men: Air Combat on Nintendo 64
IGN64: Finally, can we look forward to more Army Men games for Nintendo’s upcoming Dolphin system?

3DO: You can pretty much expect that 3DO will be bringing all of its major franchises over to the next-generation of machines. We support Nintendo. They like us.

Army Men: Sarge’s Heroes Review by Duke Ferris. gamerevolution.com December 1, 1999

Original source

Tennn’ HUT!

At ease, men. It is the greatest honor of your life to be a Green beret. Your honor, your duty, your training – these are all privileges that you must hold dear. Perhaps the greatest thing you can hope to achieve in your lifetime is to accept and perform a dangerous suicide mission. I am looking for a volunteer, and I know that every one of you good men is up to the task.

– Scorch, that’s a nice flamethrower you got there, but there might be more heat than you can handle if you accept this mission.

– How about you, Shrap? You’ll need to do more than just lob mortars from the other side of the hill. And you,

– Thick, do you even understand what I’m saying under all those muscles

– We will probably need your bazooka, Riff.

– Hoover, which one of us would cross an innocent looking field before you had checked it for mines?

– Sarge, you look like a willing candidate for the job. Eager, perhaps. Let me tell you what dangers lie ahead.

Gentlemen, Vikki has been kidnapped by General Plastro of the evil Tan army.

To get her back, you will need to face countless Tan soldiers, tanks, helicopters and even robots. Stranger enemies await you as well: giant insects from another world.

The Tan Army has captured portals to a strange world of giants. When you travel to these worlds, you will find yourself engaged in combat through giant kitchens, bathrooms, and an enormous sandcastle. While the otherworldly battlegrounds are interesting, there are only 5 of them, and that’s out of 16 levels in total.

So, at least this will not be a very long assignment. However, the Tan Army will not be your only enemy.

While your Green Army commanders are concerned about your health, their technology is limited.

Your plastic bodies have been buffed to a high sheen, but other than that, the army will supply you with only standard grunt graphics.

The big problem is that new Tan technology has jammed your camera. Throughout your dangerous mission, you will find it nearly impossible to see where you are going or even spot the enemy. As you run, your camera will get caught on objects and show you dozens of unhelpful angles as it struggles to keep up with your turns.

Nothing is more frustrating to a Green soldier than being hit by enemy fire from a Tan unit that you cannot even see. Cheer up soldiers! Nobody said the army was for wimps.

Fortunately the Green army can provide you with improved sniper abilities.

With your .50 caliber sniper rifle you will be able to accurately zoom in on Tan soldiers from a long distance. One shot to the head and it’s plastic chunks on the ground and smooth sailing for you.

The rest of the arsenal is up to muster as well. Our commanders would never allow you to go out unarmed. You’ll discover the combat shotgun to be useful at close range and the M-60 is perfect for strafing. The bazooka will help you against the enemy armored vehicles and the grenades and mortars allow you to eliminate big groups of soldiers and buildings too. The flamethrower will turn any Tan soldier into a heap of bubbling plastic in seconds, and with mines you can insure that nobody sneaks up behind you.

Don’t get too excited though, I’ve saved the worst for last. These weapons won’t help you as much as you think. Gentlemen, I have met the enemy, and he is us. You will discover your own body to be your worst enemy on this mission.

Your control over your own limbs will be sluggish and unwieldy. You will find it nearly impossible to turn to face the enemy. You will get frustrated as you get shot time after time because you can’t tell how far you’ve turned, and then you cant see in front of you because the camera hasn’t moved yet. Even the simplest tasks, like leaving a building through the door will prove difficult.

That’s the situation in a nutshell, gentlemen. Which one of you is man enough for the task? I notice that you’re no longer smiling, Sarge. I’m looking for a soldier with character and true grit; a soldier that is not afraid to give 150% for the Green Army. This mission will test your loyalty and …. Aw hell, screw it. I’m going AWOL. Let’s ge the hell outta’ here. Who’s with me? Sarge? I’ll buy the first round of beer….

3DO Ships Army Men(TM) — Air Attack(TM) for PlayStation(R) Game Console – News Release November 1, 1999

Original source

https://web.archive.org

Plastic Combat Takes to the Skies

The 3DO Company (ticker: THDO, exchange: NASDAQ)

REDWOOD CITY, Calif., Nov. 3 /PRNewswire/ — The 3DO Company (Nasdaq: THDO) today announced the release of the Army Men — Air Attack game for PlayStation(R) game console. The immensely popular Army Men series now launches into the great blue yonder as helicopters take center stage in a game that evokes fond memories of playing with plastic soldiers. An all-new hero, the brash young Captain Bill Blade, and his Alpha Wolf Squadron take up the Green Army’s cause from the air to sabotage the Tan Army’s nefarious plans.

The Army Men — Air Attack game leads players on a ride through six new worlds ranging from a cold mountain fortress in Their World to cheery battles among sandcastles in Our World. Through 18 missions players may choose from three different co-pilots to help Captain in his crusade to disable the plastic-melting hot iron, extinguish deadly firecrackers, and most importantly, fight the evil Tan nemesis. Missions play homage to classic helicopter game play, and everything in the levels, from weapons and troops to pine cones and snack food, may be manipulated to achieve mission goals, just like playing with toys in your back yard.

Multiplayer options add endless hours of fun. The cooperative mode, in which players combine tactical skills to bring down the Tan menace, is especially suited for players of different skill levels. For example, one player may utilize an arcade action style of play while the other player uses a tactical play style. In Flag Nab-it mode, players face off to infiltrate the other’s base.

“This is a game that gets people’s imaginations fired up,” says Trip Hawkins, chairman and CEO of The 3DO Company. “The Army Men — Air Attack game evokes the magic of playing with toys, using whatever is at hand, whether it’s a bottle rocket or a pine cone, to carry on the fantasy, a fantasy everyone seems to love.”

A multi-million dollar marketing campaign for the Army Men brand features television advertising through the holiday season and a seven-month print campaign in both consumer and gaming magazines and point-of-purchase promotions.

Other upcoming games from the Company include Army Men(TM) — Sarge’s Heroes(TM), Crusaders of Might and Magic(TM), and BattleTanx(TM): Global Assault(TM) for the PlayStation game console, Crusaders of Might and Magic, Family Game Pack(R) Royale, and High Heat Baseball(TM) 2001 for the PC, and Army Men, Vegas Games(R), and BattleTanx for the Game Boy(R) Color.

The 3DO Company, headquartered in Redwood City, Calif., develops, publishes and distributes interactive entertainment software for personal computers, the Internet and advanced entertainment systems such as the PlayStation game console and the Nintendo(R) 64 console. 3DO markets and publishes its products worldwide under multiple brand names including Army Men, BattleTanx, Heroes of Might and Magic(TM), High Heat Baseball, Might and Magic(R), and Meridian 59(TM). More information about 3DO’s products can be found on the Internet at www.3do.com .

This release contains forward-looking statements, which are subject to risks and uncertainties. Potential risks and uncertainties include, without limitation, the Company’s ability to develop and ship future products, market demand and acceptance for the Company’s current and future software products, and the consequences of competitive factors in the marketplace. Further information on potential factors which could affect these forward looking statements and the Company’s financial results are included in the Company’s filings with the Securities and Exchange Commission, including the Company’s Annual Report on Form 10-K for the fiscal year ended March 31, 1999 and the Company’s Reports on Form 10-Q for the fiscal quarters ended December 31, 1998 and June 30, 1999.

3DO, Air Attack, Army Men, BattleTanx, Crusaders of Might and Magic, Family Game Pack, Heroes of Might and Magic, High Heat Baseball, Meridian 59, Might and Magic, Sarge’s Heroes, Vegas Games, and their respective logos, are trademarks and/or service marks of The 3DO Company in the U.S. and other countries. New World Computing is a division of The 3DO Company.

PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc.

Nintendo, Nintendo 64 and Game Boy are registered trademarks of Nintendo of America Inc.

All other trademarks and tradenames belong to their respective owners.

SOURCE The 3DO Company

Sarge’s Hero. We talk with Michael Mendheim. By Dean Austin ign64.com Sep 24, 1999 / Jun 20, 2012

Original source

https://ign.com/articles/1999/09/25/sarges-hero

IGN64 talked with Michael Mendheim, Creative Director on Sarge’s Heroes, about the game & the industry.

IGN64: How did you get into the industry and what were the first titles you worked on?

Michael Mendheim: I started in advertising and eventually became a freelance illustrator. I got involved in the industry by designing and painting box covers for video games, that led to character design and eventually game design. The first title I ever designed was Fester’s Quest (NES). The game was a hit and I decided creating and designing video games was incredibly satisfying and fun, so I started a company that specialized in character and game design. I had a small team and we designed numerous games from Tazmania (SNES) to the Mutant League Series (Sega Genesis).

IGN64: What was your most satisfying product to work on and why?

MM: Tough question since I have enjoyed the majority of products I’ve worked on. I can’t pick one but I can pick my 3 favorites.

1). Mutant League Football (Genesis):

This product was a dream for me because I love football, mutants, and carnage. Every aspect of this game was fun to work on from character and field design to testing. The game was quite successful and spawned one of the first video game animated television shows and a toy line.

2). BattleTanx (N64):

This was the first product I designed at 3DO. Trip Hawkins spent a lot of time working with me on this product. The team was great and incredibly talented, our Technical Director Robert Zdybel bent over backwards for the designers. We finished the product from start to finish in under a year. It was touch and go there for a while but the product came together over the last two months. I remember having to plead with the team to stop playing it so we could finish it.

3). Sarge’s Heroes (N64 / PSX):

This game is wonderful to work on because of the dynamic character design and overall strength of the brand. The development teams are probably the hardest working and determined people I have ever worked with. The Technical Director on the N64, Dan Geisler is a God. Bob Smith is the Technical Director on the PSX and he is a Gods’ God. It’s a very good feeling to be working on a product that you know has the potential to be a big hit and you are being supported by strong engineering, strong art direction, and strong marketing.

IGN64: Please tell us the story for Army Men: Sarge’s Heroes.

MM: General Plastro and his evil Tan Army have discovered mysterious Portals. These portals offer passage to an alternate reality, a dimension that holds the secret to ultimate power. General Plastro is currently in possession of the Portals and has sent his soldiers through them to find new weapon technologies which, when brought back to the plastic dimension, can be used to destroy the Green Army.

Fortunately, for the Green Army it has Sgt. Hawk, aka “Sarge,” a one-man wrecking ball, trained and guided by Colonel Grimm to be the leader of the most elite squad in the Green army… The Bravo Company Commandos. The Tan Army is now in possession of the most diabolical weapons ever created and General Plastro has mounted a full-scale attack on the Green Nation. With the capture of his entire squad and Colonel Grimm’s daughter Vikki, Sarge has a one in a million chance to save the Green Nation from the clutches of defeat.

One of the first weapons of mass destruction General Plastro’s forces bring back is a giant magnifying glass. Needless to say, General Plastro loves the smell of burnt plastic in the morning! One of the coolest weapons of Plastro’s army, is the dreaded “V-Bot,” which is a toy robot that comes to life once it is brought back from “Our World” into “Their World.” Any inanimate plastic object that is brought back (using the Portal) from “Our World” into “Their World” becomes animate.

IGN64: What did you learn from your experience of making the first Army men?

MM: First and foremost, Sarge’s Heroes is not a sequel to Army Men 3D it is a line extension from the Army Men brand. Army Men 3D is about plastic army men waging real combat, it is a game of tactics and gritty combat and it does it better than most. Sarge’s Heroes is a much lighter and funnier game, it is a character (Sarge) -based action game with an entertaining and compelling story that evolves from mission to mission.

I was not involved in Army Men 3D (PSX) but I thought the team did a very good job. The three main areas where we wanted to differentiate ourselves from Army Men 3D:

Real world environments:

We wanted to take the game player into our world environments like the kitchen, bathroom, and backyard sandbox. The thought of kitchen counter warfare sounded like an absolute blast and it was something that hasn’t really been done before in an action shooter.

Animations:

Nina Stanley (the game’s Art Director) and I set out at the start of this project to focus on the character animations. Our goal was to create some of the finest animations ever seen in a video game. We wanted to bring Sgt. Hawk to life. All the animations in Sarge’s Heroes are hand drawn and the reason for this was to allow the artists to interpret motion and to exaggerate gesture, in the end the character’s personality comes to life through motion and artistic expression. This cannot be achieved using motion capture.

Plastic soldiers that look plastic:

Another goal that we set out to achieve was to create an effect that would make Plastic Army Men look like plastic. Dan Geisler, the game’s Technical Director, came up with a technique for mathematically approximating the effects of light reflecting on a plastic material surface. He calls it Plastosheen (Plast O Sheen).

IGN64: How many levels and/or missions are in the game? Can you describe some of the missions and the environments they take place in?

MM: There are 14 missions in Sarge’s Heroes, 7 that take place in “Their World” and 7 that take place in “Our World.” We also have 7 multi-player levels, and of course this wouldn’t be an Army Men game without Boot Camp.

When playing in “Their World” the player will experience everything from treacherous mountain terrain to arctic wastelands, forests, towns, and heavily defended enemy army bases. When playing in “Our World” the player will experience giant terrains that take place on the inside and outside of one particular house in Suburbia, USA. The player will experience warfare like never before as he fights the dreaded Tan Army in the backyard garden (complete with giant insects and flowers), the living room, and the kitchen. The designers of Army Men: Sarge’s Heroes have even included a massive bathroom.

IGN64: Could you describe the game engine?

MM: The engine was built by a very talented corp. of engineers, led by industry-vet and Technical Director, Dan Geisler. The engine and its supporting technology was built to fully accommodate the ambitious Sarge’s Heroes design. Some of the challenges were to build an engine that would support very large worlds with a fast frame rate and an incredible viewing distance. Missions like the Living Room and Bathroom well demonstrate this success. Additionally, the engine supports a high-resolution mode with the Expansion Pak. Sarge’s Heroes also shows all characters in a 3rd person perspective in 4-player deathmatch, which is rare.

IGN64: How would you describe the player view and how does the interface work?

MM: The game is primarily played from a third-person, over-the-shoulder perspective. The camera does have some dynamic elasticity to it and allows the player to view Sarge from the front. A quick tap of the R-Button, resets the view to directly behind the character. Another view we have comes via the sniper lens. While in this view, the player can survey the land and manually zoom in and out to take out enemy troops from long range. It’s a very effective method for the more patient player.

The interface was truly designed with the action gamer in mind. It is very intuitive and easy to navigate. Here we allow the player to choose items like resolution (w/Exp. Pak), view type (normal or letterbox) as well as configure their controller to their liking. Players should also find the multi-player setup very user-friendly. Many players will get well into game play without ever reviewing the manual.

IGN64: We understand that the game features both two player and four player modes. How do these work from both a game play and graphical standpoint?

MM: Sarge’s Heroes actually supports two, three or four players in a competitive capacity. We have also included a Family Mode that was introduced in the original BattleTanx game. This mode levels the playing field between all players. It removes an oft-found intimidation between parents and kids by presenting them with startup weapons and a more forgiving difficulty level. This has proven successful and has been well received by the customers. From a graphical standpoint, we opted to display all the characters in a 3rd person perspective. While this presents its own challenges, we felt that this was the best way to introduce the various characters and get players to connect with them. Watching the Sarge’s Heroes characters battle it out in the Bathroom or Living Room is a sight to behold. The sense of scale and heavy firepower kick butt!

IGN64: Can you play multiple characters?

MM: You can select from a variety of different characters (Sgt. Hawk, Vikki, and Plastro) to play as in a multi-player game. Since Sarge’s Heroes is a character-based game we spent a lot of focus on the character development, below are the stars of Sarge’s Heroes:

SGT. HAWK:

Sgt. Hawk is Bravo Company’s unquestioned leader. He’s an experienced Army Man who has seen it all – gritty battles over endless sandbox dunes, frozen conflicts across the icy wastes of unshoveled driveways, and the hi-tech warfare of magnifying glasses held aloft by the hands of cruel titans. As a dedicated leader, Sarge is highly respected by his squadron and by Colonel Grimm.

COLONEL GRIMM:

Colonel Grimm is a gruff, tough veteran of the old days when most soldiers were wood or tin. He’s a lifer as were all the men in the Grimm family who made it to Colonel status. The Colonel has suffered numerous tragedies fighting the Tan Menace and from these tragedies, Grimm has become a solemn man who never smiles. Colonel Grimm is the master tactician of the Green Army and Sarge’s mentor.

VIKKI:

Vikki is a beautiful, sexy, independent, hard working young woman whom is one of the top reporters for the Green Army’s newspaper, Green Star News. Raised solely by the Colonel, she has spent her whole life as an army brat traveling to different military bases around the world. Since Colonel Grim was Vikki’s only role model, Vikki followed his every move and grew up to be a very tough, confident, and strong woman.

PLASTRO:

General Plastro is an evil and ruthless man who has no problem slaughtering hundreds of Green Army men with his newly acquired barbaric weapons. He is a highly intelligent war tactician as he leads his Tan Army to victory over the Green Army. Plastro has won the support of several other nations, although they had no choice since he conquered them. Another sign of his genius is discovering the “Alternate World” (Our World) and the Portal devices that can transport him there. From this Alternate World, Plastro has exported powerful weapons that he enjoys using on Green Army Men. The only positive attribute of Plastro is that he has a dry and evil sense of humor.

Sarge’s Squad consists of 5 soldiers that are based on some of the classic Army Men poses (Bazooka, Mortar, Minesweeper, Flame-thrower, and M-60 Machine gunner). As Sarge rescues these squad members over the course of the game, each of their weapons become a permanent fixture in Sarge’s inventory, increasing the firepower that accompanies Sarge at the start of each mission.

BRAVO COMPANY:

RIFF:

Riff is the squad’s Bazooka man and Sarge’s best friend. Riff is every inch a soldier, yet retains the musical chops and coolness of a Blues musician. Riff wails some really cool Bazooka Blues for the enemy’s heavy armor.

HOOVER:

Hoover may be a gawky, geeky-looking beanpole with more ribs showing than a 4th of July barbecue and an Adam’s apple you could hang a helmet liner on, but the squad depends on him nevertheless. His depth of concentration and smooth fluidity of movement made him a natural to either man a minesweeper or run a floor buffer. He chose the minesweeper since the squad didn’t need a janitor.

SHRAP:

Shrap is the Squad’s Mortar Man. He used to pull a lot of shore patrol duty, and became a way cool surfer dude as a result. Later he gave up the big waves for the field artillery.

THICK:

Thick is basically an educated trigger finger attached to a nearly brain dead soldier. His name describes his skull, his neck, and the layer of lead he lays down with his M-60 machine gun, cutting down tan troops like a weed whacker does dandelions. He has the body of an action figure guided by a mind no brighter than a penlight.

SCORCH:

You’ve got to be a little nuts to be made out plastic and still love fire (Scorch is a lotta nuts). Sarge gave him custody of the flame thrower (he was setting fires around camp, anyway) so he could torch tan soldiers until they bubble. He creeps out the rest of the squad by sleeping in a book of matches instead of a sleeping bag.

IGN64: You mentioned the giant magnifying glass weapon in your earlier answer. How many weapons types are there in the game and what are some of their characteristics?

MM: There are 12 different weapons in Sarge’s Heroes:

M-16 Assault Rifle: All-purpose, Sarge’s main weapon.

Bazooka: Great for destroying tanks and helicopters.

Flame Thrower: The most feared weapon of plastic soldiers.

Shotgun: Lays out a circle of buckshot.

M-60 Machine Gun: Heavy machine gun that puts out a tremendous amount of lead.

Sniper Rifle: Everyone’s favorite, allows players to zoom in on enemies.

Grenades: The animation of Sarge pulling the grenade pin with his teeth is awesome.

Grenade Launcher: My personal favorite, the grenade launcher is a trajectory weapon that is incredible fun when used with the precision targeting mode.

Mortar: Player uses a cursor to target the mortar. This is a long-range weapon.

Mine-Sweeper: Not as exciting as a grenade launcher unless of course you’re in a minefield and you don’t have one.

Mines: Great for multi-player.

C-4: This weapon has a time delay and the largest blast radius in the game.

IGN64: You mentioned the RAM Pak earlier. How are you taking advantage of it?

MM: We use the Ram Pak for a high-resolution mode. In this resolution, the player will find that the characters, weapon effects and environments become much sharper. However, the N64 hardware does such nice filtering, so players without this peripheral are still in for a treat.

IGN64: Switching gears, what’s the most overlooked title you’ve ever seen in the game industry and why?

MM: There are many good titles that have been overlooked, but the one that I always think of first is 3DO’s Uprising (PC or PlayStation). Uprising had all the depth and satisfaction a game could ever deliver, with solid graphics and game play, but it didn’t sell in the market. Another game that I enjoyed a lot was Warhawk, one of the first games out on the PlayStation. It was an innovative flight sim/shooter with elegantly simple level designs. Like Uprising, Warhawk deserved to be played more than it was. But the classic overlooked title would have to be Dune II on the PC and Genesis. Some people think that Command and Conquer started the RTS trend, but in fact, Dune II did 90% of what C&C did years before.

IGN64: What usually causes the most lost sleep during a project?

MM: Figure the team spends 16 to 18 hours at the office during the last two or three months of the project (some people don’t go home at all, we had one Director who camped in the building for a month). Everybody is doing the best they can, they are giving 110%, but they are tired and sometimes irritable. They are sacrificing their lives and families for the project. When they finally close their eyes and try to sleep, their brains are wired and moving at 100 mph trying to answer a hundred different unanswered questions all relating to a single question, how to make the game better.

IGN64: What’s the weirdest thing that happened during the making of Army Men?

MM: I came into the office one day and sat down to work and something was wrong. Finally it dawned on me that all my plastic soldiers that decorate my cube were missing. I went to ask a team member if he had seen them and he realized that all his soldiers were missing too. The entire team had their soldiers taken! We then went to investigate and found out that every person in the entire company had their soldiers taken and there were none to be found anywhere (3DO usually has plastic soldiers littered all over the place on the floors, in cubes, etc). A few hours later a ransom note was E-Mailed to everyone in the company, some diabolical fiend was holding them hostage! Needless to say, it was April Fools day and someone pulled off quite a gag. In the end we got our boys back safe and sound and we are planning our revenge.

IGN64: Given carte blanche to build any game you wanted, what would it be?

MM: Sarge’s Heroes with hand to hand combat. Sarge is a very physical guy and it would be a blast to see him tear into those Tan soldiers with an advanced fighting engine running the show.

IGN64: And lastly, who do you respect most in the industry and why?

MM: Certainly from a design stand point Shigeru Miyamoto attains the highest respect from me. His games are pure magic that mesmerizes players of all ages, races, and cultures. His contribution to the video game industry is beyond words. The attention to detail that Mr. Miyamoto delivers to every level shows his passion and dedication.

Another person who awes me is Trip Hawkins. The knowledge that the man possesses is inspiring. Not only does he know game design, product development, marketing, sales, finance, operations, etc. but he will always take the time to sit down and discuss a problem or idea. Trip’s vision is crystal clear and way ahead of its time, if you want to get a sense of where the industry will be 10 years from now all you need to do is listen to Trip.

Trip Hawkins, The 3DO Company and other interviews: Army Men highlights!

Original sources:
  1. https://futuregamez.net/3do-interview

1) Trip Hawkins 3DO Interview, September 23, 1999 on futuregamez.net by David Warner ~ Dreamcast Australia

The games industry can be tough at times. Trip Hawkins should know. He built Electronic Arts from nothing to become the largest gaming company in the world. Several years later he left Electronic Arts to form the 3DO company. 3DO designed a console architecture which was developed by Panasonic. Unfortunately the system lacked software support and coupled with a high price ($US700) the system died soon after the Playstation’s and Saturn’s launch. After another failed hardware bid with M2, Trip Hawkins decided that 3DO was better off as a software company. Once again Trip is aiming to create a major software company, and the games so far have proven themselves as world class titles. I thought it would be nice to have a chat to one of the most powerful men in the gaming industry.

Here are the Army Men highlights from this interview you can read in this link: https://futuregamez.net/3do-interview

Trip Hawkins 3DO Interview, September 23, 1999 on futuregamez.net by David Warner ~ Dreamcast Australia
Young Trip Hawkins
Young Trip Hawkins at 3DO

(…)

– What are your thoughts on technology in regards to gaming and gameplay?

Trip: My mission at 3DO is to turn people into lifelong gamers. That’s why I have been making games for over 25 years. That’s also why I have on occasion in the past made forays into the hardware side of the business when I felt it needed to be moved forward in the interest of gamers.

Sony and others have done a great job moving the hardware to where it is now. It’s very exciting to see the capabilities of these systems getting where they are. The medium is the message, after all. I have always felt that great games need to be simple, hot and deep. That’s how I built EA and EA Sports in particular.

And that’s the same philosophy with 3DO’s game brands like Army MenBattleTanxHeroes of Might and Magic, and High Heat Baseball.

(…)

– Can you explain a little about your major 3DO games titles?

Trip: Army Men is a best-seller because people are emotionally enthralled with the idea that some of their favorite toys have come to life in a way that lets their imagination run wild. Our new lines, Army Men: Sarge’s Heroes and Army Men: Air Attack, add new dimensions to this fantasy world. The first is a terrific character adventure action game with a great story. The second is a charming helicopter action game. (…)

(…)

Would you like to see any other 3DO games ported to the Dreamcast?
Trip: Army MenHigh Heat Baseball, and BattleTanx are great brands that would do well on any platform.

The Army Men Videogames Website

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