Game

The making of Star Wars Episode 1: Racer – How a sneak peek at prototype podracers inspired this memorable Star Wars racing game

In a way, game design is constantly changing. However, the dramatic shift from sprite-based to polygonal games in the late ’90s almost required a reinvention of the way games were developed. Naturally, many early 3D production teams relied heavily on designs that proved to be sprite-based games. And, as former Lucasarts designer Jon Knoles acknowledged, the N64 launch title, Shadows Of The Empire, is one such example.

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After deciding that the project’s release date should be shared with the upcoming Star Wars prequel, Jon and his fellow project lead turned to Lucasarts experts to meet the tight deadline. “Three members of the Shadows management team stayed together. I, Eric Johnston, Mark Blattel, and our producer Brett Tosti. We were a fairly small team by today’s standards. Top 25 or 30. We were in real-time 3D. We needed people with special skills, and we got everyone we needed because it was a high-priority project with a very tight deadline (which had to come with the movie).”

build something out of nothing

“Originally, the Podracers all looked the same. Each had an egg-shaped capsule pulled by two giant jet engines. All were piloted by human pilots, the youngest of whom was a teenage Anakin. We’ve seen these concepts evolve into visually distinct vehicles, each with their own silhouette and color scheme, and equally different alien drivers to match each vehicle. I think there were 24 podracers and drivers in the movie, and 3 of us at Lucasarts crafted every detail to varying degrees to support the N64. We also added a few of our own. One is Jim Rice, the other is Clint Young, along with their drivers Jin Reeso and Cy Yunga. See what we did there? You can only access it by entering a special code.”

In addition to the new characters, Jon also wanted to bring the racing game to a new world developed with the help of renowned concept artist Peter Chan. “There was a lot of concept art that would reference the Tatooine race in the movie, but we wanted to take the player on a colorful intergalactic journey. We had a lot of freedom and made the planet just for the game. Many Star Wars planets are all one. Lava planets, ice planets, rock planets, forest moons… Well, there were a lot more varieties in Baroonda, but we continued that trend. A little Tibet, a little Dagoba, a little Dagoba, a little Mayan ruins – all rolled into one planet.”

John Knowles

In addition to designing the podracers, drivers, and the world in which they will race, Jon provided the tracks that would define the Lucasarts racing game by trial, error, and testing. “The three of us designed, prototyped and built on paper and created the final graphics for the entire twenties track in the game. I created the Tatooine and Baroonda tracks, and Duncan Brown and Jacob Stephens added level art support to create the rest of the tracks. I designed and built this, here’s a top-down sketch of Tatooine’s Boonta Eve Classic racetrack, provided by Lucasfilm, which was the first test track I used as inspiration and reference for building this track in-game. I tried to make it and found that even at 400 mph it would take almost 15 minutes to complete a single lap! It was too big for our game engine let alone fun gameplay, so I made it much smaller and then widened it accordingly. When trying to reproduce the big canyon jump, a big aha moment occurred. The testers were excited to see how far they could fly and asked if they could make the jump bigger. Before you knew it, we made big holes in every track. I was jumping through it like crazy.”

While Jon managed the design and graphics of the Star Wars race car, his colleague, programmer Eric Johnston, focused on implementing these components in the evolving Shadows game engine. The goal Eric achieved is described in just two words. “There was only one goal. Go fast! As you can see in the car everything else was secondary. The first prototypes were cylinders without rotation limiters. It wasn’t clear how that would translate into gameplay, but ‘high speed’ was used like a punctuation mark in many conversations.”

And since the game’s high-speed vehicles were supposed to be pulled forward by huge left and right engines connected to the “cockpit”, Eric turned dog walks into podracer simulations to help solve the physics. “I was living in Half Moon Bay on the south coast of San Francisco at the time and had two yellow retrievers, Abacus and Tangent. We had two climbing rope harnesses, a line and a skateboard. The road to the beach is always top speed. Half Moon Bay’s cars aren’t that fast, but we’ve always been faster. Officially not recommended!”

wrestling with the engine

Other improvements followed, including a full 3D RPG-inspired shop where you can use your race wins to purchase parts to improve your Ford Racer. Jon features creeps. “Watto’s Junk Store was a really nice, well-designed set piece using RPG light mechanics to add depth. Oddly enough, we didn’t intend to use a fully interactive 3D interface until development began. I’m really glad we did. It was a lot more intense and fun between races.”

In terms of power-ups for in-game racers, Jon was inspired by Lucasfilm’s prequel to Star Wars and continued to access speed boosts that risked blowing up podracers. “It sounds strange, but we didn’t like the idea of ​​adding a floating power-up to the course. We wanted the film to be as realistic as possible, even given the graphics limitations of the N64. Agreed that boost requires a charging mechanism to work. Otherwise, you’ll always use it, but Anakin’s mechanical repair abilities were a big part of the racing scene, so we wanted to play around with them. This idea of ​​pushing your vehicle beyond its limits can be fixed in no time.”

In addition to influencing the podracer power-ups, Lucasfilm’s prequel, Star Wars: Episode I, lends its name to Lucasart’s racing game, but Jon and his team didn’t get the title they wanted. “This game should be called Star Wars: Episode I Podracer. Unfortunately there was another sci-fi racing game published by Ubisoft at the time called Planet Of Death, or POD in North America. They trademarked the word “pod” in all forms of interactive entertainment. No games were allowed to have titles containing the word “pod”. In the end, we chose Star Wars: Episode I Racers because it was short and to the point.”

thoughts on release

And anyway, Episode I Racer was an advertisement rather than a decisive success to beat the competition and become the world’s best-selling sci-fi racing game. But Eric Johnston recalls his respect for competing racers. “We loved F-Zero and WipEout. The development team was small at the time, and playing someone else’s game was like talking to the developer. You have to see how they solved the problem you gave up.”

Now when Eric is asked what he thinks of his Star Wars racing game, he expresses nostalgia for Racer’s development environment and is proud to have helped create the game. “Racer was written at a special time. The source code and development team is small but has grown. It was embraced by an audience excited about enjoying the unlikely car tricks that hit the gas. Proud to be a part of it.”

Jon Knoles’ final words about the racer explain the game’s paradox of yielding speed while gaining a lot of lasting appeal thanks to speed. “It’s hard to emulate the landing action that people expect from great racing games at speeds over 400 miles per hour. So we focused on delivering a fantasy fulfillment by dashing through an alien landscape. That sense of speed and track. I think the strategic use of challenges and boost mechanics all contributed to a fun game. Of all the movie-based games I’ve worked on, this was one of the highlights.”

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The making of Star Wars Episode 1: Racer – How a sneak peek at prototype podracers inspired this memorable Star Wars racing game

To some extent, game design is in constant flux. But the dramatic shift from sprite-based to polygonal gaming in the late ’90s required the way games were designed to be all but reinvented. Understandably, many early 3D production teams relied overly on designs proven by sprite-based gaming. And as former Lucasarts designer Jon Knoles concedes, the N64 launch title Shadows Of The Empire was one such example. 
Subscribe to Retro Gamer

Following a decision that the project would share its release date with the forthcoming Star Wars prequel, Jon and his fellow project leaders were given their pick of Lucasarts specialists to help meet the strict deadline. “Three of the Shadows core leadership team remained together: myself, Eric Johnston, and Mark Blattel, as well as our producer Brett Tosti. We were a pretty small team by today’s standards; something like 25-30 at peak. We needed people with specific skills in real-time 3D, and because we were a high-priority project that had a very hard deadline – it had to come out with the movie – we did get everyone we needed.”
Building something from nothing

“Originally, the podracers all looked the same: each had an egg-shaped pod pulled by two massive jet airplane engines. All were driven by human pilots, the youngest of which was a teenage Anakin. We watched these concepts evolve into visually-distinct vehicles, each with unique silhouettes and colour schemes, and equally diverse alien drivers to match each vehicle. I think there were 24 podracers and drivers in the movie, and three of us at Lucasarts built all of them in various levels of detail to support the N64. We also added a couple of our own, one designed by Jim Rice, the other by Clint Young, as well as their drivers Jin Reeso and Cy Yunga – see what we did there? These were only accessible if you entered special codes.”
As well as new characters, Jon wanted his racing game to feature new worlds, which were devised with the help of noted concept artist Peter Chan. “We had plenty of conceptual art to serve as reference for the Tatooine race seen in the film, but wanted to take players on a colourful tour of the whole galaxy. We enjoyed a good deal of freedom, and invented planets purely for the game. Many Star Wars planets are all one thing: lava planet, ice planet, rock planet, forest moon… Well, we continued that trend, although Baroonda had a lot more variety: a little bit of Tibet, a little Dagobah, a little Mayan ruins – all on one planet.”

Jon Knoles

Beyond designing podracers, their drivers and the worlds they would race on, Jon also employed trial, error and testing in order to deliver the courses that would define his Lucasarts racing game. “Three of us designed on paper – then prototyped and built – final art for all 20-something tracks in the game. I built the Tatooine and Baroonda tracks, while Duncan Brown and Jacob Stephens designed and built the rest, with additional level art support. There was one top-down sketch of the Tatooine ‘Boonta Eve Classic’ race course provided by Lucasfilm, which I used as inspiration and reference when building that track in-game – our first test track. I attempted to build it to scale and discovered it would take nearly 15 minutes to complete a single lap – even at speeds of 400mph! That was too big for our game engine, let alone for fun gameplay. So I reduced it considerably, then widened it accordingly. A great ‘ah-ha’ moment happened when trying to recreate a big canyon jump. The testers were having a blast seeing how far they could fly, and asked us if we could make the jumps bigger. Before you knew it, we were cutting big holes in every track and making crazy jumps.”
While Jon managed the design and visuals of the Star Wars racer, fellow project leader – coder Eric Johnston – focused on bringing these components to life within an evolving Shadows’ game engine, a goal Eric describes with just two words. “There was exactly one objective: go fast! Everything else was secondary, as you can tell from just looking at the vehicles – the initial prototype was a cylinder with no speed limit. It wasn’t clear how it might translate into gameplay, but ‘go fast’ was used like punctuation in many conversations.”
And because the game’s hyper-fast vehicles were to be dragged forwards by massive left and right engines tethered to their ‘cockpits’, Eric turned dog walking into podracer simulation in order to help him work out the physics. “I lived in Half Moon Bay at the time – on the coast, south of San Francisco – and had two yellow retrievers, named Abacus and Tangent. We had two harnesses and leashes made of climbing rope, and a skateboard. Maximum speed was always achieved while travelling toward the beach. The cars in Half Moon Bay aren’t that fast, but we were always faster. Officially, I don’t recommend this!”
Wrestling with the engine

Further enhancements followed, including a fully-3D, RPG-inspired shop where race winnings could be used to buy parts to improve podracers, which Jon attributes to feature-creep. “Watto’s junk shop was just a really cool, well-developed set-piece to add depth using RPG- light mechanics. Funny thing is, we had no intention of using a fully-interactive 3D interface until pretty far into development. I’m really glad we did that. It was much more immersive and fun between races.”
In terms of the racer’s in-game power-ups, Jon looked to Lucasfilm’s Star Wars prequel for inspiration, which resulted in constant access to speed-boosts at the risk of blowing up podracers. “As odd as it sounds, we didn’t like the idea of peppering the course with floating power-ups. We wanted to be as authentic to the film as we could, even given the graphical limitations of the N64. We did agree there had to be a recharge mechanic for using the boost – or you’d just use it all the time, but because Anakin’s mechanical repair skills were a big part of the race scene, we wanted to play around with that idea of pushing your vehicle beyond its limits, then being able to fix it on the fly.”
In addition to influencing podracer power-ups, Lucasfilm’s prequel movie – Star Wars: Episode I – also lent its name to Lucasarts’ racing game, although Jon and his team didn’t quite get the title they had hoped for. “The game was going to be called Star Wars: Episode I Podracer. Unfortunately, there was another sci-fi racing game at the time called Planet Of Death – or simply POD, in North America – published by Ubisoft. They trademarked the word ‘pod’ in any form of interactive entertainment. We were not allowed to use a title for any game with the word ‘pod’ in it. Ultimately we settled on Star Wars: Episode I Racer because it was short and to the point.”
Reflecting on release

And if anything, Episode I Racer was a greater commercial than critical success, beating the competition to become the world’s bestselling sci-fi racing game, although Eric Johnston recalls having nothing but respect for rival racers. “We loved F-Zero and WipEout. Dev teams were small then, and playing someone else’s game was like having a conversation with the developers. You got to see how they solved problems you gave up on.”
When asked for his thoughts on his Star Wars racing game now, Eric expresses nostalgia for Racer’s development environment and pride at having cocreated the game. “Racer was written at a special time. The source code and dev teams were small but about to start growing. It was received by audiences thrilled to punch the gas and enjoy some improbable vehicular shenanigans. I’m proud to have been part of that.”
Jon Knoles’ last words on the racer explain the paradox of the game making concessions to speed and yet also securing much of its enduring appeal thanks to its high velocity. “At speeds of 400+ miles per hour, it is difficult to emulate the type of door-to-door action people expect from a great racing game. So we focused on delivering the fantasy fulfilment of speeding through alien landscapes. I think that sense of speed and track challenge, and strategic use of the boost mechanic, all added up to a fun game. Of all the movie-based games I’ve worked on, this was one of the high points.”
Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#making #Star #Wars #Episode #Racer #sneak #peek #prototype #podracers #inspired #memorable #Star #Wars #racing #game

The making of Star Wars Episode 1: Racer – How a sneak peek at prototype podracers inspired this memorable Star Wars racing game

To some extent, game design is in constant flux. But the dramatic shift from sprite-based to polygonal gaming in the late ’90s required the way games were designed to be all but reinvented. Understandably, many early 3D production teams relied overly on designs proven by sprite-based gaming. And as former Lucasarts designer Jon Knoles concedes, the N64 launch title Shadows Of The Empire was one such example. 
Subscribe to Retro Gamer

Following a decision that the project would share its release date with the forthcoming Star Wars prequel, Jon and his fellow project leaders were given their pick of Lucasarts specialists to help meet the strict deadline. “Three of the Shadows core leadership team remained together: myself, Eric Johnston, and Mark Blattel, as well as our producer Brett Tosti. We were a pretty small team by today’s standards; something like 25-30 at peak. We needed people with specific skills in real-time 3D, and because we were a high-priority project that had a very hard deadline – it had to come out with the movie – we did get everyone we needed.”
Building something from nothing

“Originally, the podracers all looked the same: each had an egg-shaped pod pulled by two massive jet airplane engines. All were driven by human pilots, the youngest of which was a teenage Anakin. We watched these concepts evolve into visually-distinct vehicles, each with unique silhouettes and colour schemes, and equally diverse alien drivers to match each vehicle. I think there were 24 podracers and drivers in the movie, and three of us at Lucasarts built all of them in various levels of detail to support the N64. We also added a couple of our own, one designed by Jim Rice, the other by Clint Young, as well as their drivers Jin Reeso and Cy Yunga – see what we did there? These were only accessible if you entered special codes.”
As well as new characters, Jon wanted his racing game to feature new worlds, which were devised with the help of noted concept artist Peter Chan. “We had plenty of conceptual art to serve as reference for the Tatooine race seen in the film, but wanted to take players on a colourful tour of the whole galaxy. We enjoyed a good deal of freedom, and invented planets purely for the game. Many Star Wars planets are all one thing: lava planet, ice planet, rock planet, forest moon… Well, we continued that trend, although Baroonda had a lot more variety: a little bit of Tibet, a little Dagobah, a little Mayan ruins – all on one planet.”

Jon Knoles

Beyond designing podracers, their drivers and the worlds they would race on, Jon also employed trial, error and testing in order to deliver the courses that would define his Lucasarts racing game. “Three of us designed on paper – then prototyped and built – final art for all 20-something tracks in the game. I built the Tatooine and Baroonda tracks, while Duncan Brown and Jacob Stephens designed and built the rest, with additional level art support. There was one top-down sketch of the Tatooine ‘Boonta Eve Classic’ race course provided by Lucasfilm, which I used as inspiration and reference when building that track in-game – our first test track. I attempted to build it to scale and discovered it would take nearly 15 minutes to complete a single lap – even at speeds of 400mph! That was too big for our game engine, let alone for fun gameplay. So I reduced it considerably, then widened it accordingly. A great ‘ah-ha’ moment happened when trying to recreate a big canyon jump. The testers were having a blast seeing how far they could fly, and asked us if we could make the jumps bigger. Before you knew it, we were cutting big holes in every track and making crazy jumps.”
While Jon managed the design and visuals of the Star Wars racer, fellow project leader – coder Eric Johnston – focused on bringing these components to life within an evolving Shadows’ game engine, a goal Eric describes with just two words. “There was exactly one objective: go fast! Everything else was secondary, as you can tell from just looking at the vehicles – the initial prototype was a cylinder with no speed limit. It wasn’t clear how it might translate into gameplay, but ‘go fast’ was used like punctuation in many conversations.”
And because the game’s hyper-fast vehicles were to be dragged forwards by massive left and right engines tethered to their ‘cockpits’, Eric turned dog walking into podracer simulation in order to help him work out the physics. “I lived in Half Moon Bay at the time – on the coast, south of San Francisco – and had two yellow retrievers, named Abacus and Tangent. We had two harnesses and leashes made of climbing rope, and a skateboard. Maximum speed was always achieved while travelling toward the beach. The cars in Half Moon Bay aren’t that fast, but we were always faster. Officially, I don’t recommend this!”
Wrestling with the engine

Further enhancements followed, including a fully-3D, RPG-inspired shop where race winnings could be used to buy parts to improve podracers, which Jon attributes to feature-creep. “Watto’s junk shop was just a really cool, well-developed set-piece to add depth using RPG- light mechanics. Funny thing is, we had no intention of using a fully-interactive 3D interface until pretty far into development. I’m really glad we did that. It was much more immersive and fun between races.”
In terms of the racer’s in-game power-ups, Jon looked to Lucasfilm’s Star Wars prequel for inspiration, which resulted in constant access to speed-boosts at the risk of blowing up podracers. “As odd as it sounds, we didn’t like the idea of peppering the course with floating power-ups. We wanted to be as authentic to the film as we could, even given the graphical limitations of the N64. We did agree there had to be a recharge mechanic for using the boost – or you’d just use it all the time, but because Anakin’s mechanical repair skills were a big part of the race scene, we wanted to play around with that idea of pushing your vehicle beyond its limits, then being able to fix it on the fly.”
In addition to influencing podracer power-ups, Lucasfilm’s prequel movie – Star Wars: Episode I – also lent its name to Lucasarts’ racing game, although Jon and his team didn’t quite get the title they had hoped for. “The game was going to be called Star Wars: Episode I Podracer. Unfortunately, there was another sci-fi racing game at the time called Planet Of Death – or simply POD, in North America – published by Ubisoft. They trademarked the word ‘pod’ in any form of interactive entertainment. We were not allowed to use a title for any game with the word ‘pod’ in it. Ultimately we settled on Star Wars: Episode I Racer because it was short and to the point.”
Reflecting on release

And if anything, Episode I Racer was a greater commercial than critical success, beating the competition to become the world’s bestselling sci-fi racing game, although Eric Johnston recalls having nothing but respect for rival racers. “We loved F-Zero and WipEout. Dev teams were small then, and playing someone else’s game was like having a conversation with the developers. You got to see how they solved problems you gave up on.”
When asked for his thoughts on his Star Wars racing game now, Eric expresses nostalgia for Racer’s development environment and pride at having cocreated the game. “Racer was written at a special time. The source code and dev teams were small but about to start growing. It was received by audiences thrilled to punch the gas and enjoy some improbable vehicular shenanigans. I’m proud to have been part of that.”
Jon Knoles’ last words on the racer explain the paradox of the game making concessions to speed and yet also securing much of its enduring appeal thanks to its high velocity. “At speeds of 400+ miles per hour, it is difficult to emulate the type of door-to-door action people expect from a great racing game. So we focused on delivering the fantasy fulfilment of speeding through alien landscapes. I think that sense of speed and track challenge, and strategic use of the boost mechanic, all added up to a fun game. Of all the movie-based games I’ve worked on, this was one of the high points.”
Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#making #Star #Wars #Episode #Racer #sneak #peek #prototype #podracers #inspired #memorable #Star #Wars #racing #game


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