BattleSport(EU): Difference between revisions
Created page with "thumb|right| = Overview = *'''Full Name:''' BattleSport *'''Code:''' *'''Type:''' Sports *'''Developer:''' Cyclone Studios|Cyclone Stud..." |
|||
Line 7: | Line 7: | ||
*'''Type:''' Sports | *'''Type:''' Sports | ||
*'''Developer:''' [[Cyclone Studios|Cyclone Studios]] | *'''Developer:''' [[Cyclone Studios|Cyclone Studios]] | ||
*'''Publisher:''' [[3DO Company|3DO Company]] | *'''Publisher:''' [[The 3DO Company|The 3DO Company]] | ||
*'''Language:''' English | *'''Language:''' English | ||
*'''Release Date:''' December, 1994 | *'''Release Date:''' December, 1994 |
Latest revision as of 04:49, 21 June 2021

Overview
- Full Name: BattleSport
- Code:
- Type: Sports
- Developer: Cyclone Studios
- Publisher: The 3DO Company
- Language: English
- Release Date: December, 1994
- Region: EU
- Barcode: 7 90561 02381 4
- Local Title:
- Rarity: 1
- Notes: Need to double check the barcode
Overview
BattleSport is a 1996 futuristic sports video game developed by Cyclone Studios. It was originally published by Studio 3DO (the software division of The 3DO Company) exclusively for their 3DO Interactive Multiplayer in 1996
Game Play
Battlesport simulates the sport of the future. Choose your vehicle and enter the arena to face your computer opponents to see who scores the most goals before the clock runs out.
Scoring isn't easy. The ball constantly bounces over the arena, retrieved by a player constantly bombarded by opponents. A variety of weapons are available to shoot your competitor, and anyone that takes a hit while carrying the ball loses possession, sending the ball bouncing across the arena. Taking too many shots results in a temporary inability to take part in the action while your opponent happily scores goals.
Winning matches increases standing in the rankings and the acquisition of cash to purchase a better vehicle and enhanced offensive or defensive items.
Development
Director Evan Margolin summarized the making of the game: We're all big action gamers here [at Cyclone Studios]. We wanted to create a fast-action, arena-based combat game and experimented with a 3D engine for it. When we got the basic engine up and running, the game was basically just about putting the ball into the goal, but when we started playing more, we found that people really want an opportunity to blast each other. One of the most difficult parts of design was getting a 3D engine with which we were satisfied. We didn't want to sacrifice speed, we wanted the game to be fast, and those were things we weren't willing to compromise on.
Near the end of 1996, Studio 3DO stated that a version of BattleSport for the Panasonic M2 was in development.
Reception
GamePro gave the 3DO version a recommendation. While they said the game is harder than it should be due to slippery controls and an overabundance of powerups to flip through, they felt the strong graphics, audio, and fast-paced gameplay "make this a game worth playing."[10] A reviewer for Next Generation gave the game an even stronger recommendation, praising the unique gameplay concept, exceptionally good polygon graphics by 3DO standards, huge variety of power-up items, and consistently smooth frame rate even in the multiplayer mode, which he was especially enthusiastic about: "As with any split-screen, having your view so vertically limited is distracting, but the sheer fun and excitement of competing in this game against another human player is incredible."
Though the 3DO version failed to reach a mass audience, it sold well enough to turn a profit.
Magazine Reviews
- - Need review page
Other Versions
After the 3DO was officially canned, Acclaim Entertainment published BattleSport for Windows and PS1 in North American on 30th June 1997 and in Europe on August 1st 1997. There was a US only release for the Saturn.
A sequel, BattleSport II, was planned for the Nintendo 64, Panasonic M2 and PlayStation, but never released.
Credits
- Lead Programmers - Heli Burgess, Kerry Moffitt
- Lead Artist - Maarten Kraaijvanger
- Director - Evan Margolin
- Game Design - Helmut Kobler, Evan Margolin
- Producer - Rich Shane
- Assistant Producer - Scott Walker
- Additional Programming - Subha Ghoshal, Eddie Ruvinsky, Al Chang
- Additional Design - Maarten Kraaijvanger, Michael A. Khoury, Jason Deal
- Level Layout - Maarten Kraaijvanger, Michael A. Khoury, Jason Deal
- Cinematic Animation - Todd Erickson
- Cinematic Music - Todd Erickson
- Sound Design - Todd Erickson
- Additional Cinematic Modeling - Maarten Kraaijvanger
- Storyboards - Todd Erickson, Helmut Kobler, Evan Margolin
- Script Writing - Evan Margolin
- Annoucer's Voice - David Kazanjian
Linked Titles
- North American Version - BattleSport
- Korean Version - BattleSport
- Cancelled Sequel - BattleSport 2
Media
-
Back
-
Back
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Screenshot
-
Electric Playground 95 Battlesport Review