Difference between revisions of "CartridgeCulture/To do"

From Sega Retro

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*Players can spawn and modify the behavior of a number of bosses. (Classic Sonic bosses or new ones?){{ref|https://web.archive.org/web/20230307041641/https://sonicstudiofangame.weebly.com/faq.html}}
 
*Players can spawn and modify the behavior of a number of bosses. (Classic Sonic bosses or new ones?){{ref|https://web.archive.org/web/20230307041641/https://sonicstudiofangame.weebly.com/faq.html}}
 
*Not every single object found in every Sonic game will be added. Instead, additions are being carefully curated to serve a specific purpose in Sonic Studio's stage creation process.{{ref|https://web.archive.org/web/20230307041641/https://sonicstudiofangame.weebly.com/faq.html}}
 
*Not every single object found in every Sonic game will be added. Instead, additions are being carefully curated to serve a specific purpose in Sonic Studio's stage creation process.{{ref|https://web.archive.org/web/20230307041641/https://sonicstudiofangame.weebly.com/faq.html}}
 +
 +
==GameWorks Las Vegas==
 +
A new concept in night club environment that offers the best in technology, games and social interaction is currently on view in Las Vegas. It is GameWorks-a new L entertainment experience and this pro-
 +
totype design was created by the Cuningham Group for this new venture that brings together Dreamworks, Sega Enterprises and Universal Studios. It is estimated that by the year 2002 there will be 100 GameWorks around the world.
 +
 +
Located in the Showcase on the Las Vegas strip, this 47,000 sq. ft. flagship is laid out on two levels and it includes interactive games specially designed by Steven Spielberg of Dreamworks. Part of the entertainment is access to the Internet, a free standing rock climbing structure and food and beverage areas. The designers took their inspiration from a make-believe Victorian warehouse where, as the
 +
"script" would have it-"weird events and strange, often alien experiments" were being conducted. Jonathan Watts, associate and project manager for GameWorks said, "Essentially, the facility becomes a stage for this story and guests fill in the script."
 +
 +
The lower level game floor is flooded with high energy colors, rich textures and dramatic lighting effects. The entrance or street level-The Loft- is a quieter gathering/ socializing space with reused warehouse wood flooring that adds to the warm and friendly feeling of this space. Tom Bolin, Director of Interior Design for the Cuningham Group said, "This is where we chose to specify reused materials in order to create a lived-in effect. There's a comfortable leather couch, the oversized draperies are velvet and the lighting is softer."
 +
 +
A newer version of the GameWork project follows.
 +
 +
==GameWorks Schaumberg (name?)==
 +
As kids we loved watching computer games explode onto the scene and loved going to arcades. But, when we grew up, the arcades did not. At Game Works; we're building the entertainment concept that closes the gap and gives adults and kids (young or old) the ultimate place to play," said Skys Paul, Chairman and co-founder of GameWorks.
 +
 +
Working with Steven Spielberg, they concocted a place where "people of all ages can play and interact in dramatically themed neighborhoods."
 +
Game Works is about having fun. Steven Spielberg says, "Playing is about fun, excite-ment, competition and bringing people togeth-er. It's about adventure and connecting. It gives each person the chance to prove that he or she can be a star."
 +
 +
GameWorks is a joint venture of Dreamworks, Sega Enterprises and Universal Studios. The concept is that "Life's a game and it's meant to be played." And it's about games, drinks, music, food and friends. It is designed to be an entertainment destination where adults and families can play eat, drink and socialize in signature zones that offer a variety of high intensity, visually stimulating and relaxing experiences. By day, friends and business associates can meet for lunch and relax with a variety of motion simulation games. At night the mood and atmosphere changes. It becomes "an adult destination."
 +
 +
Game Works is divided into a series of "neigh-borhood environments".
 +
each with its own per-sonality defined by the design, lighting, color and sound. The Entertainment Zones can be high energy -visually stimulating or relaxing. The Loading Dock is a high-energy zone where the newest games are "unloaded from the delivery truck" and put to the test at once by hard core, game enthusi-asts. The Arena features the signature games designed exclusively for GameWorks. They mix the high-tech thrills of video games with the visceral excitement of theme-park style attractions. The Grill & Bar features a sit-down restaurant where guests can enjoy a meal or a "cool down" between games. There is also a snack bar and some venues feature bars with beer brewed on site.
 +
 +
The 34,000 sq. ft. Game Works at Streets of Woodfield in Schaumberg, IL features Virtual Reality, Indy 500 racing, a Max Flight VR2002
 +
Roller Coaster, a virtual arena as well as a variety of high energy, motion simulation games.
 +
Virtual Reality is "the most intense game play imaginable in which players experience physical consequences based on their skill level"
 +
Eight players can "race head to head on the Indy 500 motion simulator game." Guests can plan their own "space trips" on the Max Flight
 +
VR2002 Roller Coaster. Once strapped in, the traveler is propelled skyward and does the exact same back flips, spins and loops as those being projected on the 58 in. screen.
 +
 +
In an article that appeared in Shopping
 +
Center World, Randall Shearin wrote,
 +
"GameWorks continues to be one of the most innovative concepts around and definitely one of the most colorful. And, by far, it is definitely still the most sought after entertainment in the world." At this time there are more than a dozen GameWorks in operation across the U.S., and into Guam and Brazil.
 +
 +
==Sega City The Playdium==
 +
We want to use technology to provide the quality and thrills of Disneyland in a small space," said Hayao Nayakama, President of Sega Enterprises, Ltd. In a joint venture
 +
Toronto's Playdium Enterprises, Sega Enterprises U.S. along with the design know-how of the Toronto design firm, II X IV Design Associates, came up with this innovative new entertainment destination for young adults and families.
 +
 +
The 36,000 sq. ft., trapezoidal shaped building which houses the Sega City Interactive Entertainment Center, anchors a 12 acre amusement complex which includes a go-cart course, miniature golf course and an indoor-outdoor baseball academy. Guests pass through the "jaws" of a giant sliding steel doorway decorated with the Sega City® The Playdium logo. They walk along a "space bridge"-an expanse of heavy glass illuminated from above and below. The bridge is suspended away from the perimeter walls which are pitted and cratered to simulate a lunar landscape. Heaps of "moonrocks" glow under the UV lighting that emanates from the arched, buttress-like ribs that extend up from the tunnel walls. Guests pass through and trigger off light and motion sensors and a range of special effects. At the SFX tunnel exit there is an information wall and a way-finding system.
 +
 +
The walls and ceilings are painted a deep blue-purple while the floors are laid with gray, charcoal and black marmoleum tiles and car-pet. Reinforced fiberglass with a highly reflec. tive opalescent finish transforms 11 giant structural columns into "strangely undulating shapes interrupted by protruding acrylic horns," and they are topped with mushroom caps lined with cracked mirrors.
 +
 +
The individual play zones are clearly recognizable and they are entered through 14 ft. archways that are elaborately constructed to indicate the nature of the activity beyond the archway. They can be anything from rocket ships to Indy 500 finish line flags. Sega's virtual games and rides are in The Simulation Zone and The Fight Zone is devoted to martial arts play. Golf simulators, a golf school and air hockey are housed in The Sports Zone. The eight person Virtual Formula interactive ride, small Daytonas units and a four person motorcycle racing game can be found in The Racing Zone. The elevated Flight Zone features flight simulators. In the IMAX Ridefilm Theater guests can enjoy the latest in motion simulator rides
 +
 +
In each zone noted above appropriate lighting and video images are projected on the walls. The Retail Zone was designed with riveted, galvanized tile units that resemble early images of Sci-Fi space ships and mobile "moon buggies" appear on the selling floor to display featured merchandise. This area also serves as the Information Center, handles pre-ticket sales, function room bookings, and as the Redemption Center for prizes.
 +
 +
Tucked away under the mezzanine with a lower ceiling and a more child-like scale is The Kids Zone. Here the animated and colorful backdrops create a fantastic cityscape with "a crazy quilt of building facades in vivid polka dots, plaids and stripes."
 +
 +
Overlooking the gaming floor are two bar/lounge areas, a series of party rental rooms and an Internet lounge. In this space, on custom modular sofas, "circles" of up to four persons can face individual monitors.
 +
 +
The Sega City® The Playdium environment was created to appeal to a wide age group. It "expresses different personalities at different times for different purposes: brighter and more colorful during the day and more dimly lit and dramatic in the later evening".
  
 
==Redirects to delete==
 
==Redirects to delete==

Revision as of 06:46, 9 March 2023

Back to: CartridgeCulture.

Sonic Studio

  • 11 planned zones, with at least one zone from each of the classic 16-bit Sonic games (1, 2, CD, 3, S&K).[1]
  • No plans for "story/campaign" mode. Focus on singleplayer stage creation and sharing. But not ruled out post-release. (Email Lapper and ask about endgame replayability features ala Mario Maker's weird modes/etc)[1]
  • No plans for custom sprites or tiles, as each zone's artwork is specifically designed around the nature of the terrain editing process.[1]
  • At this point in development, stage sharing is planned by providing a long string of text for a completed stage, which can be shared. Lapper wants to see a proper built-in online sharing hub, and reportedly Sonic Studio has been programmed to support this feature in the future. At the moment, however, Lapper is focused on developing the actual engine and gameplay first, and states that such a feature would require the assistance of a second programmer. The plan is to have the feature at launch, but he says that there may be an initial release which lacks it.[1]
  • Controller support.[1]
  • Sonic, Tails, Knuckles are currently playable characters.[1]
  • Stages created in the program will lack traditional "clear conditions" where a certain task needs to be accomplished before completion, such as acquiring a certain ring count, but these scenarios can still be created naturally using clever use of obstacles and terrain. [1]
  • Players can spawn and modify the behavior of a number of bosses. (Classic Sonic bosses or new ones?)[1]
  • Not every single object found in every Sonic game will be added. Instead, additions are being carefully curated to serve a specific purpose in Sonic Studio's stage creation process.[1]

GameWorks Las Vegas

A new concept in night club environment that offers the best in technology, games and social interaction is currently on view in Las Vegas. It is GameWorks-a new L entertainment experience and this pro- totype design was created by the Cuningham Group for this new venture that brings together Dreamworks, Sega Enterprises and Universal Studios. It is estimated that by the year 2002 there will be 100 GameWorks around the world.

Located in the Showcase on the Las Vegas strip, this 47,000 sq. ft. flagship is laid out on two levels and it includes interactive games specially designed by Steven Spielberg of Dreamworks. Part of the entertainment is access to the Internet, a free standing rock climbing structure and food and beverage areas. The designers took their inspiration from a make-believe Victorian warehouse where, as the "script" would have it-"weird events and strange, often alien experiments" were being conducted. Jonathan Watts, associate and project manager for GameWorks said, "Essentially, the facility becomes a stage for this story and guests fill in the script."

The lower level game floor is flooded with high energy colors, rich textures and dramatic lighting effects. The entrance or street level-The Loft- is a quieter gathering/ socializing space with reused warehouse wood flooring that adds to the warm and friendly feeling of this space. Tom Bolin, Director of Interior Design for the Cuningham Group said, "This is where we chose to specify reused materials in order to create a lived-in effect. There's a comfortable leather couch, the oversized draperies are velvet and the lighting is softer."

A newer version of the GameWork project follows.

GameWorks Schaumberg (name?)

As kids we loved watching computer games explode onto the scene and loved going to arcades. But, when we grew up, the arcades did not. At Game Works; we're building the entertainment concept that closes the gap and gives adults and kids (young or old) the ultimate place to play," said Skys Paul, Chairman and co-founder of GameWorks.

Working with Steven Spielberg, they concocted a place where "people of all ages can play and interact in dramatically themed neighborhoods." Game Works is about having fun. Steven Spielberg says, "Playing is about fun, excite-ment, competition and bringing people togeth-er. It's about adventure and connecting. It gives each person the chance to prove that he or she can be a star."

GameWorks is a joint venture of Dreamworks, Sega Enterprises and Universal Studios. The concept is that "Life's a game and it's meant to be played." And it's about games, drinks, music, food and friends. It is designed to be an entertainment destination where adults and families can play eat, drink and socialize in signature zones that offer a variety of high intensity, visually stimulating and relaxing experiences. By day, friends and business associates can meet for lunch and relax with a variety of motion simulation games. At night the mood and atmosphere changes. It becomes "an adult destination."

Game Works is divided into a series of "neigh-borhood environments". each with its own per-sonality defined by the design, lighting, color and sound. The Entertainment Zones can be high energy -visually stimulating or relaxing. The Loading Dock is a high-energy zone where the newest games are "unloaded from the delivery truck" and put to the test at once by hard core, game enthusi-asts. The Arena features the signature games designed exclusively for GameWorks. They mix the high-tech thrills of video games with the visceral excitement of theme-park style attractions. The Grill & Bar features a sit-down restaurant where guests can enjoy a meal or a "cool down" between games. There is also a snack bar and some venues feature bars with beer brewed on site.

The 34,000 sq. ft. Game Works at Streets of Woodfield in Schaumberg, IL features Virtual Reality, Indy 500 racing, a Max Flight VR2002 Roller Coaster, a virtual arena as well as a variety of high energy, motion simulation games. Virtual Reality is "the most intense game play imaginable in which players experience physical consequences based on their skill level" Eight players can "race head to head on the Indy 500 motion simulator game." Guests can plan their own "space trips" on the Max Flight VR2002 Roller Coaster. Once strapped in, the traveler is propelled skyward and does the exact same back flips, spins and loops as those being projected on the 58 in. screen.

In an article that appeared in Shopping Center World, Randall Shearin wrote, "GameWorks continues to be one of the most innovative concepts around and definitely one of the most colorful. And, by far, it is definitely still the most sought after entertainment in the world." At this time there are more than a dozen GameWorks in operation across the U.S., and into Guam and Brazil.

Sega City The Playdium

We want to use technology to provide the quality and thrills of Disneyland in a small space," said Hayao Nayakama, President of Sega Enterprises, Ltd. In a joint venture Toronto's Playdium Enterprises, Sega Enterprises U.S. along with the design know-how of the Toronto design firm, II X IV Design Associates, came up with this innovative new entertainment destination for young adults and families.

The 36,000 sq. ft., trapezoidal shaped building which houses the Sega City Interactive Entertainment Center, anchors a 12 acre amusement complex which includes a go-cart course, miniature golf course and an indoor-outdoor baseball academy. Guests pass through the "jaws" of a giant sliding steel doorway decorated with the Sega City® The Playdium logo. They walk along a "space bridge"-an expanse of heavy glass illuminated from above and below. The bridge is suspended away from the perimeter walls which are pitted and cratered to simulate a lunar landscape. Heaps of "moonrocks" glow under the UV lighting that emanates from the arched, buttress-like ribs that extend up from the tunnel walls. Guests pass through and trigger off light and motion sensors and a range of special effects. At the SFX tunnel exit there is an information wall and a way-finding system.

The walls and ceilings are painted a deep blue-purple while the floors are laid with gray, charcoal and black marmoleum tiles and car-pet. Reinforced fiberglass with a highly reflec. tive opalescent finish transforms 11 giant structural columns into "strangely undulating shapes interrupted by protruding acrylic horns," and they are topped with mushroom caps lined with cracked mirrors.

The individual play zones are clearly recognizable and they are entered through 14 ft. archways that are elaborately constructed to indicate the nature of the activity beyond the archway. They can be anything from rocket ships to Indy 500 finish line flags. Sega's virtual games and rides are in The Simulation Zone and The Fight Zone is devoted to martial arts play. Golf simulators, a golf school and air hockey are housed in The Sports Zone. The eight person Virtual Formula interactive ride, small Daytonas units and a four person motorcycle racing game can be found in The Racing Zone. The elevated Flight Zone features flight simulators. In the IMAX Ridefilm Theater guests can enjoy the latest in motion simulator rides

In each zone noted above appropriate lighting and video images are projected on the walls. The Retail Zone was designed with riveted, galvanized tile units that resemble early images of Sci-Fi space ships and mobile "moon buggies" appear on the selling floor to display featured merchandise. This area also serves as the Information Center, handles pre-ticket sales, function room bookings, and as the Redemption Center for prizes.

Tucked away under the mezzanine with a lower ceiling and a more child-like scale is The Kids Zone. Here the animated and colorful backdrops create a fantastic cityscape with "a crazy quilt of building facades in vivid polka dots, plaids and stripes."

Overlooking the gaming floor are two bar/lounge areas, a series of party rental rooms and an Internet lounge. In this space, on custom modular sofas, "circles" of up to four persons can face individual monitors.

The Sega City® The Playdium environment was created to appeal to a wide age group. It "expresses different personalities at different times for different purposes: brighter and more colorful during the day and more dimly lit and dramatic in the later evening".

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References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 https://sonicstudiofangame.weebly.com/faq.html (Wayback Machine: 2023-03-07 04:16)