LEGO Rock Raiders (video game)

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LEGO Rock Raiders is a 1999 video game developed by Data Design Interactive and published by LEGO Media International for Microsoft Windows and PlayStation. The game is based on and was developed alongside the LEGO theme of the same name. It features a team of space explorers mining for energy crystals on a hostile alien planet.

Gameplay

Windows version

The Windows version of LEGO Rock Raiders is a real-time strategy game.

Tutorials Missions
  1. Moving Rock Raiders
  2. Rock Types And Drilling
  3. Building Rock Raider HQ
  4. Moving Rock Raider Vehicles
  5. Using Explosives
  6. Constructing Advanced Buildings
  7. Drilling With Vehicles
  8. Defending Rock Raider HQ

PlayStation version

The PS version is an action and strategy game.

Missions

Missions are divided into different screens (or "levels"), with each screen having five open missions and one locked "boss" mission. Completing missions will give the player a bronze, silver, or gold medal, depending on how many objectives they completed. When the player has earned enough points (a minimum of five bronze, four silver, or three gold medals) the boss mission opens, which will unlock the next screen when completed.

One-player mode has eighteen missions divided between three screens. The missions are completely different between the European and North American versions. The European version also has three bonus missions, each one unlocked by getting gold medals in all missions in one of the three previous screens. The European missions were designed by Data Design Interactive[1] and David Upchurch,[2] while the North American missions were designed by Gameworld 7.[3]

Two-player mode in the European version also has eighteen missions, five original ones and thirteen modified one-player missions. The North American version only has one level of six original missions. Boss missions start off unlocked in two-player mode.

In total, the two versions of the game have fifty unique missions between them, and sixty-three total missions, listed below:

Europe (PAL) North America (NTSC-U/C)
Level One-player Two-player One-player Two-player
1
2
3
4

Development

For the first time in Lego history, children can play with the toy and then hop on the computer and play within the same Lego universe there. We hope that what they see and experience in the CG version will inspire them to go off and build and play with the toy, and vice versa.

Tomas Gillo, Computer Graphics World[4]

LEGO Rock Raiders was the first LEGO video game to be developed concurrently with LEGO construction sets.[4]

Development of the Microsoft Windows game began in October 1997, while development of the PlayStation game began in July 1998.

The game's atmosphere was inspired by Scandinavian mines.[5]

Early in the game’s design process, LEGO Futura[note 1] would send storyboards and test models to Data Design Interactive, who would give feedback on what worked with their vision for the game. Both groups would often not receive finalised designs until late in development. The game's design process ended up lasting for 18 months, as Data Design Interactive and LEGO Futura both had to adjust elements to create a cohesive product between the video game and LEGO sets.[4]

While the LEGO Rock Raiders sets were limited by the number of pieces sold, the virtual world of the video game allowed for the creation of additional buildings, vehicles, and creatures not featured in the sets. A number of game-exclusive elements, particularly buildings, were added to create a more in-depth gaming experience and expand the Rock Raiders universe.[4]

The three music tracks that play in-game were composed by Marl Boonyer[note 2] and produced by Alan Boorman[6][needs sources]

Graphics

A scene created using virtual LEGO pieces and characters.

Having previously created the FMV animation for LEGO Chess,[7] Data Design Interactive set up a sister company, Artworld UK, to serve as a dedicated graphics and animation team for LEGO Rock Raiders.[8] The team of twelve artists and animators, headed by Rob Dorney[4] and Dave Garbett,[9] created most of the game's 3D models and animations with LightWave 3D, using a number of third-party plugins and running on high-end Windows NT workstations. Adobe Photoshop and Kai's Power Tools were used to create textures for the models.[4]

To create 3D LEGO models for the game, the artists first took apart physical LEGO models and recreated each LEGO piece in LightWave as detailed 3D models. The pieces were added to a database, along with a list of colours used in the LEGO Rock Raiders sets to ensure that the colours of the virtual pieces matched the physical ones. Pieces could then be selected from the database when needed, and coloured using a set of LightWave plugins created by Artworld programmers. Once all of the desired pieces for a model were selected, another plugin generated a LightWave Scene file containing all of the coloured LEGO pieces, which the artists could assemble in the scene like a physical LEGO model.[4]

The animators at Artworld initially found it difficult to make the inanimate LEGO toys feel alive, particularly due to the stiff nature of LEGO minifigures. LEGO Media reluctantly allowed the animators to deviate from LEGO toy design rules by making minifigures more flexible. Minifigures were given elbow and knee joints and torsos that could twist to allow for more realistic character movement. Each character had unique animated facial textures and movement animations that gave them distinctive personalities.[4]

As the completed 3D models each contained thousands of polygons, which computers at the time could not have handled, simplified versions had to be created for in-game use. Artists created new models with lower polygon counts, and used extensive texturing to maintain the appearance of LEGO pieces. Reflections, shadows, and lighting effects were used to make objects appear more detailed than they were. Once completed, the LightWave models and animations could be directly loaded into the game's engine. The game would still require a 3D accelerator card to run.[4]

PlayStation revamp

In early 1999, six months before the PlayStation version of LEGO Rock Raiders was supposed to be submitted to Sony, the head of LEGO Media [who?] decided that a real-time strategy game would not sell on the PlayStation.[note 3] The game was ordered to be changed to an action game. As senior producer Tomas Gillo[note 4] did not have time to rework the PlayStation game while finishing the Windows version, David Upchurch, who had previously worked as producer on LEGO Chess and early versions of what would become LEGO Island 2, was made the producer for the PlayStation version in March 1999.[2][7][10]

...every night I’d retire to my hotel room, exhausted, thinking to myself “That was a good day, we made good progress… but the game’s still going to crap.” All in all, it was a depressing and demoralising experience that soured my attitude towards working at LEGO Media.

David Upchurch, dupchurch.com[2]

After many strategy-focussed elements were removed from the PlayStation game, the developers were left with a 3D rendering engine that could deform terrain, some vehicle models, and small minifigure sprites. Upchurch enjoyed controlling the vehicles and suggested making the game a hybrid between Gauntlet and Blast Corps, where the player could complete missions either on-foot or in vehicles, and could construct vehicles and decide how to best use them to traverse caverns.[2]

As the game's submission date approached, he spent nearly two months living in Birmingham while he worked on it with Data Design Interactive, playtesting and designing levels for it. After finishing work on LEGO Rock Raiders in August 1999, Upchurch left LEGO Media; he later cited his experience as producer for this game as a major reason why.[2]

Release

LEGO Rock Raiders was first announced on 10 February 1999, along with LEGO Racers, LEGO Friends, and LEGOLAND. It was initially scheduled for release on Windows and PlayStation in September 1999, with a planned retail price of US$40–$45.[11][12] In May 1999 all four titles were displayed at E3 1999 in Los Angeles, at the LEGO Media booth #1524 in the South Hall. A large LEGO model of Jet on a Hover Scout was built by model designers from LEGO Systems during the event. LEGO models of Rocket Racer's car and of PlayStation and Nintendo 64 controllers were also constructed before the event; the controllers were given to the winners of a contest involving the car.[13][14]

The game was published in November 1999. The North American PlayStation version was delayed until August 2000.

Reception

The game received mixed reviews.

Legacy

Write something about the game's modding scene, with links to pages about mods and modding.

In 2012, Data Design Interactive founder Stewart Green announced plans to develop a Rock Raiders sequel.[15]

Manic Miners

Notes

  1. The development division of LEGO, listed in the credits under "Additional Thanks".
  2. Credited as Mark Boobyer.
  3. Hypothesised by Upchurch to be due to poor sales of Command & Conquer.
  4. Only listed as "the original Producer" by Upchurch; inferred from the game's credits, which lists Gillo as Senior Producer.

References

  1. Data Design Interactive (November 1999). LEGO Rock Raiders (PlayStation, PAL). LEGO Media International. Credits. "LEVEL DESIGNERS — David Allen – Scott Campbell – Scott Newby – Aron Phelan".
  2. 2.0 2.1 2.2 2.3 2.4 Upchurch, David. "LEGO Rock Raiders (PS1)". dupchurch.com. Archived from the original on 18 January 2019.
  3. Data Design Interactive (17 August 2000). LEGO Rock Raiders (PlayStation, NTSC-U/C). LEGO Media International. Credits. "LEVEL DESIGN — Gameworld Seven Ltd".
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Moltenbrey, Karen (March 2000). "Legos Come to Life". Computer Graphics World. Volume 23, Issue 3. CGW Magazine. Archived from the original on 18 January 2023.
  5. Pickering, David; Turpin, Nick; Jenner, Caryn (eds.) (1999). "Media Magic". The Ultimate LEGO Book. DK publishing. pp. 26–27. ISBN 0-7894-4691-X.
  6. Data Design Interactive (15 November 1999). LEGO Rock Raiders (Windows). LEGO Media International. Credits. "Thanks also to Mark Boobyer and Alan Boorman for their musical contribution."
  7. 7.0 7.1 Upchurch, David. "LEGO Chess (PC)". dupchurch.com. Archived from the original on 21 August 2018.
  8. Younghusband, Paul (February 2001). "A One Stop Digital Shop: Data Design Interactive and Artworld UK". Animation World Magazine. Vol. 5, No. 11. AWN, Inc. Archived from the original on 18 January 2023. Mirror available at Animation World Network.
  9. Data Design Interactive (15 November 1999). LEGO Rock Raiders (Windows). LEGO Media International. Credits. "Dave Garbett - Head Of Animation".
  10. Upchurch, David. "LEGO Island 2 (Various)". dupchurch.com. Archived from the original on 21 August 2018.
  11. Fudge, James (10 February 2009). "LEGO Announces 4 New Titles". Computer Games Magazine. Strategy Plus, Inc. Archived from the original on 29 November 2002.
  12. IGN Staff (11 February 1999). "It's a Snap". IGN. Ziff Davis. Archived from the original on 18 January 2023 (Oldest on 1 September 2000).
  13. Fudge, James (11 May 1999). "Lego Media at E3". Computer Games Magazine. Strategy Plus, Inc. Archived from the original on 29 November 2002.
  14. IGN Staff (11 May 1999). "Lego Media's E3 Lineup". IGN. Ziff Davis. Archived from the original on 18 January 2023 (Oldest on 9 March 2000).
  15. StewartG (26 August 2012). "DDI looking for help with new Rock Raiders title". Rock Raiders United. Archived from the original on 18 January 2023. Original topic name archived 26 July 2013.

External Links