![]() We were paying for studio time." The development team had to carve "every single frame" by hand to import them into the game, instead of neatly blocking out a bright color like green.Īnother issue came from the game's early version confusing testers, in terms of having four similar-looking NBA stars cluttering a single screen. ![]() Uniforms were supposed to arrive in a bland, gray color, but "the uniforms came in and they were blue," Turmell says. In one example, he describes a pivotal video-capture session that revolved around actors playing basketball in front of a blue screen. (Two years later, the company's arcade division was re-branded "Midway," since Williams had bought Bally/Midway in 1988.) Shortly after his hire, the company began focusing on a trend that would eventually define many of its hits: "We were geeking out on the digitized graphics concept, the new technology, if you will," Turmell says.įurther Reading War Stories: How Crash Bandicoot hacked the original PlayStationBut that meant figuring out a whole new way to represent video game characters, and Turmell explains some of the biggest development headaches that came as a result. “Geeking out on digitized graphics”Īs he explains in our interview, Turmell's game development history began with early consoles and home computers before he "shifted to the coin-op business" in 1989 with Williams, a Chicago arcade game and pinball manufacturer. The result is our most "on-fire" War Stories video yet, complete with original development footage provided by Turmell himself. On the eve of NBA Jam's latest home release-this time as an Arcade1Up cabinet ( Best Buy, Walmart) featuring the series' first three arcade versions-we asked series lead programmer and designer Mark Turmell to join us from his home to answer these questions and more. Further Reading Insert Coin, the arcade documentary worth feeding all your quarters into
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