Jump Raven | |
---|---|
Developer(s) | Cyberflix |
Publisher(s) | Paramount Interactive |
Programmer(s) | Bill Appleton |
Artist(s) | Jamie Wicks Debbie Hughes |
Writer(s) | Andrew Nelson |
Platform(s) | Windows, Mac OS |
Release | 1994 |
Genre(s) | Shooter |
Mode(s) | Single-player |
Jump Raven was the second game released by Cyberflix, in 1994. The game's technology is similar to that of Lunicus, released by Cyberflix one year prior, but this time employs a more detailed storyline and environment. In an opening sequence of the game, we see future New York City, which has fallen into horrible disrepair in the aftermath of global warming and rising sea levels and a bankrupt federal government. The premise of the story is that gangsters, neo-nazis, and various other thugs have acquired large stores of weapons from the government, and have ransacked New York's store of cryogenically-frozen DNA of endangered species. The player's job as a bounty hunter is to retrieve them.
Before taking off in a fancy hovercraft, the player chooses a co-pilot who can navigate or fire weapons. selecting Nikki, Chablis, "Cheesestick" Limbaugh (supposedly descended from Rush, though he is black), Thrash, Lark or Dogstar. Each co-pilot is unique and may not be available for every level.
The game's three difficult and lengthy levels are played in the player's hovercraft flying around the streets of New York. The opponents drive tanks or fly planes and insult the player frequently. The user can choose between one of several bands for theme music in each level. each band has a unique song per level. the bands include: x-static, deathkiller, pink flaand (a reference to Pink Floyd), and smoove da groove.[ original research? ] The name "deathkiller" was coined at a trade show - two Japanese girls watched the demo and described it as "deathkiller". evidently there is no accurate translation from Japanese to English for that type of video game...
Game control is rather complicated as the player can move up, down, left, right, and forward and backward. The player must also control weapons. Fortunately, the copilot can take care of one or more of these functions.
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Following the successful launch of its CD-ROM game Lunicus in April 1993, [1] [2] developer CyberFlix began to create Jump Raven with the DreamFactory development environment from the first title. [2] At the time, CD-ROM games tended to run slowly, but DreamFactory was designed to allow an unusually high level of speed for the era. However, CyberFlix considered its projects to be "interactive movies" rather than games, according to Jack Neely of Metro Pulse , [1] and DreamFactory placed an emphasis on storytelling. [2] As with Lunicus, production of Jump Raven began in the basement of a log cabin owned by CyberFlix founder William Appleton. [1] [2] The game's development team was composed of four members: Appleton, creator of DreamFactory, who handled the game's programming; audio lead Scott Scheinbaum; artist Jamie Wicks; and screenwriter Andrew Nelson. The four had originally founded CyberFlix to create Lunicus, and the company was incorporated a month after its release, with the help of manager Erik Quist. Science Fiction and Fantasy Illustrator: Debbie Hughes was hired as a freelancer to create the "puppet characters" for the game. Hughes Illustrated over 14 characters that players interacted with in the game. [1]
CyberFlix demonstrated Jump Raven at the Macworld Expo later in 1993, to public acclaim, and impressed Paramount Interactive employees who were in attendance. As a result, CyberFlix received a "multi-million-dollar deal for it" from Paramount, Neely later wrote. [1] The agreement, which the two companies closed by November 1993, contracted CyberFlix for three games. [2]
Publication | Score |
---|---|
Hyper | 79% [3] |
PC Gamer (US) | 76% [4] |
MacUser | [5] |
CD-ROM Today | [6] |
Electronic Entertainment | 9/10 [7] |
Jump Raven's initial Macintosh release was a commercial success. [2] [8] Discussing the multimedia development scene in 1994, a writer for The New York Times called the game one of "the best-selling and most critically praised [multimedia] titles on the market", alongside Myst . [8] Market research firm PC Data named it the fourth-best-selling Macintosh game of July 1994, [9] and the platform's seventh-highest seller in September. [10] By August, Jump Raven had reached sales of 50,000 units. Around the 28th of that month, another 50,000 units were shipped for Microsoft Windows. Erik Quist of CyberFlix expected the game to sell 100,000 units overall "by Christmas", Barbara Kantrowitz of Newsweek reported at the time. [2] Sales of Jump Raven had reached close to the 100,000 mark by January 3. [11]
Christopher Breen of Computer Gaming World enjoyed Jump Raven's combat and "often very amusing" writing, and noted that "the game is darned fast for a CD-ROM". However, he criticized the "incredibly annoying" copilot voices and "inane dialogue", and considered its interface clumsy. He concluded, "Adequately addressing these issues might have made Jump Raven a great strategy/action adventure rather than just a good arcade game." [12] The game was reviewed in June 1995 in Dragon #218 by Paul Murphy in the "Eye of the Monitor" column. Murphy's review was negative, concluding "I don't care how good a game looks or sounds, how cool the animation and special-effects are, how easy it is to load or save: if it isn't any fun to play, it's a failure." [13]
Hexen: Beyond Heretic is a fantasy first-person shooter video game developed by Raven Software and published by id Software distributed through GT Interactive on October 30, 1995. It is the indirect sequel to 1994's Heretic, and the second game in Raven Software's "Serpent Riders" trilogy, which culminated with Hexen II. The title comes from the German noun Hexen, which means "witches", and/or the verb hexen, which means "to cast a spell". Game producer John Romero stated that a third, unreleased game in this series was to be called Hecatomb.
Myst is an adventure video game designed by Rand and Robyn Miller. It was developed by Cyan, Inc., published by Broderbund, and first released in 1993 for the Macintosh. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on pre-rendered imagery. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid.
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CyberFlix Incorporated was a computer game company founded in 1993 by Bill Appleton. CyberFlix was based in Knoxville, Tennessee. They made many interactive story-telling games in the 1990s, but stopped any and all productions in 1998 before finally going out of business in 2006.
Gus Goes to Cybertown is a children's educational CD-ROM game released in 1993 by Modern Media Ventures. The main character is Gus, a talking and singing dog, who must find the three CyberBuds hiding in each of the town's five locations. Games are also hidden in each location, from spelling and number games to shape recognition and pattern matching games. Cybertown's park includes a timeline that shows Gus through time, from a Neanderthal to a futuristic spaceman. As the time changes, players can click on other items in the park to see them change as well. CyberBuds are revealed by interacting with various parts of each area. These characters will also provide tidbits of educational information. Upon completion of all in-game tasks, the player is treated to a final song on a "secret screen."
Lunicus is a 1993 computer game developed by Cyberflix and published by Paramount Interactive. It shares many traits in both graphical style and gameplay with some of Cyberflix's other games, like Jump Raven. It was rated as 1993 CD-ROM game of the year in the magazine MacWorld.
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Andrew Nelson is a writer and professor living in New Orleans. He worked as a senior producer of Britannica.com, a creative director for Cyberflix, a visiting professor at Loyola University New Orleans, and a Public Relations and Social Media Account professional at Peter A. Mayer Advertising in New Orleans. Two computer games he developed for CyberFlix – Titanic: Adventure Out of Time (1996) and Dust: A Tale of the Wired West (1995) – were bestselling PC game and Macintosh Games of the Year. In 2007 he was awarded a Lowell Thomas Award for his work with the Society. He is a writer-at-large for Salon, National Geographic Traveler, ReadyMade, The New York Times, Via magazine, Weekend Sherpa and San Francisco Magazine.
William "Bill" Appleton is an American entrepreneur and technologist best known as the programmer of the first rich media authoring tool World Builder, the multimedia programming language SuperCard, a best-selling CD-ROM Titanic: Adventure Out of Time, the DreamFactory REST API platform, and Snapshot Org Management for Salesforce.
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