Paradigm Entertainment

Last updated

Paradigm Entertainment Inc.
Company type Subsidiary
Industry Video games
PredecessorParadigm Simulation
FoundedMarch 1990;34 years ago (1990-03)
Addison, Texas, U.S.
DefunctNovember 5, 2008 (2008-11-05)
FateDissolved
Headquarters Farmers Branch, Texas, U.S. [1]
Key people
Dave Gatchel (general manager)
ProductsSee game titles
Number of employees
57 (as of November 2008) [1]
Parent Atari, Inc. (2000-2006)
THQ (2006-2008)
Website www.pe-i.com at the Wayback Machine (archived July 15, 2006)

Paradigm Entertainment Inc. (previously part of Paradigm Simulation) was an American video game development company. Paradigm is perhaps best known for its vehicle simulation games. Founded as a 3D computer graphics company in 1990, Paradigm primarily worked on realistic flight simulation technology for major space and aviation clients. The company got its start in game development when it was contacted by Nintendo in 1994 to aid in the creation of one of the Nintendo 64's launch titles, Pilotwings 64 . The game was a critical and commercial success for the developer, causing the simulation and entertainment divisions of Paradigm to separate and focus on their respective products. The newly independent Paradigm Entertainment continued to develop for Nintendo's 64-bit console. After a short partnership with Video System, Paradigm was acquired as a wholly owned subsidiary of Infogrames in 2000 and began developing games for sixth-generation video game consoles. Paradigm was sold to THQ in 2006 and was ultimately closed in 2008.

Contents

History

Paradigm Simulation was founded in 1990 as a company based in Addison, Texas. It initially focused on creating commercial products for graphics developers, including military training simulations for pilots and ship captains and a lengthy client list that included the United States Department of Defense, The Walt Disney Company, NASA, Lockheed Martin, Boeing, and McDonnell Douglas. [2] [3] [4] Paradigm acted as a proponent of 3D computer graphics and virtual reality in the mid-1990s with its applications including the IRIS GL-based VisionWorks and the Performer-based Vega, which were used on Silicon Graphics workstations. [5] Project sales for the company were $7 million in 1995, up from $3.5 million in 1994. [6] During that time, the company frequented the annual Consumer Electronics Show, SIGGRAPH, and Electronic Entertainment Expo (E3) conferences with its 3D technological demonstrations. [7] [8] [9] [10]

Nintendo reportedly contacted Paradigm in 1994 after it co-developed a realistic flight simulator called "Hornet" with the entertainment company Magic Edge Inc. [11] [12] Through connections to Silicon Graphics, designers of the Nintendo 64, Paradigm worked for nine months starting that same year on a technology base for its own Nintendo 64 software. [13] At E3 in May 1995, engineers from Paradigm aided Nintendo in polishing a demo of the Nintendo 64 shown for developers and distributors in a whisper suite. [14] Paradigm partnered with Nintendo the following month to begin development on Pilotwings 64 , one of the first games available for the new console worldwide. [13] The game was a success for the company, accounting for half of its revenues by the beginning of 1997 and had sold over one million copies worldwide by February 1998. [15] [16] In May 1996, one month prior to the console's Japanese launch, Paradigm released a turnkey development bundle titled "Fusion 64". [4] [17] [18]

In March 1997, the entertainment wing was spun off to concentrate solely on video game production. [19] [20] The simulation division completed a merger with Multigen Inc. in October 1998 and was acquired by Computer Associates International Inc. in 2000. [21] [22] Multigen-Paradigm is now part of Presagis. [5] In the early years as an independent studio, Paradigm Entertainment had a short, three-game partnership with the Japanese publisher Video System. [23] The partnership ended with a lawsuit by the Texas-based developer against Video System regarding the latter's supposed breach of contract in the development and publishing of the flight simulator Harrier 2001. [24] [25]

At the start of 1999, Paradigm announced another 3D rendering and development tool called "VisKit", which was intended for use in creating next-generation console games being ported to multiple systems. [26] [27]

Sale to Infogrames, THQ and closure (2000-2008)

On June 29, 2000, Paradigm Entertainment was acquired by Infogrames Entertainment SA for $19.5 million or up to 700,000 Infogrames shares. Infogrames transitioned ownership over to their U.S. subsidiary; Infogrames, Inc.. [28] [29]

After the purchase, Paradigm began to develop games for the sixth-generation consoles (PlayStation 2, GameCube, Xbox, and Dreamcast) after its final Nintendo 64 release Duck Dodgers Starring Daffy Duck . Works released during this time include an enhanced remake of the classic arcade game Spy Hunter , motocross racing games, and games based on the Terminator and Mission: Impossible multimedia franchises.

Following the stock market downturn, and in the light of poor game sales, Atari began to divest of its internal development studios in an effort to financially restructure. In spite of not having produced a profitable game in over six years, and a steady exodus of talent, Paradigm was sold in May 2006 to THQ. [30] Although Paradigm's release Stuntman: Ignition and THQ's Juiced 2: Hot Import Nights were the parent company's top sellers in their release quarter, THQ reported overall financial losses of $16.3 million during the first half of its 2007 fiscal year. [31] "While we have shipped more than 1 million units worldwide on each of these titles, this is significantly below our internal forecast", stated THQ's CEO Brian Farrell. "In both cases we did not receive our required game play mechanic and overall product quality targets. Quality matters and we missed the mark." [32] On November 3, 2008, the company officially ceased operations. [1] [33] Paradigm's general manager Dave Gatchel went on to serve the same position at THQ's studio in Montreal [34] and is currently working at Ubisoft Montreal following the studio's acquisition by Ubisoft in 2013. The remaining staff relocated to other companies, such as Gearbox Software.

Games developed

YearTitlePlatformsNotes
1996 Pilotwings 64 Nintendo 64
1997 Aero Fighters Assault
1998 F-1 World Grand Prix
1999 Beetle Adventure Racing HSV Aventure Racing in Australia [35]
F-1 World Grand Prix II Europe only
2000 Duck Dodgers Starring Daffy Duck
Indy Racing 2000
2001 MX Rider PlayStation 2
Spy Hunter
2002 Big Air Freestyle GameCube
The Terminator: Dawn of Fate PlayStation 2
Xbox
2003 Mission: Impossible – Operation Surma PlayStation 2
Xbox
GameCube
2004 Terminator 3: The Redemption
2006 Battlezone PlayStation Portable
2007 Stuntman: Ignition Xbox 360
PlayStation 3
PlayStation 2
Unannounced first-person shooter [36] Xbox 360
PlayStation 3
PC
Cancelled
Magic Karts [36] PlayStation 2
Asteroids 3D [36] Xbox
Skies [20] [37] Heat.net
Harrier 2001 [24] Nintendo 64
Pilotwings 64 sequel [38]
Beetle Adventure Racing II [39]

Related Research Articles

<i>Kid Icarus</i> 1986 video game

Kid Icarus is a platform video game developed and published by Nintendo for the Family Computer Disk System in Japan and the Nintendo Entertainment System in Europe and North America. It was released in Japan in December 1986, in Europe in February 1987, and in North America in July.

<span class="mw-page-title-main">Nintendo 64</span> Home video game console

The Nintendo 64 (N64) is a home video game console developed and marketed by Nintendo. It was released in Japan on June 23, 1996, in North America on September 29, 1996, and in Europe and Australia on March 1, 1997. The successor to the Super Nintendo Entertainment System, it was the last major home console to use cartridges as its primary storage format until the Nintendo Switch in 2017. As a fifth-generation console, the Nintendo 64 primarily competed with Sony's PlayStation and the Sega Saturn.

<i>Donkey Kong 64</i> 1999 video game

Donkey Kong 64 is a 1999 platform game developed by Rare and published by Nintendo for the Nintendo 64. It is the only Donkey Kong game to feature 3D gameplay. As the gorilla Donkey Kong, the player explores themed levels to collect items and rescue his kidnapped family members from King K. Rool. The player completes minigames and puzzles as five playable Kong characters—each with their own special abilities—to receive bananas and other collectibles. In multiplayer modes, up to four players can compete in deathmatch and last man standing games.

<span class="mw-page-title-main">Rare (company)</span> British video game developer

Rare Limited is a British video game developer and a studio of Xbox Game Studios based in Twycross, Leicestershire. Rare's games span the platform, first-person shooter, action-adventure, fighting, and racing genres. Its most popular games include the Battletoads, Donkey Kong, and Banjo-Kazooie series, as well as games like GoldenEye 007 (1997), Perfect Dark (2000), Conker's Bad Fur Day (2001), Viva Piñata (2006), and Sea of Thieves (2018).

<i>Pilotwings 64</i> Nintendo 64 game

Pilotwings 64 is a flight simulation video game developed by Nintendo and Paradigm Simulation and published by Nintendo for the Nintendo 64. It was one of three launch titles for the Nintendo 64 in Japan as well as Europe and one of two launch titles in North America, along with Super Mario 64. Pilotwings 64 is a sequel to Pilotwings for the Super Nintendo Entertainment System, which was a North American launch game for its respective console in 1991. Also like that game, Pilotwings 64 received production input from Nintendo producer and EAD General Manager Shigeru Miyamoto.

<i>Pilotwings</i> (video game) 1990 video game

Pilotwings is a flight simulation video game developed and published by Nintendo for the Super Nintendo Entertainment System. The game was originally released in Japan in December 1990, shortly after the launch of the Super Famicom in the country. It was also released as a launch title for the SNES in August 1991 in North America, with a European release following in 1992.

<i>Sonic Advance</i> 2001 platform video game

Sonic Advance is a 2001 platform video game developed by Sonic Team and Dimps and published by Sega for the Game Boy Advance. It was the first Sonic the Hedgehog game to be released on a Nintendo console with Sonic Adventure 2: Battle on the GameCube, and was produced in commemoration of the series' tenth anniversary. The story follows Sonic, Tails, Knuckles, and Amy as they journey to stop Doctor Eggman from taking over the world. Controlling a character, players are tasked with completing each level, defeating Eggman and his robot army, and collecting the seven Chaos Emeralds.

<i>Sonic Advance 2</i> 2002 video game

Sonic Advance 2 is a 2002 platform game developed by Dimps and published by Sega for the Game Boy Advance. It is an installment in the Sonic the Hedgehog series and the sequel to 2001's Sonic Advance. The story follows Sonic as he sets out to save his friends and retrieve the seven magical Chaos Emeralds from Dr. Eggman. Gameplay consists of the player completing various levels as one of five characters, each with their own unique attributes. After each zone is completed, the player faces Dr. Eggman in a boss battle.

<span class="mw-page-title-main">Accolade (company)</span> American video game company

Accolade, Inc. was an American video game developer and publisher based in San Jose, California. The company was founded as Accolade in 1984 by Alan Miller and Bob Whitehead, who had previously co-founded Activision in 1979. The company became known for numerous sports game series, including HardBall!, Jack Nicklaus and Test Drive.

<i>WCW vs. nWo: World Tour</i> 1997 video game

WCW vs. nWo: World Tour is a professional wrestling video game released in 1997 for the Nintendo 64 game console. Released at the peak of World Championship Wrestling's (WCW) dominance in the Monday Night War, World Tour was THQ's first foray into the N64 wrestling scene and is a semi-sequel to the lesser known WCW vs. the World for the PlayStation. It is the second best-selling wrestling game for the N64 console.

<i>WCW/nWo Revenge</i> 1998 video game

WCW/nWo Revenge is a professional wrestling video game released in 1998 for the Nintendo 64 game console. It is the sequel to 1997's WCW vs. nWo: World Tour. Like its predecessor, Revenge features AKI's proprietary grappling system; as well as heavily improved graphics, a championship mode, and a large roster of wrestlers.

<i>WWF No Mercy</i> (video game) 2000 professional wrestling video game

WWF No Mercy is a professional wrestling video game released in 2000 by THQ for the Nintendo 64. It is based on the World Wrestling Federation and is named after the company's annual event of the same name. Developed by Asmik Ace Entertainment and AKI Corporation, No Mercy is the last in a series of Nintendo 64 wrestling games from the companies that started with WCW vs. nWo: World Tour.

<i>V-Rally</i> (video game) 1997 video game

V-Rally is a racing video game developed by Infogrames Multimedia and released for the PlayStation console in 1997. The first game in the V-Rally series, it is based on the 1997 and 1998 World Rally Championship seasons, and features officially licensed cars and tracks inspired by real locations of rally events. Players drive rally cars through a series of stages spread over eight different locations, ranging from European countries like England, Spain or Sweden, to island countries such as Indonesia and New Zealand. As a simulation game, V-Rally places a strong emphasis on replicating the behavior physics of real cars and generally requires more practice than arcade-style racers.

<i>Mario Artist</i> 1999–2000 video game suite

Mario Artist is an interoperable suite of three games and one Internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.

<i>Aero Fighters Assault</i> 1997 video game

Aero Fighters Assault is an arcade-style combat flight simulator developed by Paradigm Entertainment and published by Vic Tokai and Video System for the Nintendo 64 in 1997.

<span class="mw-page-title-main">Nintendo video game consoles</span>

The Japanese multinational consumer electronics company Nintendo has developed seven home video game consoles and multiple portable consoles for use with external media, as well as dedicated consoles and other hardware for their consoles. As of September 30, 2021, in addition to Nintendo Switch, Nintendo has sold over 863.07 million hardware units.

<i>Pilotwings Resort</i> 2011 video game

Pilotwings Resort is a flight simulation video game for the Nintendo 3DS handheld game console, developed by Monster Games and published by Nintendo. It is a sequel to the 1990 Super NES video game Pilotwings and the 1996 Nintendo 64 game Pilotwings 64 as well as a spinoff of the 2009 Wii game Wii Sports Resort. Similarly to its predecessors, it was confirmed as a launch title in North America and Europe for the 3DS. In Japan, Australia and New Zealand, it was released on April 14, 2011.

Pilotwings is a series of flight simulation video games beginning with the 1990 video game Pilotwings and most recently Pilotwings Resort in 2011. One of Nintendo's franchises, the series was released on the Super Nintendo Entertainment System, Nintendo 64, and Nintendo 3DS.

References

  1. 1 2 3 Case, Brendan M. (November 7, 2008). "U.S. jobless rate climbs to 6.5 percent, a 14-year high". The Dallas Morning News . Retrieved April 3, 2010.
  2. "Paradigm Entertains". Nintendo Power . No. 92. Nintendo of America. January 1997. p. 103.
  3. "Special Features: Pilotwings 64". Electronic Gaming Monthly . No. 86. Ziff Davis. September 1996. p. 63.
  4. 1 2 "Paradigm Simulation announces 3D game development system for Nintendo 64; Nintendo selects Paradigm Simulation to provide turnkey solution for Nintendo 64 game developers". AllBusiness.com. May 16, 1996. Retrieved January 27, 2010.
  5. 1 2 "Multigen-Paradigm Celebrating 25th Anniversary". Presagis. December 1, 2005. Archived from the original on March 15, 2010. Retrieved February 12, 2010.
  6. van Bakel, Rogier (August 1995). "Getting Real: VR Grows Up". Wired Magazine. Archived from the original on June 4, 2011. Retrieved January 29, 2010.
  7. Coy Peter; Hof, Robert D. (September 4, 1995). "3-D Computing". BusinessWeek. Archived from the original on June 4, 2011. Retrieved January 27, 2010.
  8. "CINEMATRIX: News & Events". Cinematrix. Archived from the original on December 23, 2009. Retrieved January 27, 2010.
  9. Martens, William (September–October 1995). "Spatial Sound at SIGGRAPH: Is it 3D?". CyberEdge Journal. CyberEdge Information Systems. Archived from the original on March 21, 2006.
  10. Dunn, Ashley (May 22, 1996). "Next Generation Gaming Visions". The New York Times. Archived from the original on June 11, 2011. Retrieved January 26, 2010.
  11. Siemplenski, Janel (November 4, 1994). "War's technology brings realism to the arcade". Dallas Business Journal . American City Business Journals. Archived from the original on October 21, 2012. Retrieved February 10, 2010.
  12. "Magic Edge & Paradigm Simulation To Develop New Game System". Real Time Graphics. Vol. 3. Computer Graphics Systems Development Corp. July 1994. p. 11.
  13. 1 2 Carless, Simon (July 26, 2006). "Q&A: Paradigm Entertainment On Stuntman, Pilot Wings". Gamasutra. Archived from the original on October 18, 2012. Retrieved November 21, 2009.
  14. Shepard, Steve (1996). "MIPS: Nintendo 64-Milestones". MIPS Technologies. Archived from the original on February 4, 2002. Retrieved January 28, 2010.
  15. IGN staff (January 22, 1997). "Paradigm Considers Publishing". IGN. Archived from the original on June 15, 2011. Retrieved January 24, 2010.
  16. IGN Staff (February 4, 1998). "Paradigm's Side of the Story". IGN. Archived from the original on June 15, 2011. Retrieved November 21, 2009.
  17. "Is Nintendo a Street Fighter Now?". BusinessWeek. August 29, 1994. Archived from the original on January 15, 2016. Retrieved January 27, 2010.
  18. "10 reasons why Nintendo 64 will kick Sony's and Sega's ass (& reasons why it won't)". Next Generation Magazine . No. 20. Imagine Publishing. August 1996. p. 41.
  19. IGN staff (April 22, 1997). "Paradigm Entertainment Goes Independent". IGN. Archived from the original on June 15, 2011. Retrieved January 25, 2010.
  20. 1 2 Jonric (August 5, 1998). "Skies Interview". IGN. Archived from the original on January 19, 2011. Retrieved February 11, 2010.
  21. "Article: PR Newswire Southwest Summary, Tuesday, October 6, to 1:00 EDT". PR Newswire. October 6, 1998. Retrieved January 27, 2010.[ dead link ]
  22. Jones, K.C. (January 6, 2006). "CA Moves Ahead With Acquisition, Resale Plans". Information Week . Retrieved January 25, 2010.
  23. IGN staff (January 15, 1997). "Paradigm Announces Partnership with Video System". IGN. Archived from the original on June 15, 2011. Retrieved January 29, 2010.
  24. 1 2 IGN staff (December 8, 1999). "Harrier Goes to Court". IGN. Archived from the original on June 15, 2011. Retrieved January 29, 2010.
  25. "Loislaw Federal District Court Opinions PARADIGM ENTERTAINMENT v. VIDEO SYSTEM CO., (N.D.Tex. 2000)". Wolters Kluwer. March 3, 2000. Archived from the original on July 21, 2011. Retrieved February 6, 2010.
  26. "New Products: Paradigm Announces VisKit". Dr. Dobb's Journal . CMP Technology. January 1, 1999. Archived from the original on August 11, 2011. Retrieved February 13, 2010.
  27. IGN staff (June 29, 2000). "Infogrames Purchases Paradigm". IGN. Archived from the original on June 11, 2011. Retrieved February 13, 2010.
  28. "INFOGRAMES ENTERTAINMENT ACQUIRES PARADIGM ENTERTAINMENT" (PDF). Atari. June 29, 2000. Archived from the original (PDF) on October 8, 2011. Retrieved November 21, 2009.
  29. Jordan, Jon (April 11, 2007). "The Euro Vision: 'Bye-Bye Bruno'". Gamasutra. Archived from the original on October 18, 2012. Retrieved February 12, 2010.
  30. Carless, Simon (May 10, 2006). "E3: Atari, Infogrames Sell Stuntman, Timeshift, Games.com, Paradigm". Gamasutra. Archived from the original on November 10, 2009. Retrieved November 21, 2009.
  31. "THQ in the red in 2Q". Los Angeles Business Journal. November 2, 2007. Retrieved January 29, 2010.
  32. "THQ Poor Financials And Unreal Engine "Challenges"". Spong. October 23, 2007. Retrieved February 12, 2010.
  33. Sinclair, Brendan (November 4, 2008). "THQ shutters five studios, trims two". GameSpot. Archived from the original on February 26, 2009. Retrieved November 21, 2009.
  34. MacMedan, Julie (December 3, 2009). "THQ Announces New Development Studio in Montreal". The Wall Street Journal. Retrieved January 29, 2010.[ dead link ]
  35. IGN staff (November 17, 1999). "There are No Beetles in Australia". IGN. Archived from the original on June 15, 2011. Retrieved January 25, 2010.
  36. 1 2 3 "superannuation". superannuation. Archived from the original on July 17, 2011. Retrieved January 29, 2010.
  37. "25 Breakthrough Games: A Guide to the Next Level in Videogames". Next Generation . No. 35. Imagine Media. November 1997. p. 52.
  38. IGN staff (June 18, 1997). "E3: PilotWings 2 Confirmed". IGN. Archived from the original on February 13, 2010. Retrieved November 29, 2009.
  39. Casady, Raymond. "Resume". EpicWalnut.com. Archived from the original on August 27, 2013. Retrieved August 30, 2022.