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The history of Frederick Raynal's Games
i was jsut looking on the internet and i found some games Frederick Raynal has worked on, im not sure if all of you know the games so i thought i would share them with you all.
The first game is a game called "Popcorn (1988)" Programming: Christophe Lacaze Graphics / Artwork: Frederick Raynal Popcorn is a rather old and popular break-out style game by Lacral software. As far as I can understand from the documentation (all French), the game is supposed to only run adequately on a 8 mhz 8086, but it ran fine on my 8088 a while back. The game is rather self-explanatory - break-out with a nice twist (misc. upgrades to your ship, including ball split into three seperate balls, lasers and a time-limited "fence" preventing your ball from being lost). Popcorn was immensely popular in its day and is considered one of the finer break-out clones ever made (although it's completely in French, so you'll have trouble trying to figure it out if your not french...) The next game id like to show you is a game called "Continuum (1990)" Author: Christophe de Dinechin PC Adaptation: Frederick Raynal Amiga Adaptation: Fabrice Decroix Graphics: Christophe de Dinechin, Frederick Raynal Colouring: Philippe Ponticelli Music: Frédéric Mentzen, Francois Garofalo In Continuum, you pilot a Mobile, a craft which bounces off of the platforms that fill the rooms. The game comprises of 256 rooms, which you explore while in search of 16 crystals and 16 cubes. You bounce from platform to platform, making your way around the room to the doors that lead into other rooms. On the way, you will encounter many other creatures and vehicles, as well as exciting suprizes, such as rooms with reversed gravity. You can play in two modes, emotion and action.
This game is viewed 3rd person to your Mobile via a camera. Left and right rotate your Mobile, space thrusts you foward, and up and down move the camera up and down for optimal viewing. It is in true 3D. The next game id like to show you is a game called "Alone in the dark(1992)" Producer : Vincent DeNardo Director: Frederick Raynal Screenplay: Hubert Chardot, Franck Manzetti Programming: Krisalis Software Ltd. Original Programming: Franck De Girolami, Frederick Raynal 2D Graphics: Yael Barroz, Jean‑Marc Torroella 3D Graphics and Animation: Didier Chanfray Original Music & SFX: Philippe Vachey Casting Director: Lisa Wasserman Voices Recorded at: JEL Recording Studios - Newport Beach CA HP Lovecraft's work is an inspiration for this 3D action adventure game, perhaps the first game which could be termed 'survival horror' and thus an inspiration for hits such as Resident Evil and Silent Hill. Jeremy Hartwood has committed suicide in his Louisiana mansion. You take the role of either Edward Carnby, a private investigator, or Emily Hartwood, Jeremy's niece, and investigate the suspicious death. The three-floor mansion is reputed to be haunted by its eccentric past owner. Very quickly, you realise that it is. Warped rats, zombies and giant worms are among the foes who are after you, and you must somehow escape. The graphics combine 3D people with pre-rendered backgrounds in a manner that was new at the time. Limited weaponry means that you can't go in all guns blazing, you have to plan your attacks. Books in the rooms are not mere props, they can be read to gain further information and clues to solving the game's puzzles. Most of the game is non-linear and encourages exploration. The next game id like to show you is a game called "Relentless: Twinsen's Adventure (1995)" Original Idea: Frederick Raynal Programming: Frantz Cournil, Olivier Lhermite, Serge Plagnol, Frederick Raynal, Laurent Salmeron 3D Objects & Animations: Didier Chanfray Scenery Graphics: Yael Barroz, Jean‑Marc Torroella Story & Design: Yael Barroz, Didier Chanfray, Jean‑Jacques Poncet, Frederick Raynal, Laurent Salmeron Dialog: Jean‑Jacques Poncet Story Coding: Frantz Cournil, Jean‑Jacques Poncet, Sebastien Viannay Video Sequences: Didier Chanfray, Frederic Taquet Music Composed by: Philippe Vachey Testing: Lionel Chaze, Alexis Madinier, Vijay Maharaj, Nicolas Viannay Action/adventure style. You embark as Twinsen, a young Quetch, on a long journey to deliver your home world from the domination of the evil doctor Funfrock. There are different character action modes you can invoke during gameplay--not all of them violent. The game universe is rendered with characters in full 3D, and the environment using isometric graphic tiles. The next game id like to show you is a game called "Time Commando (1996)" Created by: Frederick Raynal Lead Design: Didier Chanfray Project Manager: Serge Plagnol Programming: Marc Bureau du Colombier, Frantz Cournil, Olivier Lhermite, Mickael Pointier Game Programming: Thierry Brochart, Pascal Dubois, Sylvain Truchet Assembler Specialist: Cédric Bermond 3D Object Design and Animation: Arnaud Lhomme, Paul‑Henri Michaud, Sabine Morlat, William Ratajczak, Xavier Wibaut 3D Scenario Design: Virginie Altayrac, Benoit Boucher, Merlin Pardo, Ludovic Rubin 3D movie sequences: Frederic Taquet Music and Sound: Philippe Vachey Sound Effects: Thierry Carron, Christophe Neau Sound Engineer: Patrick Sigwalt A computer infected by virus generates a "time hole". The whole world is in danger, and your task is to save it. You voyage through all kinds of different ages, like roman empire, wild west, our time till to the future. The gameplay itself is Alone In The Dark - like. You control a polygon-hero and fight your way through time. The background graphics are all rendered videos. The next game id like to show you is a game called "Twinsen's Odyssey (1997)" Original Idea: Frederick Raynal Art Director: Didier Chanfray Technical Director: Serge Plagnol Programming: Cédric Bermond, Marc Bureau du Colombier, Frantz Cournil, Laurent Salmeron, Sebastien Viannay 3D Objects & Animation: Arnaud Lhomme, Paul‑Henri Michaud Sets: Yael Barroz, Sabine Morlat, Didier Quentin Scenario & Design: Marc Albinet, Yael Barroz, Didier Chanfray, Frederick Raynal, Laurent Salmeron Dialogue, Acting Direction: Marc Albinet Translation, Voice Recordings: Laurent Salmeron Scenaric Coding: Lionel Chaze, Frantz Cournil, Pascal Dubois Video Sequences: Benoit Boucher, Merlin Pardo After freeing the world of Twinsun from it's evil dictator in the previous game, the hero Twinsen has since gotten married is planning to have a child and has settled down at home. When suddenly Twinsen's friend dino-fly is hurt. Further investigation reveals that there is something strange going on in the skies on Twinsun and indeed... visitors from outer space have arrived. Twinsen once again embarks out on a quest for the good of his world... The game has a similar interface and controls to the first game... indeed, the 4 stances... Normal, Aggressive, Sneaky and Athletic have returned and you will need to use each of them in certain situations, as well as Twinsen's magical ability... to progress. The planet is also still populated with it's various interesting races including Rabbibunnies, Gloums, Blafards and Sups. The next game id like to show you is a game called "Toy Commander (1999)" Creative Director: Frederick Raynal Art Director: Didier Chanfray Original Idea: Didier Chanfray Technical Director: Serge Plagnol Executive Producer: David Chomard Missions Design: Lionel Chaze, David Chomard Script Coding: Lionel Chaze, David Chomard, Pascal Dubois, Alain Jarniou, Hugues Tardif Project Manager: Frantz Cournil Physics, dynamics, algorithmic: Cédrick Collomb Libraries, Tools: Pascal Dubois Libraries, optimisation: Sebastien Viannay Game design: Lionel Chaze, Didier Quentin Resources Control: Lionel Chaze Animation: Arnaud Lhomme, Awen Limbourg, Paul‑Henri Michaud Additional Programming: Awen Limbourg Real time 3D intro: Alain Jarniou Main Programmer: Frantz Cournil Some of the greatest adventures that kids have growing up occur in their imaginations as they play with their toys. Toy Commander is a game that attempts to capture these adventures in an interactive, three dimensional world. The player's perspective is that of the toy vehicles that inhabit a house. The various gameplay areas are all based on rooms in this giant house. Gameplay in Toy Commander is mission based. In each mission, you control one or more toy vehicles to accomplish certain objectives. The objectives in each mission vary widely. In some missions, you must drive an army truck and shoot things, in some you fly helicopters to pick up and drop off objects, and in some you must race against computer controlled vehicles. There is a story line that ties together the missions in single player mode. A coalition of old toys has started a rebellion against the new toys in the house. An evil Teddy Bear, the Toy Commander, is leading this rebellion. It's your job to stop him. In each mission, your basic goal is to complete the task in as short a time as possible. If you meet a certain time goal, the mission is completed. By completing 4 missions, you get to challenge the Boss character in the room. If you successfully destroy the boss, he will assist you in the final fight against the Toy Commander. In addition to the single player mode, there is a 4-player simultaneous deathmatch mode. The next game id like to show you is a game called: "toy racer (2000)" Creative Director: Frederick Raynal Art Director: Didier Chanfray Project Manager, Main Programmer: Frantz Cournil Network programming, Menus, Server: Pascal Dubois Game & Track Design, Script Coding, Resources Manager: Lionel Chaze 2D Artist for Menux, Marketing Support: Sabine Morlat Menus design: Olivier Martin Hidden Vehicles: Romain Chavanne Libraries, Optimization: Sebastien Viannay Physics, Dynamics, Algorithmic: Cédrick Collomb Music, Sound F/X: Philippe Vachey Executive Producer: David Chomard SEGA CREDITS Director of Product Development: Naohiko Hoshino Producer: David Nulty Test Manager: Jason Cumberbatch Lead tester: Nick Bennett Technical Support Manager: Serge Plagnol Spanish Translator: Roberto Parraga Sanchez German Translator: Angelika Michitsch European Product Marketing Manager: Jim Pride European Product Marketing Executive: Mark Fisher Marketing Support UK: Tunde Orelaja, Stuart Turner Marketing Support France: Laurent Boby, Karine Marolle This is an online pseudo-sequel to Toy Commander. Released at the budget price of £5 and a £1 of that went to charity. It had no AI and was only for on/off-line 2-4 player racing. It featured toy cars racing around "real world" environments like the bathroom. Sorry if you already knew this, but i couldnt find anything about all the games he was involved in and i found this information very intreaging. Thanks for reading. Most of the information in this post is off "http://www.mobygames.com"
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#2
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uhm yeah... most of us knew that..
did you know that you can find Popcorn on your LBA2 or TO CD?
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#3
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Nicely compiled, I knew most myself already
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