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UGO Alliance   

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Behind The Scenes of The New PlayStation Game
By: Geoff Keighley, Editor-in-Chief

Page 1 of 10

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Last year, Erick Dyke, President of software developer n-Space, was enjoying his vacation in a lush tropical locale, when he received a telephone call from Ron Chaimowitz, CEO of GT Interactive Software. The point of the call was a simple question. As Chaimowitz sat in a downtown New York office building, he grasped the phone, took a deep breath, and asked Dyke, "What would you do if I gave you the Duke


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Click To Expand:  Duke's New Flamethrower

Nukem license to do an original game?" There was silence on the phone, as Dyke considered the magnitude of what had just been offered. He collected his thoughts for a few seconds, and buzzed in with an equally simple answer: "Duke Raider," he said, matter-of-factly imagining the Tomb Raider environment meshed with the Duke Nukem universe. For Dyke and his company, n-Space, this wasn’t their first chance at doing a Duke Nukem product. They actually had the chance to do the PlayStation port of Duke Nukem 3D, but passed on it. Now, they were possibly only days away from scoring the ultimate game license and being able to mold their own original game. The only loose piece of the puzzle? GT and n-Space both needed to convince 3D Realms, the owners of the Duke Nukem license, that they had the skill to create an original Duke property that would remain faithful to the franchise. Would they be able to do it?

Outsiders might have predicted that n-Space would have a hard time selling 3D Realms on the concept, considering their previous track record. This Orlando, Florida developer, independently owned and home to about 35 different programmers, artists, and designers, is primarily assembled of ex-Martin Marietta employees who worked in the advanced simulation group. Their first project was the visually stunning arcade game for Sega, Desert Tank, where the team worked with acclaimed Sega game designer Yu Suzuki.

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Click to Expand: Duke Battles A Pig Cop, In a Kilt?

After working with Sega, n-Space switched sides and signed a contract with Sony Computer Entertainment America as one of the founding developers for the PlayStation. The game they developed, entitled RazorWing, was touted by Sony at the first E3 show as one of the biggest hits due out for the PlayStation in the fall of 1995. I still remember being chauffeured over to the RazorWing kiosk by Sony’s PR people and being shown this "triple A blockbuster title." However, just three months short of completion, RazorWing was canned by Sony, and n-Space had gone from fame to folly within months. The company finally got back on track in 1997 with the mediocre action game TigerShark for GT, but up until now, has never really had a big hit game. Dyke was confident that if all the pieces of the puzzle fell into place, Time to Kill could be their big break.



Goto Page 2: But Was It Their Big Break?  Would n-Space Get the License?  The Story of Duke Nukem: Time To Kill Continues origclk.gif (92 bytes)origclk.gif (92 bytes)origclk.gif (92 bytes)

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G A M E S L I C E : Behind the Scenes of the Game Industry