![]() ![]() Nanosaur 2 is the first stereoscopic game released for the Mac. Its success has helped to spawn other Pangea games, like Bugdom, Cro-Mag. A lot of people dismiss the first-person camera as a gimmick. One Pteranodon egg is left behind, and it is the eponymous hatchling that becomes the. Others think it reduces the game to a generic shooter. But RED DEAD 2 was made for first-person. It enhances the gameplay in almost every way and provides a much deeper experience overall. It might take a bit of adjusting at first, but trust me. ![]() Smaller dinosaurs are weaker but have less vulnerability points larger ones are stronger but have more vulnerability points. Powerful dinosaur are more rare to come by, and the player can dispose of the common kinds. In the story mode, the player traces a line across the field and any fossil concealed within the line is revealed. Enemies that collide with the line will send out a yellow "bullet" which will follow the line toward the player until it strikes or the player reaches an area of security. If the player collides with an enemy, the player loses a life. If an enemy is trapped within the line, removed "that enemy is vaporized. That search for the origins of life - or at least the origins of Petey Johnson's colicky little brother - changed my life. From this simple quest I developed a yearning to learn how things are made.īecause that yearning is so strong, it shouldn't surprise you that I've spent the last few weeks questioning several big guns in the Mac gaming business about how games are conceived and brought to market. Subscribe to IDG.net's free daily newsletters Questions about computers? Let IDG.net's editors help you Although the answers aren't as shocking as those from my elementary-school days, many are just as unexpected. If you have an iMac or iBook, you have not only a cool computer but one that contains the work of Brian Greenstone, creator of the delightful 3-D games Nanosaur and Bugdom - games that are bundled with the iMac and iBook. Brian's company, Pangea Software, is one of the few outfits creating commercial games for the Macintosh only. I couldn't think of a better person to ask about the genesis of a Mac game. The first startling revelation was that, at least in Brian's case, games don't begin with a concept or plot - that this game will be about a bug that dashes through various levels avoiding enemy insects and freeing the fair ladybugs - but with the tools used to create the game. I'd always assumed that writing a game would be like writing a screenplay: come up with a story, map out scenes, write it up, and lose your profits to a collection of Hollywood sleazebags. "I typically get the inspiration for the game from the code itself," Brian explained. ![]()
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