Tron 2.0 Game
Conspiracy_Of_Doves writes "Gamespot has an article about the new Tron 2.0 game in the works to accompany the movie. It looks like they are being very true to the original, the new light cycles are even being designed by Syd Mead, the same guy who designed the old ones. You will get to visit locations from the movie, as well as play around inside desktops and PDAs." IGN has another article on the game. Watch out for the gridbugs.
ah, the life of a bit: yes... no...
...we are from the government - we are here to help...
There once was a movie called Tron
with blinkenlights flashin' off/on
Bruce Boxleitner resisted,
Jeff Bridges assisted
Twas the triumph of brains over brawn
The game reviewed looks impressive, but if you can't wait, then try the free Armagetron
for a 3D light cycles game with "moviepacs" for making the players & grid look true to the orig movie. Network play is v.addictive.
(http://armagetron.sourceforge.net/)
j
I think the beauty of releasing a game like this now - with the way graphics cards & systems have advanced, you can actually make the in game graphics as good as (if not better than?) the original movie graphics.. should be a lot of fun :)
"Hey! Unless this is a nude love-in, get the hell off my property!!"
...and we all know what Disney thinks of the rights of end-users, don't we?
There are countless games out there worthy of your entertainment dollars/pounds/yen. Do the right thing, boycott Disney, and buy one of those other games instead.
If you have to buy this game for nostalgia reasons (hey, I have fond memories of wasting countless childhood hours playing the original Tron arcade machine too) then wait a month or so after the game's release and buy a second-hand copy.
"Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
"Futuristic" as a style was practically created by Syd Mead. I understand he's pretty old, I'm glad he's still around and am realy looking forward to seeing what he comes up with.
You are in a maze of twisty little passages, all alike.
It's slightly disturbing that geeks have their own cultural phenomenons. It's even more disturbing that I'm old enough to recall their introduction. What a blast. I'm not usually a fan of games based on movies but this one looks to be interesting, not so much as a game but as a precursor to a vary promising movie. It looks to be a blast.
--CTH
--Got Lists? | Top 95 Star Wars Line
Naturally: "troff"
...Specialist from the Visual Basic department at Microsoft didn't want to respond on the announcement on slashdot.
Tron was a cool arcade game, but Discs of Tron was, perhaps, one of the coolest games ever made.
Discs of Tron was basically taken from the movie scene with Tron fighting Sark in the arena with balls of energy. They each stood on discs of energy and the goal was to knock your opponent off.
Some called it 'the frisbee game'.
The arcade game was amazing. First, the controls. On the right (or was it left?) you had a joystick with a trigger button and a thumb button. Trigger throws an energy ball, button goes into blocking mode.
On the left, you had a twisty knob that spun freely and used an optical sensor to detect motion. It could also be pulled up and pushed down. It was used to aim your energy ball throw.
Aiming was incredibly precise. Combining the two, you could do strafing shots unlike anything possible in a FPS -- by spinning the knob in time with moving the joystick, you could set up a set of three energy balls in the air that crossed sark's disc in a gridded fashion.
You could also set up amazing rebound shots off the wall and, in later levels, the ceiling. As well, in later levels the discs would move and, if hit by a blob, disappear.
The whole implementation of the game was freakin' perfect. It was so well done.
There were 1,000 of what was called the 'environmental unit' configuration of the cabinets made.
You literally stood inside the environmental unit. It had six channel surround sound-- stereo front, stereo rear, a center channel near the control deck and a bass channel in the rear of the cabinet that you were leaning against.
Totally immersive, especially for 1985 or so.
The implementation was interesting; two Z80s + a totally custom TTL based video computer to handle the 3D vector style (it wasn't truly vector and not everything was vectorized--- there were filled areas) graphics.
Totally kicked ass.
I think it's kind of ironic that when the movie was made, they specifically limited the environments inside the computer to a few basic colors - greys, blues and reds - and to simple geometric stuctures (mostly), to make it a "believable" computer interior. And now with the game coming out trying to mimic the movie, the designers will have to stick to that style, even though it is well within the capability of todays games to present a much richer and more detailed world. So it's like an old, perceived, limitation of the computers that is coming back to haunt them.
Ñ'
No mention of the movie sequel? I mean, come on, it's Disney... why would they be invovled if this wasn't part of a movie tie in, right?
Those who fail to understand communication protocols, are doomed to repeat them over port 80.
Syd Mead also was responsible for much of the design of Blade Runner, and did some work as an artist on Aliens. He has produced work for a couple of video games too...I think Beneath A Steel Sky and one of the Wing Commanders...
Wow. So, not only is Tron 2.0 (aka Tron Killer App) going to be in out in the fall of 2003, but The Matrix Reloaded (aka The Matrix 2) and perhaps The Matrix Revolutions (aka The Matrix 3) will be as well.
2003 is going to be a kick-ass year for geek movies.
I had some trouble getting it to work with MAME last time I tried, maybe it's time to try again.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
It's being put out by Disney Interactive. It looks like it will have FPS elements in it, which will be weird coming from Disney (yay, MickeyHunter 3000!). Just what platforms does Disney usually develop for?
Hey, wait a minute, isn't Disney evil? Oh, that's right. Shiny.
Does anybody else remember the Tron games for Intellivision? They were some of the best ever games for that system.
Tron Deadly Discs was my favourite. It wasn't like the arcade game Discs of Tron, instead you and the enemies ran around a playfield throwing discs at each other. Eventually the Recognizer would come and you'd have to hit it in just the right spot to disable it. It was pretty easy but still lots of fun.
Tron Solar Sailer was the coolest Intellivoice game. It was a pretty weird concept that I can't really describe too well, but it actually had quite a bit to do with the movie.
There was another game, Tron Maze-A-Tron which I didn't think was very good. Basically you just ran around a maze doing stuff.
Of course the arcade games were a lot of fun too but for a youngster with very little money it was a lot nicer to have something to play at home.
It's already been done, the best light cycle redition BY FAR can be seen here.
The light cycle portion is about 1:30 in.
" Essentially, the plot could be summed up in three sentances:
1. Man goes into evil computer
2. Man fights evil computer's minions & evil computer itself
3. Man wins"
That's 2 more sentences than the typical movie/game.
Let's try, shall we?
" 1. Unsinkable Ship Sinks" (Titanic)
" 1. Ugly chick removes glasses, gets the guy" (50% teen movies)
" 1. Guy tries to get beautiful girl, ends up with girl next door after realizing beautiful girl is ugly on the inside" (the other 50%.. 100% if the girl next door removes glasses)
" 1. Kill monsters" (All Quake games)
" 1. Kill nazis" (Wolfenstein)
" 1. Kill aliens" (Alien1-3, Predator 1-2, AvP)
" 1. Drive fast" (GT1-3)
" 1. Drive fast in a stolen car" (GTA1-3)
So I think a 3 line plot isn't too bad.
The original Tron wasn't even that good. I liked it as a kid. Then again, I also liked Airwolf and a lot of other shows that I realized were extremely crappy when I saw them as an adult. Tron was corny and predictable - Tron 2.0 will almost certainly be that, as well as sickeningly sanitized to suit the bland modern Disney.
---If you can't trust a nerd, who can you trust?
I remember seeing the movie Tron, and I thought, how cool it would be if I had computergraphics like that in my computer (an Amiga 1000 at that time). And now, with the advancement of tehcnology, I can have.. without the need for a Cray Y MP! Sometimes technology is so beautiful, it brings tears in my eyes..
p ort95/Architectures/node3.html
P art2
We're getting DAMN close.
[From this website]
http://www.netlib.org/benchmark/top500/reports/re
1.1.2 The Cray Y-MP T90 (Triton)
Machine type: Shared-memory multi-vectorprocessor.
Models: Y-MP T90.
Operating system: UNICOS (Cray Unix variant).
Compilers: Fortran, C, C++, Pascal, ADA.
System parameters:
Model Cray Y-MP T90
Clock cycle 2.2 ns
Theor. peak performance:
Per processor 1.818 Gflop/s
Maximal 58.2Gflop/s
Main memory 8 GB
Memory bandwidth:
Single proc. bandwidth 21.8 GB/s
No. of processors 2-32
Performance:
19.5 Gflop/s
28.8 Gflop/s
Note: The and values as given above stem from a 16 processor T90 (T916).
The T90 is the successor of the the Cray Y-MP C90 and in almost all respects the machines are similar. As in the C90, the number of arithmetic vector pipe sets is four. The performance of a full T90 CPU is slightly less than four-fold that of a maximal C90 system. This is brought about by lowering the clock cycle from 4.1 to 2.2 ns and by doubling the number of CPUs from 16 to 32.
The machines from Cray Research Inc. are at this moment the only ones with a memory bandwidth as seems optimal for vector processors: two operands can be loaded and one result can be stored in one cycle for each pipe set. For the C90 this meant that the relative bandwidth to the CPUs had to be doubled from 24 to 48 bytes/cycle. This has indeed been accomplished and observed results indicate that for the C90 the performance scales up with the clock cycle and the number of functional units.
The Cray Y-MP T90, C90, and M90 systems do not have separate scalar processors but scalar- and vector code have to share the same functional units. Theoretically, the absence of separate scalar processors might impair the throughput speed, however, in practice the drawbacks seem rather limited.
[end of line]
The interesting thing was CRAY was selling a "CRAY on a chip" back in 1988.
Intel 860 (1988). 'Cray-on-a-chip'. Scary!
http://www3.sk.sympatico.ca/jbayko/cpu5.html#Sec5
"Face it, a nation that maintains a 72% approval rating on George W. Bush is a nation with a very loose grip on reality.