"Monsters, explosions, senseless destruction. You've seen the movies, you know what to do."
After a few years hiatus I have come back to my original code and decided to port it to the iPhone ... which has about the equivalent OpenGL graphics power to my SGI indy from 1995.
battalion 1.8 for the iPhone and iPad
Here is the
battalion from the Silicon Graphics homepage in Japan.
... pretty much says it all ...
Here is a battalion
themed cake from 2005, made by Chris Vasilakis. yummy.
out-of-date, classic battalion in GL for Silicon Graphics
battalion 1.3 in OpenGL for Silicon Graphics Workstations, IRIX 5.3 or newer
battalion 1.5.3 for OS-X* battalion 1.5 for Windows
* Unfortunately under OS-X these days the sounds and the music are no longer working. I'll see about fixing that ...
battalion 1.3 for Sun with SunOS 4 battalion 1.3 for Sun with Solaris
battalion for Linux with improvements by Andrew from
ntlworld.com, Eero Tamminen and Simon Boggis
1.3 for AIX PPC
battalion 1.3 for AIX RS6000
battalion 1.3 for BeOs by Ed Silva battalion 1.4 for NetBSD
another version of battalion for Linux and Windows by Jaime Alemany
more data files for battalion byKasper Werther
inspiration for the look of the game came while I was watching
my Japanese laserdisc of 'Radon' (This version lacks the
unending naration of the American version, and all of the people in
do not sound like either George Takei or Keye Luke.) While watching the
battle between the Radons and the army in Sasebo I started making some
drawings and that led to the game.
The idea of playing the army quickly faded as it would have been extremely difficult to control all of the various units involved, so the player was soon playing the monster. And after all, you always did want to be the monster when you were a kid. When I decided to make the game look like the kind of battle children would have with plastic monsters on a model railroad the style of the game all fell into place. I also wanted to make the kind of game that Calvin (from Calvin and Hobbes) would love to play ... though he would probably also want to be able to crush the fleeing citizens.
The one other requirement for the game was that I wanted to have what I
dubbed the 'MechaGodzilla firestorm' from the two 1970's MechaGodzilla
movies, where there were pyrotechnics and coloured rays shooting all
the place. MechaGoogelon originally was to play that role, but I
adding a hero (a non-denominational Ultraman, UltraSeven, Mirror-Man,
pick your favorite) was better suited that purpose ... and its just
fun to fight the hero.
CC&C was a strategy game where you played a movie monster in a major city, eating people, fighting the national guard, trying to avoid stepping on power plants, and keeping a sharp eye out for the mad scientist in his helicopter.
Sabotage was the original(?) 'lone gun emplacement beseiged by paratroopers' game which has since been reincarnated many times on many different platforms.
I want to thank the members of the Electronic Visualization Lab for all their helpful suggestions during the development of this game (though almost all of the suggestions were 'give us more stuff to blow up').
I also want to
thank Ray Harreyhausen, Eiji Tsubaraya, and all the others
who perform magic with pieces of rubber and plastic.