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Pandemonium! (video game)
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==Development and release== Work on ''Pandemonium!'' began in December 1994, starting with two months spent on learning the dynamics of 3D games.<ref name="EGM88">{{cite magazine|date=November 1996|title=Pandemonium!|url=https://retrocdn.net/images/8/89/EGM_US_088.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=88|pages=148β9}}</ref> The team concentrated on building a prototype level to demonstrate at [[Electronic Entertainment Expo 1995]].<ref name="EGM88"/> Once this was done, set designers and artists were brought on to help create the bulk of the game, bringing the development team up to 30 people.<ref name="EGM88"/> Early in development it was planned to record hundreds of [[One-line joke|one-liners]] for the player characters, similar to the earlier Crystal Dynamics game ''[[Gex (video game)|Gex]]''.<ref>{{cite magazine|date=June 1996|title=Pandemonium|url=https://archive.org/details/GamePro_Issue_093_Volume_08_Number_06_1996-06_IDG_Publishing_US/page/n33/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=93|page=32}}</ref> According to lead designer [[Paul Reiche III]], at the beginning of June 1996 the team decided they wanted the game to be released before [[Thanksgiving (United States)|Thanksgiving Day]] of that year and shifted into "high gear mode".<ref name="EGM88"/> The last 2β3 months of development were devoted to fine-tuning, balancing, and bug-fixing, in particular adjusting the level of detail on levels so as to maintain a consistent [[frame rate]] of 30 frames per second.<ref name="EGM88"/> Having decided to step down as a publisher and focus on development, Crystal Dynamics sold the publication rights for ''Pandemonium!'' to [[Electronic Arts]] once the game was finished.<ref>{{cite magazine|last=Svenson|first=Christian|date=December 1996|title=Pandemonium at EA|url=https://archive.org/details/NEXT_Generation_24/page/n29/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=24|page=28}}</ref> As usual for Crystal Dynamics games, the European publishing rights were given to [[BMG Interactive]]. However, BMG decided against publishing the Saturn version, so Sega of Europe purchased the rights from BMG and published that version.<ref name="SSM19">{{cite magazine|last=Leadbetter|first=Rich|date=May 1997|title=Pandemonium!|url=https://archive.org/details/Official_Sega_Saturn_Magazine_019/page/n21/mode/2up|magazine=[[Sega Saturn Magazine]]|publisher=[[Emap International Limited]]|issue=19|pages=22β25}}</ref> The Saturn EU release date was originally slated for May 1997, but was pushed back to June so that a bug could be fixed.<ref>{{cite magazine|date=July 1997|title=Pandemonium Apologies|url=https://archive.org/details/Official_Sega_Saturn_Magazine_021/page/n7/mode/2up|magazine=[[Sega Saturn Magazine]]|publisher=[[Emap International Limited]]|issue=21|page=8}}</ref> The Saturn, PlayStation and PC versions have 18 levels, while the N-Gage version has 11. In the PlayStation and Saturn versions, progress is saved using a [[password (video games)|password system]]. The Japanese version of the game, called ''Magical Hoppers'', has considerable changes to the story, characters and cutscenes and is distributed by [[Bandai]]. The PlayStation version was released to the [[PlayStation Store]] on October 8, 2009.<ref>{{cite web|first=Grace|last=Chen| url=http://blog.us.playstation.com/2009/10/08/playstation-store-update-106/ |title=PlayStation Store Update|work=PlayStation.Blog |date=October 8, 2009|accessdate=21 September 2015|archive-url=https://web.archive.org/web/20150907193017/http://blog.us.playstation.com/2009/10/08/playstation-store-update-106/|archive-date=7 September 2015}}</ref><ref>{{cite web|author=Spender| url=http://www.siliconera.com/2011/11/30/pandemonium-and-its-sequel-hopping-onto-psone-classics/?amp;utm_medium=feed& |title=Pandemonium And Its Sequel Hopping Onto PsOne Classics|date=November 30, 2011|work=Siliconera}}</ref>
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