Area 51 (1995 video game)

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Area 51
Developer(s)Mesa Logic[lower-alpha 1]
Publisher(s)
Producer(s)Rob Rowe
Designer(s)Mike Hally
Robert Weatherby
Steve Caterson
Programmer(s)Charlie Grisafi
Artist(s)Guy Fumagalli
Hector Silva
James Mestemaker
Composer(s)Jeanne Parson
Michael Stein (Uncredited)[1]
SeriesArea 51
Platform(s)Arcade, Microsoft Windows, PlayStation, Sega Saturn
Release
Genre(s)Light gun shooter
Mode(s)Single-player, co-op
Arcade systemAtari COJAG

Area 51 is a light gun arcade game released by Atari Games in 1995.[5] It takes its name from the military facility. The plot of the game involves the player taking part in a Strategic Tactical Advanced Alien Response (STAAR) military incursion to prevent aliens, known as the Kronn, and alien-created zombies from taking over the Area 51 military facility.

Produced as a last-ditch effort to reverse Atari's struggling fortunes, Area 51 largely underwhelmed critics, who compared it unfavorably to contemporary light gun shooters such as Virtua Cop 2, but was well-liked by players and became a major hit. The game was ported to the PlayStation, Sega Saturn and personal computers. Atari further capitalized on its success with Maximum Force, which used the same arcade board and similar graphics techniques and gameplay, and a direct sequel, Area 51.

Gameplay

A screenshot showing the player engaging in a battle with multiple opponents.

This game takes the player through several sections of the facility, including a warehouse and tunnels. The player character is tasked, along with fellow Special Tactical Advanced Alien Response (STAAR) members Lieutenant Stephanie Grant and Sergeant Major Marcus Bradley, to penetrate Area 51 and activate the nuclear self-destruct sequence. The player must defeat genetically modified zombie soldiers and aliens without harming any allied STAAR team members. If nothing but three STAAR team members are shot, the Kronn Hunter mode is started, taking the role of a Hunter, sent by the Kronn to eliminate the rebels.[6]

There are five types of weaponry available. While the player is only given a semi-automatic pistol in the beginning, weapon upgrades are available as targets. The pistol can be upgraded to an automatic machine gun, a pump shotgun, and finally an automatic shotgun. The shotgun weaponry allows a greater field of error for targeting an enemy. Both the machine gun and automatic shotgun allow the player to keep the trigger pressed down to unleash rounds. If the player character is hit by the enemy at any time, the weapon is downgraded back to the pistol.

Grenades are hidden in crates and bonus rooms. When used, they destroy most on screen enemies at once. The player can hold a maximum of nine grenades. In addition, yellow boxes and barrels marked with "flammable" warning symbols can be shot to cause fires or explosions that can harm enemies. By shooting certain objects in the correct sequence, players can unlock shooting exercises, weapon stashes, and bonus items that are not available in the main game plot. Other backdoors allow players to warp ahead to later levels instead of following the game's otherwise linear path.

There are many types of aliens/alien zombies including ones that shoot, punch, fire rockets, and throw things like bricks, grenades, and barrels. Purple alien/alien zombies require more hits than other targets.

Development

An Area 51 arcade cabinet.

In 1994, publisher Atari Games was in desperate need of a hit, having gone years without a single profitable game and losing most of their most talented developers to rival publisher Electronic Arts. As such, they directed Ed Logg to create a light gun shooter, which was one of the most popular game genres in arcades at the time.[7] However, Logg also left to join Electronic Arts while the game, Bounty Hunter, was still unfinished.[7] At this point executives at Atari Games felt it would be safer to entrust development to an external team, and approached Mesa Logic head Robert Weatherby about his team (Hector Silva, James Mestemaker, Guy Fumagali and James Web) taking over Bounty Hunter. After playing Bounty Hunter and finding it underwhelming, Weatherby asked for a few months to come up with and develop a pitch for his own gun game concept, to which Atari agreed.[8]

Weatherby received the inspiration for the Area 51 concept from an article in Popular Science called "Searching for the Secrets of Groom Lake".[8]

Originally the data from the game was to be streamed from a CD player using Cinepak for compression, but since this could only produce a letterboxed display, lead programmer Charlie Grisafi opted to instead run the game on a COJAG (a modified Atari Jaguar used in arcade games) interfaced with a hard disk drive and using Grisafi's own custom compression software.[8] Grisafi recalled:

The amount of rendering required was a huge obstacle. It was originally done by Robert [Weatherby]'s team in Texas but as time went on, the raw horsepower required to do it all became more than they had. I realized that the Silicon Graphics workstations of all the different teams at Atari in California could be a huge resource for doing this. Atari helped us coordinate getting access to all of the systems in the building after hours when the other teams weren't using their systems, so every night we would take over and turn all the SGI systems at Atari into a large render farm.[8]

The game uses digitized video stored on the on-board hard disk, and gibs into which every enemy blows apart when shot, in exactly the same way. While enemies, civilians, and explosions are 2D digitized video sprites, the levels and vehicles are pre-rendered in 3D.

While the STAAR members were rendered with motion capture, the assorted enemies were created with stop motion animation by Sneaky Pete Kleinow.[8][9]

Ports

In 1996, the game was ported to the PlayStation, Saturn, and PC. Because Atari Games had been purchased by WMS Industries in the interim,[10] these versions were published by WMS's Midway Home Entertainment subsidiary. It was re-released on the PlayStation in 2001 by Midway as part of their Midway Classics range.[citation needed] Tiger Electronics later released a handheld version of the game with an LCD screen and small light gun.[citation needed]

The PlayStation version supports fullscreen play, while the Saturn version has a border covering about 15% of the screen. The Saturn version supports all of the console's light guns. The PlayStation version supports the Konami Justifier, but not the Namco GunCon.

Despite the arcade version running on a modified Atari Jaguar, it was never ported on to the system itself. According to Atari Games, by the time of Area 51's release the company no longer saw the Jaguar as a viable platform.[11]

Reception

Reception
Review scores
PublicationScore
AllGameStarStarStarStarHalf star (ARC)[12]
StarStarHalf star (PS1)[13]
StarStarStarStar (SAT)[14]
CVG1/10 (PS1)[15]
EGM5.675/10 (SAT)[16]
GameSpot7.1/10 (SAT)[17]
IGN7/10 (SAT)[18]
Next GenerationStarStarStar (ARC)[20]
StarStar (PS1)[21]
Computer Games MagazineStarStar (PC)[19]
Sega Saturn Magazine72% (SAT)[22]

Area 51 was a major hit in the arcades, selling over 20,000 cabinets.[8] It was cited as the first step in a comeback for Atari Games which brought the company from the brink of financial collapse to being a major force in the arcade industry over just a little more than a year.[23] Executive producer Mark Pierce recalled that the home versions had above average sales by the standards of console light gun games (which typically did not sell as well as other arcade ports, since players could not get the full experience without purchasing a light gun for the console).[7]

Next Generation's review of the arcade version stated that "Area 51 provides shooters with what they want", noting in particular the dark and varied levels, realistic and graduated scenery, intriguing story themes, and fun power-ups. Despite this, the reviewer concluded that the game "stands up better against shooters of the past like Virtua Cop 1 and Mad Dog McCree, and not the current crop."[20] The game took the number one slot in the December 1995 "Player's Choice" chart of RePlay Magazine.[24]

The Saturn port received middling reviews. Critics typically commented that the game is good fun on its own terms but does not compare well to Virtua Cop 2, which was released for the Saturn at roughly the same time.[16][18][22][25] The graphics received mixed remarks due to the graininess of the FMV and the presence of screen borders,[16][18][22][25] and like most console light gun games it was criticized as having very low longevity.[16][18][22][25]

The four reviewers of Electronic Gaming Monthly also found the game too easy, though they praised the retention of all the secret rooms from the arcade version.[16] Lee Nutter summarized in Sega Saturn Magazine, "As shoot 'em ups go Area 51 is not a bad effort, but outclassed by the [Virtua] Cop games in every conceivable way."[22] GamePro gave Area 51 one of its more positive reviews, praising its frenzied pace and concluding, "Area 51's sizzling action easily overcomes its sizable flaws. It's a must for diehard shooters and a superb rental for everyone else."[25]

Jeff Kitts of GameSpot called it "a topnotch shooter". Unlike other reviewers, he found the game's challenge and multiple difficulty levels give it sufficient longevity, and deemed the graphics "superb", citing the constant action and plot development playing out in the photorealistic backgrounds.[17] In a 1998 review of the Saturn version, IGN, while remarking that the game lacks sufficient playtime or extras to last long and does not measure up to Virtua Cop 2, found it to be a well-designed and fun experience in both single player and two-player mode.[18]

Steve Bauman of Computer Games Magazine gave the PC version two stars out of five and wrote, "This is a perfect example why you don't convert some arcade games to the PC." Bauman called the game "repetitive and boring" because of its lack of the arcade version's light gun.[19]

The PlayStation version was largely ignored by contemporary reviewers. A Next Generation reviewer criticized the conversion, but mainly emphasized that Area 51 as a 1997 console game lacked the excitement it had aroused as an arcade game in 1995. He did, however, praise the music and sound effects.[21]

In a retrospective review of the arcade version, Brad Cook of AllGame wrote, "Not only is this game fun, it's not incredibly hard either. [...] The graphics are extremely well done, and it's very fast-paced." He also praised the storyline, attract mode, and varied backgrounds.[12] Anthony Baize of AllGame called the PlayStation version "very exciting." Baize remarked that while the graphics are not as good as the arcade version, they are still solid, and the unlimited continues gives it an advantage over the arcade version.[13] AllGame praised the Saturn version's music and sound, and recommended that players use a light gun instead of a joypad. AllGame also wrote that the graphics were, "Not as crisp as the PS and PC versions but good for the Saturn."[14] In 2001, Stephen Fulljames of Computer and Video Games reviewed the PlayStation version and wrote that it "plays as if it's on rails - the pre-rendered environments offering a totally predictable environment. We challenge anyone not to be bored within a week."[15]

In 1997, Atari Games and Mesa Logic released Maximum Force, a spiritual successor to Area 51 with identical gameplay and aesthetic elements; both games were later re-released in 1998 as one machine called Area 51/Maximum Force Duo.[26] Also in 1998, an arcade sequel titled Area 51 was released.

In 2005, a first-person shooter which shares the name and uses the original as an inspiration was released for the PlayStation 2, Xbox, and PC by Midway Games. It features a more sophisticated storyline and the voices of David Duchovny, Marilyn Manson, and Powers Boothe, and was well-received; the original arcade game makes a brief appearance here as well. In 2007, Midway released BlackSite to PC, Xbox 360, and PlayStation 3, which was received poorly.

Notes

  1. Ported to PC, PlayStation and Sega Saturn by Tantalus and Perfect Entertainment.

References

  1. "Area 51 (Arcade)". https://www.arcade-history.com/index.php?page=detail&id=99. 
  2. "SEGA SATURN Soft > 1997". GAME Data Room. http://tk-nz.game.coocan.jp/gamedatabase/software/DB_SGC3_SS1997.html. 
  3. "Area 51". 1997-06-06. http://www.sega-saturn.com/saturn/software/area51.htm. 
  4. "PlayStation Soft > 1997". GAME Data Room. http://tk-nz.game.coocan.jp/gamedatabase/software/DB_SNC1_PS1997.html. 
  5. Matt Cabral, "Area 51: A History of Violence," PlayStation: The Official Magazine 004 (March 2008): 82-83.
  6. "Gamer's Edge". Electronic Gaming Monthly (Ziff Davis) (87): 127. October 1996. https://retrocdn.net/images/d/dc/EGM_US_087.pdf. 
  7. 7.0 7.1 7.2 Drury, Paul (December 2016). "Mark Pierce Q&A". Retro Gamer (Future Publishing) (163): 49. 
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Drury, Paul (December 2016). "The Making Of: Area 51". Retro Gamer (Future Publishing) (163): 48–53. 
  9. "Arcade – Area 51". Consoles + (M.E.R.7) (51): 146–148. February 1996. https://www.abandonware-magazines.org/affiche_mag.php?mag=51&num=6626&album=oui. 
  10. "News Bits". GamePro (IDG) (94): 17. July 1996. https://archive.org/details/GamePro_Issue_094_Volume_08_Number_07_1996-07_IDG_Publishing_US/page/n17. (Wayback Machine PDF)
  11. Halliwell, Clay (July 1, 1997). "Atari Games on Area 51". Jaguar Explorer Online (White Space Publishers) 1 (2). http://www.atarihq.com/jeo/archive.htm. Retrieved 2019-08-06. 
  12. 12.0 12.1 Cook, Brad. "Area 51 (arcade) Review". http://www.allgame.com/game.php?id=9515&tab=review. 
  13. 13.0 13.1 Baize, Anthony. "Area 51 (PlayStation) Review". http://www.allgame.com/game.php?id=2017&tab=review. 
  14. 14.0 14.1 "Area 51 (Saturn) Review". http://www.allgame.com/game.php?id=1805&tab=review. 
  15. 15.0 15.1 Fulljames, Stephen (August 15, 2001). "Area 51 Review (PlayStation)". http://computerandvideogames.com/article.php?id=7834. 
  16. 16.0 16.1 16.2 16.3 16.4 "Review Crew: Area 51". Electronic Gaming Monthly (Ziff Davis) (91): 58. February 1997. 
  17. 17.0 17.1 Kitts, Jeff (December 17, 1996). "Area 51 Review". https://www.gamespot.com/reviews/area-51-review/1900-2532873/. 
  18. 18.0 18.1 18.2 18.3 18.4 Schneider, Peer (January 2, 1998). "Area 51 Review". http://www.ign.com/articles/1998/01/02/area-51-6. 
  19. 19.0 19.1 Bauman, Steve (1996). "Area 51 (PC) Review". Computer Games Magazine. pp. 1–2. http://www.cdmag.com/action_vault/area_51_review/page1.html. 
  20. 20.0 20.1 "Area 51". Next Generation (Imagine Media) (12): 201. December 1995. https://archive.org/details/nextgen-issue-012/page/n201/mode/2up. 
  21. 21.0 21.1 "Area 51". Next Generation (Imagine Media) (27): 84. March 1997. 
  22. 22.0 22.1 22.2 22.3 22.4 Nutter, Lee (April 1997). "Review: Area 51". Sega Saturn Magazine (Emap International Limited) (18): 62–63. 
  23. "NG Alphas: Atari Comes Alive". Next Generation (Imagine Media) (35): 78. November 1997. https://archive.org/details/NEXT_Generation_35/page/n79/mode/2up. 
  24. Webb, Marcus (March 1996). "Time Warner Interactive is for Sale". Next Generation (Imagine Media) (15): 23. https://archive.org/details/nextgen-issue-015/page/n23/mode/2up. 
  25. 25.0 25.1 25.2 25.3 Air Hendrix (February 1997). "Saturn ProReview: Area 51". GamePro (IDG) (101): 80. https://archive.org/details/GamePro_Issue_101_Volume_09_Number_02_1997-02_IDG_Publishing_US/page/n81. (Wayback Machine PDF)
  26. "Area 51/Maximum Force Duo - Videogame by Atari Games". https://www.arcade-museum.com/game_detail.php?game_id=6908. 
  • Area 51 at GameRankings
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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  • Area 51 (PlayStation) can be played for free in the browser on the Internet Archive


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