Interstate '76
28/03/97 23:54 Filed in: Activision | I76
Most websites say that Interstate ’76 was released in March 1997, but it seems to me that it had to be before that. Those years are certainly a fog for me nowadays.
I started at Activision in Nov 1995. I worked on MechWarrior II NetMech for a few months until I moved to the Interstate ’76 team who had originally hired me. I think I moved to downstairs to the I’76 team somewhere between January to March of 1996. We worked on I’76 for about 9 months as I remember, because that was the default production schedule in those days. When we went to E3 1996 at the LA Convention Center, we were really getting close to finishing the game.
I guess the websites are correct, and my internal time clock is what’s messed up.
One of my proudest contributions to this game is an effect we called the wiggle-burger. Whenever you collide the car into another car with a great force, the screen would blur in an oscillation that would settle back to normal. No game had ever had any effect like this before.
I also wrote all the weapons, explosions, internal cockpit displays
I started at Activision in Nov 1995. I worked on MechWarrior II NetMech for a few months until I moved to the Interstate ’76 team who had originally hired me. I think I moved to downstairs to the I’76 team somewhere between January to March of 1996. We worked on I’76 for about 9 months as I remember, because that was the default production schedule in those days. When we went to E3 1996 at the LA Convention Center, we were really getting close to finishing the game.
I guess the websites are correct, and my internal time clock is what’s messed up.
One of my proudest contributions to this game is an effect we called the wiggle-burger. Whenever you collide the car into another car with a great force, the screen would blur in an oscillation that would settle back to normal. No game had ever had any effect like this before.
I also wrote all the weapons, explosions, internal cockpit displays
