“Bring the best Major League action to the road! Whether you prefer to play a single game, an entire season with playoffs, or just want to whack the ball out of the park in the Home Run Derby, this game’s got it!
All 30 Major League Baseball teams
Actual updated 2001 teams and player rosters
5 different modes of play – Batting Practice, Exhibition, Season, Playoffs, and Home Run Derby
Strike out batters with multiple pitch types
Use the auto-fielding option for easy play
Maybe one day someone will leak a ROM of this canned port?
At the time Cyclone Studios was mostly known for BattleSport, a “futuristic sports game” published by 3DO in 1997 for their 3DO console, Playstation, Sega Saturn and PC. In BattleSport players battle in small arenas controlling armored hovercraft. The main objective is to shoot an energy ball into a target to score points, while killing your opponents. You could somehow imagine it like a mix between “Rocket League” and “Quake 3 Arena”.
BattleSport was popular enough to deserve a sequel and soon Cyclone Studios started working on BattleSport 2 which was officially announced by 3DO at the time, originally planned for the ill-fated 3DO / Panasonic M2. As wrote by Gamespot:
“Battlesport II (working title) Another former M2 title, Battlesport II is a futuristic sports game planned as a PlayStation-only title due spring of ’98. The first Battlesport game was originally released on the 3DO console system, and it is due for the PlayStation soon through Acclaim.”
“3DO has secured approval from Sony to develop a sequel to BattleSport, one of the better titles for the original 3DO hardware. The game is currently under the working title of BattleSport 2 (no big surprise there) but it may end up as BattleSport Extreme among other possibilities. It has not yet been decided whether the game will focus more on combat or sports, but, “It will be drastically different than the first,” according to a 3DO spokesperson. BattleSport 2 is slated for an early 1998 release.”
Some more details about the game were shared by former Cyclone Studios President Helmut Kobler, in a short interview posted in 1997 on the n64.com website (now closed):
“N64.com spoke with Cyclone Studios President Helmut Kobler, who gave us an idea what the game will be like. “We definitely want to bring a version of BattleSport to N64,” said Kobler, the 28-year-old former University of California at Berkeley student. “We’ve spoken with Nintendo, they’ve given us the OK to make it, but right now we’re focusing on bringing a little more order here in-house before we move on to anything else.”
Cyclone will orchestrate a Nintendo 64-specific title, with loads of changes, abilities no other system will have, and has yet to decide which system the game will be developed for, 64DD or N64 cartridge. “Battlesport is born to be on a system like N64,” Said Kobler. “And there is a possibility of the game going four-player, if two systems could be hooked up. As far as I know, a link up is a possibility, but I can’t speak for Nintendo. […] But we’ll only do the game when we feel it’s right. We’re a small company, and we like it like that, so we need to be ready, and need to manage our resources properly.”
Kobler’s plans to make a version of BattleSport for Nintendo 64 include alterations like improving the graphics so that tanks and arenas will contain a quantifiable leap in polygons, and special effects that will include smoke and exhaust, and an altogether far more detailed world. “You wouldn’t just see a flat wall area, crowds, color, and much more would be seeable. And tanks could destroy certain parts of the arenas,” Kobler says.
[…] Lastly, explained Kobler, the game will have new parts to it, which add to the strategy. “Some of the new elements will include underground and above-ground tunnels to hide from the enemy, and pits as well,” he added.”
In the end BattleSport 2 was still primarily in development for Playstation, but unfortunately it seems that Sony, 3DO and Cyclone Studios were not exactly sure how to enhance this sequel. As we can read in an interview with Lance Lewis (former Cyclone developer):
“MT: What is the current status of 3DO’s BioSwarm for the Playstation?
LL: We actually finished a playable level to demo at E3 in 1998, although it was never shown there. In defense of the game, I think it had really begun to take shape, and it was quite unique. However, this was one of those projects that just had too many “red flags” around it from day one. It was originally a sequel to the 3DO Multiplayer game BattleSport. I believe Sony wasn’t too keen on the idea, so it was redesigned and called N.R.G. (energy… get it?). Again, it wasn’t received too warmly so it was redesigned again to become BioSwarm. All of this was going on while the game retained that same engine, presenting a problem for the design team. I feel technology should be built to house a game, a game shouldn’t have to be restricted by pre-built technology. Now, there was nothing wrong with the technology, it was great in fact… but… it was built to do a particular style of game, so every design after that was obviously going to be limited. Upper management really didn’t care about details like this and so once again the 3DO theme: “Re-use, re-use, re-use…”
Unfortunately Lance Lewis passed away in January 2018; family and friends organized a “celebration of life” ceremony for him in San Jose.
To learn more about this lost game we got in contact with James Hampton, former Lead Game Designer at Cyclone Studios on BioSwarm, who recall when he started working on the project:
“Eddie Ruvinsky and Rob Adams were the lead programmer and artist on the team, and together they put together a playable level that featured these articulated hover ships that Rob had designed. When I started at Cyclone Studios, I was tasked with building a game design based on this prototype.
I agreed that the ships were fun to zoom around the arena they built, and wanted to add some unique mechanics that could help the game stand out in the vehicle combat genre. As a group we brainstormed and came up with a bunch of pop-culture inspired enemies and arenas.
The core idea for BioSwarm (as seen in the storyboards for the intro movie) was that a pair of intergalactic garbage men come across Earth, and when they see how polluted Earth is, they saw as the perfect landfill to dump their toxic waste on. This space trash turns out to be these energy based creatures that travel in swarms which defended itself by bringing stuff to life to fight for them. Each of the arena would be set in different kinds of trash themed locales such as ‘Silicon Slums‘ (where old computers parts and monitors go to die), a nuclear power plant, and even a Vegas like level that focused on ‘trashy pop culture’. Example: in the Automobile wrecking yard level, the swarm summons a boss monster whose body is made up of automobiles and car parts (this is the enemy creature seen in the BioSwarm poster and video). This initial build included a subtle easter egg in that a lot of the cars used in the boss monsters body were based on the vehicles the dev team drove to work every day.
The amazing art duo of Rob Adams and Mark Dixon came up with some excellent concept art to show what these new kind of enemies could be.”
BioSwarm’s gameplay was quite different from its early conception as BattleSport 2. Sports’ mechanics of scoring points by shooting balls in a target were dropped in favor of a more combat-focused gameplay, merging cult classics vehicle combat games such as Twisted Metal and Vigilante 8 with an interesting “flocking Artificial Intelligence”.
As told us by James:
“The goal for the BioSwarm player was to round up these alien energy creatures that defended itself by bringing inanimate objects to life to act as their protectors. Sort of a science fiction take on rodeo lasso-ing using these Hoverships to chase down, lasso and capture the ‘swarm’ of creatures. The Swarm used a “flocking” AI algorithm which resulted in these dynamic movement patterns of the swarm moving as one.”
The team worked hard on BioSwarm until April 1998, when Cyclone Studios were fully merged into 3DO and the project was cancelled so that they could instead focus on titles based on their “Army Men” franchise. They developed “Army Men: Air Attack”, published in 1999 for Playstation, Nintendo 64 and PC.
Before BioSwarm got canned the team was able to develop a “pre-alpha” version, which offered a taste of what the moment to moment gameplay was like. While not everything was implemented, you could control a hover ship in an environment inspired by Three Mile Island / nuclear plants and chase down the swarming creatures and zap them. This early demo was presented to the executives at Cyclone and 3DO, as well as a handful of journalists from some of the game magazines publishing at the time (such as EGM). We hope one day someone could rediscover BioSwarm‘s playable demo to share and preserve it online.
On a curious note, years later after Cyclone Studios merged with 3DO their former office space was used by Thomas Dolby’s company Beatnik to work on audio software solutions and games for Macromedia and shockwave.com. James remembers Dolby shown him a demo of Beatnik’s software remixing “She Blinded me with Science” in the same conference room they used to pitch game ideas while at Cyclone.
Huge thanks to James Hampton for helping us preserving more details to remember this promising lost game. All BioSwarm art was developed by lead artist Rob Adams and Mark Dixon. Also thanks to Ross Sillifant for the contribution!
When 3DO was first revealed in mid 1993 among the games presented by Electronic Arts to support the system there was a nice sci-fi simulation called World Builders Inc. Not much is known about it however in September 1994 the game was already on hold for unknown reasons and in the end it was never released. If you know something else about World Builders Inc, please let us know!
Images from Edge issue 1, EGM issue 48, GameFan issue 1-9 and 1-11, Player One issue 33.
Army Men: Sarge’s Heroes 2 is a third person shooter developed and published in 2000 by 3DO for the Playstation, Playstation 2 and Nintendo 64. In the gallery below you can see the first images that were released for the PS2 version: looking at the graphic in those screens, we can notice that it’s much more definited and detailed than the one seen in the final version. We can assume that these shots were just target renders, created with high-ends PCs or a PS2 development kit, to indicate how the game would have look when it was still too incomplete to show.
DCcodes7 noticed various differences:
Then there are the zombie enemies in the graveyard image, each zombie is different if you look at the image and compare each of the enemies closely. In that very same image the female character – which you get to play as in the game – her design is different in this image than it is in the final. One difference – from what I can tell – is her boots (shoes) are white in this image but are brown in the final game.
In another screen we have the helicopter – up right hand corner of the image – that’s shooting while flying straight at the main character: the way the helicopter fires and how it fly’s is different in the target renders than it is in the final.
In that same image we have a tank, again, not found in this level. There is also the “red target” around the tank, this of course means that auto aim is active and is targeting the tank. Of course the auto aim is still in the game, however the red auto aim target is different in the target renders than it is in the final.
The town seen in one of the images is on fire, which doesn’t happen in the game at all.
In another image we see a scoped version of the M16 weapon: of course the M16 is used but the scoped version of the very same weapon is not however.
Then we have the HUD: that’s seen in all of these target renders, the HUD is different in the final.
Army Brats (aka “Army Men : Arcade Blast” or “Battle Brats”) was a prototype for a new action game that was in development by 3DO in 2000 / 2001 for the original Playstation. This project was supposed to be a sequel to the ArmyMen series of games, with “kid soldiers” instead of the usual ones. The game was later cancelled, before the company was closed down in 2003. A GameBoy Color version was planned too but it had the same bad luck and it was never released. In the gallery below you can check some models that were created for the CG intro of the game.
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