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The 3DO port of the game, which is widely considered to be one of the worst, had suffered due to the limitations of the system and misinformation from the publisher. According to Rebecca Heineman, who had worked on the port, the game's publisher, Art Data Interactive, told her before she agreed to work on it that the version already had new levels, weapons and features and that it only needed to be 'polished'. This was because they thought that to port the game, it was simple enough to take it from one platform to the other and compile the code, whilst adding weapons in it would be as simple as inserting artwork.
Heineman had to begin from scratch starting in August 1995 with a target to complete it by October. With no time to port the original music, she had to record new tracks with a band hired by the publisher. Heineman even had to write specific apps for the 3DO and Logicware in-game logos then delete them from the memory because the console couldn't handle logos. The floors and ceilings in the game were drawn with software rendering due to the 3D limitations of the platform.
Heineman released the source code for the port in 2014 on the website GitHub.
Heineman had to begin from scratch starting in August 1995 with a target to complete it by October. With no time to port the original music, she had to record new tracks with a band hired by the publisher. Heineman even had to write specific apps for the 3DO and Logicware in-game logos then delete them from the memory because the console couldn't handle logos. The floors and ceilings in the game were drawn with software rendering due to the 3D limitations of the platform.
Heineman released the source code for the port in 2014 on the website GitHub.
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