Software:Zone Hunter
| Zone Hunter | |
|---|---|
Attract title screen | |
| Developer(s) | Taito, Virtuality Group |
| Publisher(s) | Taito, Virtuality Group |
| Designer(s) | Andy Smith |
| Programmer(s) | Jason Woodward Tarique Naseem |
| Artist(s) | Mark Hardisty |
| Composer(s) | Mike Adams |
| Platform(s) | Arcade |
| Release |
|
| Genre(s) | First-person shooter, rail shooter |
| Mode(s) | Single-player, multiplayer |
| Arcade system | 2000SU[1] |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a virtual reality first-person rail shooter video game developed and published in conjunction by Taito and Virtuality Group in 1994 for arcades, though the former is not credited in-game.[2]
Gameplay
Zone Hunter is a first-person shooter, and was one of the first VR arcade games.[3]
Development and release
Zone Hunter was co-developed by the UK-based virtual reality company Virtuality Group and the Japanese arcade specialist Taito. It was the first title in Virtuality's second generation (2000 series) of products introduced in 1994.[4][5][6][7][8][9] It was produced at the same time as Sega's virtual reality Model 1 arcade game TecWar,[lower-alpha 1] which was also a joint effort with Virtuality.[10][11] Taito conceived Zone Hunter and worked alongside Virtuality as a deal to bring the game into Japanese arcade markets under their banner.[2] Due to low sales in the region, Taito terminated the deal between them and Virtuality, with the latter opening their own office in Japan afterwards.[2]
A port for the Atari Jaguar was announced and planned to be released alongside the Jaguar VR headset peripheral at launch.[12][13][14][15][16][17] A demo was created for demonstration purposes.[18][19][20] However, neither the port nor the peripheral were ever released due to problems between Virtuality and Atari Corporation in their deal.[21][22]
Reception
| Reception | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||
Next Generation said that the game was neither as fun or playable as Doom, nor as "good looking" as Virtua Cop.[3] Reviewing the game at Sega World, Sega Pro rated the game eight out of ten and concluded that "Virtuality's hard work and R&D is finally paying off" despite it not having "the final stroke of realism to put you in a Lawnmower Man-esque situation."[24] Brian Osserman of Intelligent Gamer commented, "The game is fun, but it is highly questionable whether it is worth $5 a shot."[25]
Notes
References
- ↑ "Zone Hunter". https://www.arcade-history.com/?n=zone-hunter&page=detail&id=12512.
- ↑ 2.0 2.1 2.2 Pedrazzini, Fabrizio; Williams, Kevin. "TAITO - VIRTUALITY - ZONE HUNTER - (VIRTUAL REALITY GAME)". The Strange (and Rare) Videogame Pics Page. http://faberp.tripod.com/zh.htm.
- ↑ 3.0 3.1 3.2 Next Generation staff (October 1995). "Finals - Arcade - Zone Hunter". Next Generation (Imagine Media) (10): 130. ISSN 1078-9693. https://archive.org/stream/nextgen-issue-010/Next_Generation_Issue_010_October_1995#page/n131/mode/1up.
- ↑ McFerran, Damien (June 2007). "The Rise and Fall of Virtuality". Retro Gamer (ImaginePublishing) (38): 77. ISSN 1742-3155. https://archive.org/details/retro-gamer-raspberry-pi-buenos-aires/Retro%20Gamer%20038/page/77/mode/1up.
- ↑ The Whizz (May 1994). "The Cutting Edge: Taking You into the Technology of Tomorrow". GamePro (IDG) (58): 18. ISSN 1042-8658. https://archive.org/details/GamePro_Issue_058_May_1994/page/n19/mode/1up.
- ↑ EGM staff (May 1995). "Arcade Action: The Ever Expanding World of... VR". EGM2 (Sendai Publishing) (11): 82. ISSN 1058-918X. https://archive.org/details/egm-2-volume-1-issue-11-may-1995/page/82/mode/1up.
- ↑ Play Meter staff (October 1995). "Games at a Glance". Play Meter (Skybird Publishing) 21 (11): 95. ISSN 1529-8736. https://archive.org/details/play-meter-volume-21-number-11-october-1995/Play%20Meter%20-%20Volume%2021%2C%20Number%2011%20-%20October%201995%20%28Compressed%29/page/95/mode/1up.
- ↑ Play Meter staff (May 1995). "ACME '95". Play Meter (Skybird Publishing) 21 (6): 126. ISSN 1529-8736. https://archive.org/details/play-meter-volume-21-number-6-may-1995/Play%20Meter%20-%20Volume%2021%2C%20Number%206%20-%20May%201995%20%28Compressed%29/page/126/mode/1up.
- ↑ Hyper staff (October 1994). "News: Hot New Game Technology Alert!". Hyper (nextmedia) (9): 12. ISSN 1320-7458. https://archive.org/details/hyper-009/page/12/mode/1up.
- ↑ 10.0 10.1 Pedrazzini, Fabrizio; Williams, Kevin. "SEGA - TECWAR aka ELECTRONICBRAIN - (VIRTUAL REALITY GAME)". The Strange (and Rare) Videogame Pics Page. http://faberp.tripod.com/tw.htm.
- ↑ Edge staff (December 1994). "News: Coin-ops stay one step ahead". Edge (Future plc) (15): 12. ISSN 1350-1593. https://archive.org/details/edge-015-december-1994/EDGE%20015%20-%20December%201994/page/12/mode/1up.
- ↑ "ATARI AND VIRTUALITY PREVIEW FIRST VIRTUAL REALITY GAME SYSTEM FOR THE CONSUMER MARKET AT E3". May 16, 1995. http://host.fptoday.com:80/melek/Jaguar/jag-95.htm.
- ↑ François, Tommy; Msika, David (June 1995). "Reportage - E3 - Atari - Le Virtuel, Ça Marche". CD Consoles (Pressimage) (8): 42–3. http://www.abandonware-magazines.org/affiche_mag.php?mag=101&num=2883&album=oui. Retrieved August 16, 2018.
- ↑ GameFan staff (July 1995). "E3: Jaguar CD". GameFan (DieHard Gamers Club) 3 (7): 37. ISSN 1092-7212. https://archive.org/details/GamefanVolume3Issue07July1995ALT/page/n38/mode/1up.
- ↑ Game Players staff (August 1995). "Front Page: Jaguar Bites Back With VR Headset". Game Players (Imagine Media) (55): 16. ISSN 1087-2779. https://archive.org/details/Game_Players_Issue_55_August_1995/page/n15/mode/1up.
- ↑ Game Informer staff (July 1995). "Home Virtual Reality May Become a Real Reality for Jag Owners by End of Year". Game Informer (Sunrise Publications) (27): 61. ISSN 1067-6392. https://archive.org/details/game-informer-issue-27-july-1995/page/n62/mode/1up.
- ↑ Cash Box International staff (September 1995). "What's Happening In Consumer Games". Cash Box International (Printrod): 47. https://archive.org/details/cash-box-international-magazine-september-1995/Cash%20Box%20International%20Magazine%20-%20September%201995/page/47/mode/1up.
- ↑ NAVGTR (June 21, 2007). E3 1995 (2min 22sec). YouTube. Archived from the original on December 5, 2015. Retrieved August 16, 2018.
- ↑ Vendel, Curt (August 26, 1995). "Payment Schedule for Jaguar games to Developers". http://www.atarimuseum.com/videogames/consoles/jaguar/jagfiles/jag64-payments.PDF.
- ↑ "CVG News - Connected - A Zone In The Dark". Computer and Video Games (Future Publishing) (166): 12. September 1995. http://oldgamemags.ukprintarchive.com/Multi-format%20Publications/Computer%20&%20Video%20Games/CVG%20(1995-09)%20166%20(EMAP).pdf/#page/12. Retrieved January 5, 2019.
- ↑ "Reportaje - La Realidad Virtual entrará en los hogares de la mano de Atari". Hobby Hi-Tech (Axel Springer SE) (6): 88–9. September 1995. https://archive.org/stream/HiTechMagazine/HiTech%2006#page/n87/mode/2up.
- ↑ Thompson, Clint. "Jaguar VR - INTERACTIVE VIRTUAL REALITY MULTIMEDIA SYSTEM". Atari.org. http://jagcube.atari.org/jaguarvr.html.
- ↑ CVG staff (August 1995). "CVG Arcades - Video Drome: Zone Hunter". Computer and Video Games (EMAP) (165): 74. ISSN 0261-3697. https://archive.org/details/computer-and-video-games-magazine/Computer%20and%20Video%20Games%20165/page/n73/mode/1up.
- ↑ 24.0 24.1 Sega Pro staff (October 1994). "Tried and Tested: Zone Hunter". Sega Pro (Paragon Publishing) (37): 9. ISSN 0964-2641. https://archive.org/details/sega-pro-37/page/n8/mode/1up.
- ↑ Osserman, Brian (June 1996). "Virtual Reality Gaming". Intelligent Gamer (Decker Publishing) (1): 37. ISSN 1088-6737. https://archive.org/details/intelligent-gamer-issue-01-june-1996/page/n36/mode/1up.
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