https://morguefile.wiki/wiki/api.php?action=feedcontributions&user=Densy&feedformat=atomVideogame Morgue File - User contributions [en-gb]2024-03-29T16:00:27ZUser contributionsMediaWiki 1.39.6https://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3414Amsterdoom2022-07-28T12:57:25Z<p>Densy: /* Reviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
<br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
KnallenMetKees.pdf|Review in Belgian newspaper Het Nieuwsblad, 8 March 2000.<br />
Rollcage.pdf|Review in Belgian newspaper De Morgen, 6 March 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Review from November 2020 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608060041528131?ac=dgtl&q=davilex Program: Space-bar. Broadcast date: 16-04-2000] Includes an interview with David Brons, one of the Davilex founders. Includes footage from the development of AmsterDoom.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:Rollcage.pdf&diff=3413File:Rollcage.pdf2022-07-28T12:56:52Z<p>Densy: {{Information
|Publication=De Morgen
|Date=06-04-2000
|DownloadedFrom=
|Description=Review from Belgian newspaper De Morgen
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=De Morgen<br />
|Date=06-04-2000<br />
|DownloadedFrom=<br />
|Description=Review from Belgian newspaper De Morgen<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3412Amsterdoom2022-07-28T12:54:16Z<p>Densy: /* Reviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
<br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
KnallenMetKees.pdf|Review in Belgian newspaper Het Nieuwsblad, 8 March 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Review from November 2020 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608060041528131?ac=dgtl&q=davilex Program: Space-bar. Broadcast date: 16-04-2000] Includes an interview with David Brons, one of the Davilex founders. Includes footage from the development of AmsterDoom.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3411Amsterdoom2022-07-28T12:53:32Z<p>Densy: /* Reviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
<br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
KnallenMetKees.pdf|Review in Belgian newspaper Het Nieuwsblad, 8 March 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608060041528131?ac=dgtl&q=davilex Program: Space-bar. Broadcast date: 16-04-2000] Includes an interview with David Brons, one of the Davilex founders. Includes footage from the development of AmsterDoom.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:KnallenMetKees.pdf&diff=3410File:KnallenMetKees.pdf2022-07-28T12:52:10Z<p>Densy: /* Summary */</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=Het Nieuwsblad<br />
|Date=08-04-2000<br />
|DownloadedFrom=<br />
|Description=Review of AmsterDoom is Belgian newspaper Het Niewsblad<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:KnallenMetKees.pdf&diff=3409File:KnallenMetKees.pdf2022-07-28T12:51:04Z<p>Densy: {{Information
|Publication=
|Date=
|DownloadedFrom=
|Description=
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3407Amsterdoom2022-07-21T21:34:38Z<p>Densy: /* Television */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
<br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608060041528131?ac=dgtl&q=davilex Program: Space-bar. Broadcast date: 16-04-2000] Includes an interview with David Brons, one of the Davilex founders. Includes footage from the development of AmsterDoom.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3406Amsterdoom2022-07-21T21:31:19Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
<br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3405Amsterdoom2022-07-21T21:30:58Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
<gallery widths="180px" heights="180px"><br />
Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg|Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:Power_Unlimited_-_juni_1998_-_Davilex_interview.jpg&diff=3404File:Power Unlimited - juni 1998 - Davilex interview.jpg2022-07-21T21:29:19Z<p>Densy: {{Information
|Publication=Power Unlimited
|Date=June 1998
|DownloadedFrom=
|Description=Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=Power Unlimited<br />
|Date=June 1998<br />
|DownloadedFrom=<br />
|Description=Interview with Davilex. Includes details about a concept, Amsterdam IRT, that was abandoned but led into the development of AmsterDoom.<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=3003Amsterdoom2022-05-01T20:50:58Z<p>Densy: /* Reviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg|Review in Power Unlimited, a multi-format games magazine from the Netherlands. Year 8, number 5, may 2000.<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:Power_Unlimited_-_Jaargang_8_nummer_5,_mei_2000,_p_54_-_Amsterdoom_review.jpg&diff=3002File:Power Unlimited - Jaargang 8 nummer 5, mei 2000, p 54 - Amsterdoom review.jpg2022-05-01T20:49:30Z<p>Densy: {{Information
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<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
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<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg|Article from DTN (april 2000) about retail and in store marketing of games. Shows AmsterDoom POS materials and the game in a store. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:DTN_-_6e_jaargang,_nummer_4,_april_2000_-_Amsterdoom.jpg&diff=2814File:DTN - 6e jaargang, nummer 4, april 2000 - Amsterdoom.jpg2022-03-08T09:49:07Z<p>Densy: {{Information
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<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
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|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2813Amsterdoom2022-03-08T09:46:27Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé with tweakers.net, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2812Amsterdoom2022-03-08T09:45:57Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf|Article from CTW Benelux (may 2000) about violence in commercial video games. Information about the impact of the parking attendant controversy on sales from Davilex.<br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_25,_2000_-_amsterdoom.pdf&diff=2811File:CTW Benelux - nr 25, 2000 - amsterdoom.pdf2022-03-08T09:44:33Z<p>Densy: {{Information
|Publication=
|Date=
|DownloadedFrom=
|Description=
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2810Amsterdoom2022-03-08T09:37:03Z<p>Densy: /* News */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf|Article from CTW Benelux (march 2000) about the parking attendant controversy. Mentions that the parking attendants are angry about being used as a marketing tool by Davilex. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_21,_2000_-_Amsterdoom.pdf&diff=2809File:CTW Benelux - nr 21, 2000 - Amsterdoom.pdf2022-03-08T09:35:22Z<p>Densy: {{Information
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}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2808Amsterdoom2022-03-08T09:34:35Z<p>Densy: /* News */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf|Information in CTW Benelux (march 2000) about the upcoming release of AmsterDoom and the marketing that will be done surrounding the game.<br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_20,_2000_-_amsterdoom.pdf&diff=2807File:CTW Benelux - nr 20, 2000 - amsterdoom.pdf2022-03-08T09:33:25Z<p>Densy: {{Information
|Publication=
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<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2806Amsterdoom2022-03-08T09:17:47Z<p>Densy: /* News */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDoom's intended strategy, and arguments they will use against ideas that this game could incite violence. <br />
CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf|Article from CTW Benelux (january 2000). An overview of upcoming Davilex titles, including AmsterDoom<br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_17,_2000_-_amsterdoom.pdf&diff=2805File:CTW Benelux - nr 17, 2000 - amsterdoom.pdf2022-03-08T09:16:28Z<p>Densy: {{Information
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<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2804Amsterdoom2022-03-08T09:13:40Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux (april 1999), discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf|Article from CTW Benelux (may 1999), interviewing some of the founders of Davilex. Mention of AmsterDooms intended strategy, and arguments against ideas that this game could incite violence. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_4,_1999_-_amsterdoom.pdf&diff=2803File:CTW Benelux - nr 4, 1999 - amsterdoom.pdf2022-03-08T09:11:42Z<p>Densy: {{Information
|Publication=
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|Description=
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2802Amsterdoom2022-03-08T09:11:14Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf|Article from CTW Benelux, discussing the upcoming game AmsterDoom. Mentions a november 1999 launch date which was not met, and some content that did not end up in the finale game.<br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:CTW_Benelux_-_nr_2,_1999_-_amsterdoom.pdf&diff=2801File:CTW Benelux - nr 2, 1999 - amsterdoom.pdf2022-03-08T09:09:17Z<p>Densy: {{Information
|Publication=
|Date=
|DownloadedFrom=
|Description=
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=<br />
|DownloadedFrom=<br />
|Description=<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2800Amsterdoom2022-03-08T08:47:39Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
* [https://tweakers.net/reviews/8984/van-a2-racer-graphics-tot-vr-simulaties-tweaker-milan-polle-over-zijn-werk.html Interview with Milan Pollé] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. Pollé talks about the development of AmsterDoom and the parking attendant controversy. Pollé made the parking attendant model<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2795Amsterdoom2022-03-07T14:16:00Z<p>Densy: Removed some text, needs a heavy update.</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=2717Amsterdoom2022-02-24T11:56:45Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
In april 1999 Rudolf Wolterbeek Muller stated in Dutch computer entertainment trade magazine CTW that the game was slated to be released in November of 1999. It also stated that there would be a level based in a football stadium. The stadium would be based on the Amsterdam ArenA, a football stadium where football club Ajax played their games. The football stadium did not end up in the final product. <br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was republished with a new name and box art as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change was done to appeal to a more a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other contemporary shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builds upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=819Amsterdoom2021-08-20T17:38:51Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on March 14th, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
In april 1999 Rudolf Wolterbeek Muller stated in Dutch computer entertainment trade magazine CTW that the game was slated to be released in November of 1999. It also stated that there would be a level based in a football stadium. The stadium would be based on the Amsterdam ArenA, a football stadium where football club Ajax played their games. The football stadium did not end up in the final product. <br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=818Amsterdoom2021-08-20T17:18:48Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|wikipedia = https://nl.wikipedia.org/wiki/Amsterdoom<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published on the 14th of March, 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
In april 1999 Rudolf Wolterbeek Muller stated in Dutch computer entertainment trade magazine CTW that the game was slated to be released in November of 1999. It also stated that there would be a level based in a football stadium. The stadium would be based on the Amsterdam ArenA, a football stadium where football club Ajax played their games. The football stadium did not end up in the final product. <br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery widths="180px" heights="180px"><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery widths="180px" heights="180px"><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery widths="180px" heights="180px"><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
{{Credits begin}}<br />
{{Credits line|Productidee = Rudolf Wolterbeek Muller}}<br />
{{Credits line|Projectleiding = Edwin van Dessel#Vincent Beek}}<br />
{{Credits line|Productontwerp = Peter Cossee#Richard Duijnstee}}<br />
{{Credits line|Technisch ontwerp = Lambert Wolterbeek Muller}}<br />
{{Credits line|Programmering = Arjan van den Boogaard#Frits Broekhuis#Jacco Bikker#Juri Oudshoorn#Mike van der Voort#Paul de Feyter}}<br />
{{Credits line|Grafische vormgeving = Alejandro Gasch Kuhne#Anko Elzes#Arjan Ubert#Camiel Feij#Jan-Pieter van Seventer#Marc van den Boom#Mathijs Mahon#Milan Pollé#Peter van Dranen#Remi van Loenen#Rudy Seedorf#Shawn Burnam}}<br />
{{Credits line|Documentatie = Marleen Overduin}}<br />
{{Credits line|Muziek en geluid = Marwijn Mommersteeg#Nico Verrips}}<br />
{{Credits line|Intro animatie = Bumblebee Studios}}<br />
{{Credits line|Kwaliteitscontrole = Didier Pippel#Jan Molenaar}}<br />
{{Credits line|Marketing = Ellen van Meerendonk}}<br />
{{Credits end}}<br />
<br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=511Amsterdoom2021-05-19T17:28:00Z<p>Densy: /* Game credits */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game, with some corrections applied.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Pollé<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumblebee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div><br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=510Amsterdoom2021-05-19T17:27:40Z<p>Densy: /* Game credits */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game. Edited to make some corrections.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Pollé<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumblebee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div><br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=509Amsterdoom2021-05-19T17:27:09Z<p>Densy: /* Game credits */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game. Edited to make some corrections.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumblebee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div><br />
<br />
<br />
[[Category:Game]]</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=473Amsterdoom2021-05-17T09:24:31Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses some of the same assets, designs and enemies from ''AmsterDoom''. It builded upon that work and used more advanced animations and new level designs. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=472Amsterdoom2021-05-17T09:10:59Z<p>Densy: /* Technical information */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=471Amsterdoom2021-05-17T09:01:02Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Milan Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=467Amsterdoom2021-05-17T07:55:15Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill to parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. Monsters in one area of the game wore parking attendant outfits. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Micheal Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=466Amsterdoom2021-05-17T07:45:30Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Micheal Pollé, who was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=465Amsterdoom2021-05-17T07:45:01Z<p>Densy: /* Interviews */</p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM Podcast: BeeldBreak Podcast #18 - Milan Pollé over Davilex, RedCat en A2 Racer] Interview with Micheal Pollé on the Beeld. Pollé was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=464Amsterdoom2021-05-17T07:42:03Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM] Interview with Micheal Pollé. Pollé was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=463Amsterdoom2021-05-17T07:41:46Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM] Interview with Micheal Pollé. Pollé was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before development was completed. Pollé states that the reason the parking attendants were put in as an enemy was because nobody likes parking attendants and it would be fun to be able to shoot them.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=462Amsterdoom2021-05-17T07:41:14Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
* [https://www.youtube.com/watch?v=nsFMuXegDxM] Interview with Micheal Pollé. Pollé was a graphical artist for AmsterDoom. In the interview the controversy regarding parking attendants is mentioned. According to Pollé the monsters that wore parking attendants outfits were put into the game two weeks before the game was completely done. Pollé states that the reason the parking attendants were put as an enemy was because nobody likes parking attendants.<br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Age_of_Wonders&diff=429Age of Wonders2021-05-14T16:49:57Z<p>Densy: Created page with "Age of Wonders is a 1999 turn-based strategy game co-developed by the Netherlands based developer Triumph Studios, with additional development by Epic MegaGames. In Europe the..."</p>
<hr />
<div>Age of Wonders is a 1999 turn-based strategy game co-developed by the Netherlands based developer Triumph Studios, with additional development by Epic MegaGames. In Europe the game was published by Take-Two Interactive. In the US the game was published by Gathering of Developers.</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=375Amsterdoom2021-05-12T18:40:43Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Scans ==<br />
<br />
* [https://archive.org/details/amsterdam-monster-madness-scan Scans of Amsterdam Monster Madness including cover, media, registration card and manual.]<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=374Amsterdoom2021-05-12T18:37:11Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding here]<br />
<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=373Amsterdoom2021-05-12T18:36:39Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== Manual ==<br />
<br />
<gallery><br />
Amsterdam-monster-madness-handleiding.jpeg|Manual. Viewable in full [https://archive.org/details/amsterdam-monster-madness-handleiding|here]<br />
Example.jpg|Caption2<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<br />
<div class="container-fluid"><br />
<dl class="row"><br />
<dt class="col-sm-3">Productidee</dt><br />
<dd class="col-sm-7">Rudolf Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Projectleiding</dt><br />
<dd class="col-sm-7"><br />
Edwin van Dessel<br />Vincent Beek<br />
</dd><br />
<br />
<dt class="col-sm-3">Productontwerp</dt><br />
<dd class="col-sm-7"><br />
Peter Cossee<br />Richard Duijnstee<br />
</dd><br />
<br />
<dt class="col-sm-3">Technisch ontwerp</dt><br />
<dd class="col-sm-7">Lambert Wolterbeek Muller</dd><br />
<br />
<dt class="col-sm-3">Programmering</dt><br />
<dd class="col-sm-7"><br />
Arjan van den Boogaard<br />Frits Broekhuis<br />Jacco Bikker<br />Juri Oudshoorn<br />Mike van der Voort<br />Paul de Feyter<br />
</dd><br />
<br />
<dt class="col-sm-3">Grafische vormgeving</dt><br />
<dd class="col-sm-7"><br />
Alejandro Gasch Kuhne<br />Anko Elzes<br />Arjan Ubert<br />Camiel Feij<br />Jan-Pieter van Seventer<br />Marc van den Boom<br />Mathijs Mahon<br />Milan Polle<br />Peter van Dranen<br />Remi van Loenen<br />Rudy Seedorf<br />Shawn Burnam<br />
</dd><br />
<br />
<dt class="col-sm-3">Documentatie</dt><br />
<dd class="col-sm-7">Marleen Overduin</dd><br />
<br />
<dt class="col-sm-3">Muziek en geluid</dt><br />
<dd class="col-sm-7"><br />
Marwijn Mommersteeg<br />Nico Verrips<br />
</dd><br />
<br />
<dt class="col-sm-3">Intro animatie</dt><br />
<dd class="col-sm-7">Bumble Bee Studios</dd><br />
<br />
<dt class="col-sm-3">Kwaliteitscontrole</dt><br />
<dd class="col-sm-7"><br />
Didier Pippel<br />Jan Molenaar<br />
</dd><br />
<br />
<dt class="col-sm-3">Marketing</dt><br />
<dd class="col-sm-7">Ellen van Meerendonk</dd><br />
</dl><br />
</div></div>Densyhttps://morguefile.wiki/wiki/index.php?title=File:Amsterdam-monster-madness-handleiding.jpeg&diff=372File:Amsterdam-monster-madness-handleiding.jpeg2021-05-12T18:35:52Z<p>Densy: {{Information
|Publication=
|Date=2001
|DownloadedFrom=https://archive.org/details/amsterdam-monster-madness-handleiding
|Description=Manual. Viewable in full on https://archive.org/details/amsterdam-monster-madness-handleiding
}}</p>
<hr />
<div>== Summary ==<br />
{{Information<br />
|Publication=<br />
|Date=2001<br />
|DownloadedFrom=https://archive.org/details/amsterdam-monster-madness-handleiding<br />
|Description=Manual. Viewable in full on https://archive.org/details/amsterdam-monster-madness-handleiding<br />
}}</div>Densyhttps://morguefile.wiki/wiki/index.php?title=Amsterdoom&diff=367Amsterdoom2021-05-11T08:01:07Z<p>Densy: </p>
<hr />
<div>{{Infobox<br />
|title = AmsterDoom<br>Amsterdam Monster Madness<br />
|image = 12265-amsterdoom-windows-front-cover.jpg<br />
|developer = Daviles Games B.V.<br />
|publisher = Daviles Games B.V.<br />
|date = 2000<br />
|mobygames = https://www.mobygames.com/game/windows/amsterdoom<br />
}}<br />
<br />
''AmsterDoom'' is a first person shooter developed by Davilex and published around March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was only released officially in the Netherlands. <br />
<br />
The concept of the game that guided its design and development was described by the lead technical director of the game:<br />
* Localized for the Dutch market: recognizable locations and ingredients from Amsterdam<br />
* No gore (no blood & limbs flying)<br />
* Simple entry-level gameplay for casual, non-hardcore gamers.<br />
* Interesting opponents (Grøbbers) with enough marketing potential.<br />
<br><br />
The game was developed for over a year. It used a modified Genesis3D engine, an existing open 3d engine that could also be licensed for commercial usage. It also used a game engine that was developed in house.<br />
<br />
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as ''Amsterdam Monster Madness''. Davilex stated that this was a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the name and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.<br />
<br />
Before its release the game spawned a minor controversy by a supposed possibility kill parking attendants in a virtual re-creation of Amsterdam and destroy city landmarks. The controversy died down when the game was released and people could see what the game was actually about. <br />
<br />
The game ''Invasion Deutschland'' (also by Davilex) uses a lot of the same assets, level designs and enemies from ''AmsterDoom''. That game takes place in several locations within Germany, in cities like Berlin and Cologne. ''Invasion Deutschland'' was released on October 30th of 2000. ''Invasion Deutschland'' builds upon the same strategy that Davilex took with some of its previous games, where the Netherlands focused racing game ''A2 Racer'' would also get adapted and localized versions for countries like the UK and Germany.<br />
<br />
== Alternative box art ==<br />
<gallery><br />
Amsterdoom_discount_version.jpg|Big box version with sticker attached to it stating the lowered retail price for the game. Also describes the game more, presumably to make it more appealable to its intended audience. Unknown when this version started retailing.<br />
Amsterdam_monster_madness.jpg|Box with new name and artwork for the renamed version of the game, now called Amsterdam Monster Madness. Presumed to have started using this name and art around October of 2001.<br />
</gallery><br />
<br />
== News ==<br />
<br />
<gallery><br />
IB-Groep_onderneemt_geen_stappen_tegen_virtueel_moordspel_-_Groninger_Internet_Courant.pdf|Article that discusses a computer game that caused some controversy, and Amsterdoom is brought up as an example case. <br />
Virtueel_schieten_op_parkeerwachter_-_Trouw.pdf|News article describing controversy about a new upcoming game called AmsterDoom, where the writer states that you can supposedly kill parking attendants in a virtual re-creation of Amsterdam <br />
Knal_neer_die_nare_parkeerwachters!_-_De_Volkskrant.pdf|Commentary about AmsterDoom and the controversy that happened in the press in the weeks before release. Places the game in a more realistic context of what actually happens in the game, and the developers intent. <br />
Amsterdoom_spel_nu_ook_als_single_-_Provinciale_Zeeuwse_Courant.png|Announcement of the availability of several AmsterDoom related music tracks that could be downloaded from the game's website. Also mentions an upcoming version of the game made for the German market.<br />
Davilex_lanceert_AmsterDoom_-_Webwereld.pdf|Article from Webwereld discussing the launch of the game, the intentions of its creator behind the game and the decision to not include multiplayer game play modes. <br />
</gallery><br />
<br />
== Interviews ==<br />
<br />
<gallery><br />
-_Een_dagje_Davilex_-_8weekly.nl.pdf|Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to ''Amsterdam Monster Madness''. Also mentions that no sequels of this type of game are to be expected.<br />
</gallery><br />
<br />
== Reviews ==<br />
<br />
<gallery><br />
PCGamerUK-084_page_118.pdf|Review in PC Gamer UK #84. Surprisingly, because the game was not officially released outside of the Netherlands.<br />
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000<br />
Schieten_op_toplocaties_van_Amsterdam_-_Trouw.pdf|Review by newspaper Trouw discussing the game and has reactions from the department of Amsterdam concerning parking attendants and the Rijksmuseum, which is one of the locations used in the game, March 2000<br />
</gallery><br />
<br />
* [https://gamersnet.nl/316447/amsterdoom/ Gamersnet.nl review from May 2000]<br />
* [https://web.archive.org/web/20020811205344/http://www.gamers.nl/viewdocs/164 Gamers.nl review from March 2000, including comments from readers and a developer of the game]<br />
* [https://web.archive.org/web/20010426024157/http://www.gameplace.nl/home/reviews.php3?db=Review&ID=12 Game Place website review from March 2000]<br />
* [https://web.archive.org/web/20000407064433/http://gamez.nl/ Gamez.nl review from March 2000]<br />
* [https://web.archive.org/web/20031130093258/http://www.gamesen.nl/pages/Review.asp?id=133 Gamesen.nl review from March 2000]<br />
* [https://web.archive.org/web/20010223062618fw_/http://www.gamelife.nl/recensies/pc/amsterd/index.htm Gamelife.nl review from 2000]<br />
* [https://web.archive.org/web/20010220031505fw_/http://www.gamermagazine.com/reviews/amsterdoom/amsterdoom.htm Gamermagazine.com review from 2000]<br />
* [https://web.archive.org/web/20020908222752/http://www.classicgaming.nl/reviews/amsterdoom.html Classicgaming.nl review from 2002. Incorrectly states that the game uses the Quake 2 engine]<br />
* [https://www.e1m1magazine.com/product-page/e1m1-magazine-issue-2-digital Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.]<br />
<br />
== Television ==<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040031979331/asset/urn:vme:default:asset:2101610180599086821/segment/urn:vme:default:logtrackitem:2101702240506013624?ac=dgtl&q=amsterdoom Program: NOVA. Broadcast date: February 29, 2000]<br />
Item in the news program ''NOVA'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608040032792231?ac=dgtl&q=amsterdoom Program: Middag Editie. Broadcast date: 1st of March 2000]<br />
Item in the afternoon program ''Middag Editie'' with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game.<br />
<br />
* [https://zoeken.beeldengeluid.nl/program/urn:vme:default:program:2101608220215421631?ac=dgtl&q=amsterdoom TV commercial]<br />
TV commercial of the game. Unknown broadcast period.<br />
<br />
== Technical information == <br />
<br />
<gallery><br />
10.1.1.99.182.pdf|Paper called "Ray tracing as the future of computer games" by Juri A. Oudshoorn. Oudshoorn was one of the programmers of the game. Discusses several aspects of the game engine, rendering techniques, workflow and editors used for the creation of AmsterDoom. <br />
</gallery><br />
<br />
* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm<br />
<br />
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.<br />
<br />
== Forum threads ==<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27790 Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
[https://gathering.tweakers.net/forum/list_messages/27866 Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented]<br />
<br />
== Website ==<br />
<br />
* https://web.archive.org/web/20000517151812/http://www.davilex.nl/cgi-davilex/frames/produkt_inlog.cgi?set=amsterdoom <br />
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl<br />
<br />
* https://web.archive.org/web/20011003210314/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from October of 2001 showing the box art of the ''Amsterdam Monster Madness'' version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.<br />
<br />
* https://web.archive.org/web/20011202151315/http://www.davilex.nl:80/informatie/amsterdoom/index.asp<br />
Information page on the Davilex website from November of 2001 showing the box art of the ''Amsterdam Monster Madness'' and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.<br />
<br />
* https://web.archive.org/web/20020305075056/http://www.davilex.nl:80/informatie/Amsterdoom/index.asp<br />
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.<br />
<br />
== Miscellaneous ==<br />
[https://archive.org/details/epc49_cd39 Screensaver of the game included on a pack-in disc included with ''Eigen PC'' magazine]<br />
<br />
== Game credits ==<br />
<br />
Source: help file included with the game.<br />
<pre><br />
Productidee<br />
* Rudolf Wolterbeek Muller<br />
<br />
Projectleiding<br />
* Edwin van Dessel<br />
* Vincent Beek<br />
<br />
Productontwerp<br />
* Peter Cossee<br />
* Richard Duijnstee<br />
<br />
Technisch ontwerp<br />
* Lambert Wolterbeek Muller<br />
<br />
Programmering<br />
* Arjan van den Boogaard<br />
* Frits Broekhuis<br />
* Jacco Bikker<br />
* Juri Oudshoorn<br />
* Mike van der Voort<br />
* Paul de Feyter<br />
<br />
Grafische vormgeving<br><br />
* Alejandro Gasch Kuhne<br />
* Anko Elzes<br />
* Arjan Ubert<br />
* Camiel Feij<br />
* Jan-Pieter van Seventer<br />
* Marc van den Boom<br />
* Mathijs Mahon<br />
* Milan Polle<br />
* Peter van Dranen<br />
* Remi van Loenen<br />
<br />
* Rudy Seedorf<br />
* Shawn Burnam<br />
<br />
Documentatie<br />
* Marleen Overduin<br />
<br />
Muziek en geluid<br />
* Marwijn Mommersteeg<br />
* Nico Verrips<br />
<br />
Intro animatie<br />
* Bumble Bee Studios<br />
<br />
Kwaliteitscontrole<br />
* Didier Pippel<br />
* Jan Molenaar<br />
<br />
Marketing<br />
* Ellen van Meerendonk</div>Densy