Amsterdoom: Difference between revisions

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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.  
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.  
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.
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.
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.
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* [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.
* [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.


* [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
* [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


== Reviews ==
== Reviews ==
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Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000
Amsterdoom_-_Provinciale_Zeeuwse_Courant.png|Review in Provinciale Zeeuwse Courant, March 2000
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
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
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.
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Revision as of 21:50, 1 May 2022

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.

The concept of the game that guided its design and development was described by the lead technical director of the game:

  • Localized for the Dutch market: recognizable locations and ingredients from Amsterdam
  • No gore (no blood & limbs flying)
  • Simple entry-level gameplay for casual, non-hardcore gamers.
  • Interesting opponents (Grøbbers) with enough marketing potential.


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.

Alternative box art[edit]

Manual[edit]

News[edit]

Interviews[edit]

  • 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.
  • 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

Reviews[edit]

Television[edit]

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.

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.

TV commercial of the game. Unknown broadcast period.

Technical information[edit]

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.

Forum threads[edit]

Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented

Another thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented

Website[edit]

Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl

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.

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.

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.

Scans[edit]

Miscellaneous[edit]

Screensaver of the game included on a pack-in disc included with Eigen PC magazine

Game credits[edit]

Source: help file included with the game, with some corrections applied.

Productidee
Rudolf Wolterbeek Muller
Projectleiding
Edwin van Dessel
Vincent Beek
Productontwerp
Peter Cossee
Richard Duijnstee
Technisch ontwerp
Lambert Wolterbeek Muller
Programmering
Arjan van den Boogaard
Frits Broekhuis
Jacco Bikker
Juri Oudshoorn
Mike van der Voort
Paul de Feyter
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
Documentatie
Marleen Overduin
Muziek en geluid
Marwijn Mommersteeg
Nico Verrips
Intro animatie
Bumblebee Studios
Kwaliteitscontrole
Didier Pippel
Jan Molenaar
Marketing
Ellen van Meerendonk