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Spearhead logo

 


zombie girlJanet and Edward worked on Spearhead for Zombie. Janet was executive producer, and Edward was one of the lead game designers, working on the IVIS interface. This page is adapted from Zombie's original page introducing the game in 1997.

  When is realism too real?
Spearhead™, developed by Zombie® and published by Interactive Magic, promises to be one of the most realistic, in-your-face networkable tank games ever created. Based on SIMNET DIS technology, Spearhead™ is the only hyper-realistic M1 Abrams tank simulation to include an authentic IVIS as it exists today - not some sci-fi, fantasy interpretation as seen in most simulations.

Real World Physics
Featuring real world physics - like moving faster on paved roads than on dirt, going slower up hills than down and having to contend with shells that arc according to their own set of physics - are just a few of the ways Spearhead ™ will surround the player in the hyper-intense world of tank combat.

Free Internet play
Designed from the ground up to be a multiplayer game, Spearhead ™ will be available to players via LAN, null modem, modem-to-modem and via a Zombie-based server for absolutely free Internet play.

Real World Experience
The design team, made up of individuals with over 50 combined years of high-end military and simulation design experience, has worked with SIMNET, the U.S. Marines, the U.S. Army and General Dynamics Land Systems in their quest for realism. In the design, they have employed US and Soviet tank combat tactics, terrain-based satellite images and visited "live fires", several army bases, and captured actual field audio and photorealistic textures for an almost too-close-for-comfort combat experience. "If this game were any more realistic," says John Williamson, Spearhead ™ Producer and Designer, "it would be classified!"

Target Platforms
PC: 75 MHz Pentium® processor (or faster) running Windows® 95, 20 MB + 60 MB (or less) for Expansion pack, 16 MB memory, 640 x 480 x 64K graphics, 4X CD-ROM, and16 bit audio

spearhead screen shot spearhead screen shot spearhead screen shot

 

 

 

Expected release date:
4Q 1998 worldwide

Developer:
Zombie

Publisher:
Interactive Magic

Team/Co-conspirators:

Zombie
John Williamson - Producer/Designer
Ed Galore - Game Design
Richard Star - Lead Artist
Todd Rowan - Game Designer/Beta Tester

Fahrenheit 451 Productions
Patrick Moynihan - 2D art, textures


MAK Technologies

Satish Bhatti - VR-Link/DIS-Lite Network Engineering
Paul Cummings - 3D Graphics
Rob Faucher - Project lead, Mission ED, Sound, etc.
Erik L. Felton - Game Controls, Mission ED and sys. admin.
Andy Hendrickson - MAC Man
Tim Langevin - A.I. Simulation
Ryan A. Smith - Kinematics, Physics

The Whole Experience (WXP)
Jeff Connelly, Sky Kensok - 3D models and phototextures

Hardware/software used:
P75+, MS Developer Studio 4.2, Smacker, DirectX, MAKtools from MAK, VR Link from MAK, DIS Lite from MAK

Z O M B I E

SPEARHEAD

 

 

 

 

 

Sound effects

The sound effects in Spearhead were either captured by Zombie in the field
or taken (with permission) from the U.S. Government SIMNET audio file.
Prepare to take cover.

inside an M1A2 Abrams

 

Spearhead screenshots

spearhead screenshot

spearhead screenshot

spearhead screenshot

spearhead screenshot

©1997 Zombie Virtual Reality Entertainment. All rights reserved.

 

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