| Studio Feature 
                        - Tantalus Studios(Added 30th 
                        November 2002 - By Andrew Blanchard)
 This Tantalus Studios feature was to be the third 
                        in a series of articles we're compiling at EAGB about 
                        studios that have created 'cutting edge' titles, but 
                        unfortunately are still without publishing and distribution 
                        deals. As we've said before, this is mainly due to the 
                        publishers' unwillingness to put any title out on the 
                        GBA market that have no licenses or movie tie-ins to 
                        automatically push unit sales and make money. At least that's how I intended to write this article, 
                        but Tantalus aren't only incredibly talented at producing 
                        games, they also seem to be reasonably successful in 
                        getting them published too. With this in mind, rather 
                        than focusing on one or two finished projects, I thought 
                        I'd just highlight some of their current technology, 
                        which will hopefully feature in a future release. This 
                        follows a meeting at the Developers' Lounge during September's 
                        ECTS with Tom Crago of Tantalus. Tom had traveled from 
                        Australia to attend the show and to demonstrate some 
                        of the studio's present and future games; from my point 
                        of view it was well worth the trip. CRIS (Character Render Interactive 
                        System) This is not really a game, but an 'in house' technology 
                        that helps to set Tantalus apart from the rest of the 
                        pack. Basically, it allows developers to replace traditional 
                        hand drawn sprites with 3D ones, resulting in smoother 
                        and more adaptable animated characters. These are created 
                        using polygons, but the demonstrations that EAGB saw 
                        illustrated just how flexible this system is. Probably 
                        the most impressive detail of this application for gamers 
                        is that it dramatically cuts the instance of severe 
                        frame rate issues in a game, which tend to happen when 
                        a lot is happening onscreen, so replacing bitmapped 
                        sprites with polygon ones improves things dramatically. 
                        The routine is currently used in most of their titles 
                        and its visual impact has to be seen to be appreciated. Equestrian Demo This demo represents a practical application of the 
                        CRIS technology, with the challenge being to produce 
                        a fully 3D horse and allow it to walk, gallop and jump 
                        around a course. The courses in question are actually 
                        taken from ATV Quad Racing, but the whole thing was 
                        produced in a matter of days, and by a single programmer/artist. 
                        As a rider, going around the courses is incredibly easy, 
                        with the horses 'handling' feeling very realistic. Try 
                        an impossible jump or maneuver though, and you will 
                        fall off and have to climb on the horse again. The finished 
                        product promises a variety of game modes including a 
                        3-day event, cross-country and show jumping. If the 
                        demo is anything to go by, it should be a groundbreaking 
                        and original title. Anaka Although this is in the very early stages of production, 
                        the overall design for the game is nearing completion. 
                        Hopefully this will look and feel very different from 
                        any GBA game lead character, with the emphasis on a 
                        cartoon look rather than realism. Featuring one of the 
                        most detailed lead characters yet to be seen in a handheld 
                        title, Anaka is basically a platformer that features 
                        expansive levels and immersive, thought provoking gameplay--think 
                        of an incredibly enhanced Tomb Raider--well, in the 
                        gameplay department anyway. 
 The animation is also looking quite spectacular, 
                        with the lead animator having previously spent some 
                        years in the film and TV industry, bringing some very 
                        high-end production values to the title. There are only 
                        a few pre-production sketches available at present, 
                        but Tantalus hope to have some actual screens and in-game 
                        footage available on their web site before the end of 
                        the year. Junga Demo As a huge fan of platforming games, I was anxious 
                        to get my hands on a playable version of Junga and the 
                        results certainly weren't disappointing. One of the 
                        things that is currently stifling the gaming genre is 
                        the complete lack of variety, and critics have often 
                        remarked that simple puzzle elements would save even 
                        the most mediocre of titles. Tantalus has obviously 
                        taken this advice onboard, as Junga not only features 
                        some wonderful graphics and animation, but also some 
                        intriguing mind-benders. It's far from complete yet, 
                        but the finished version promises a battle system and 
                        huge levels whilst significantly raising the bar for 
                        immersive and satisfying gameplay. Released Games Tantalus have had their success stories too, releasing 
                        games for several publishers and as a result, are starting 
                        to build up an impressive portfolio of titles demonstrating 
                        the studio's varied approach to game design. These include 
                        the wonderful ATV Quad Racing for Acclaim, which includes 
                        a newly developed racing engine and which was reviewed 
                        here some months ago. Also due for release in the next month or so will 
                        be the fifth installment in the Woody Woodpecker Crazy 
                        Castle series for Kemco, which will improve both gameplay 
                        and visuals for the GBA by utilizing the CRIS graphics 
                        system. Flintstones fans will also be pleased to learn that 
                        the Tantalus' take on the famous animated series, Dino 
                        to the Rescue, is looking wonderful, and will hopefully 
                        allow everyone to forget the terrible GBA titles that 
                        have preceded it. Looking into 2003, Tantalus will continue to support 
                        the GBA, and have just signed on to produce the third 
                        installment of the Top Gear series for Kemco. This will 
                        use an improved ATV Quad Racing engine while extensively 
                        utilizing a very high polygon count for the actual cars. 
                        If initial demos are anything to go by, this could be 
                        the racing title everyone's been waiting for. In addition, 
                        there's another very high profile (and secret) title 
                        that should be released sometime in Q3, but we'll let 
                        you know more about that when it goes public. They're 
                        also developing two in-house titles (one of which is 
                        Anaka) drawing on their extensive expertise and utilizing 
                        their own CRIS technology. Like Crawfish or Digital Eclipse, Tantalus are proving 
                        to be a GBA developer to look out for and if their current 
                        projects are anything to go by, there certainly appears 
                        to be an exciting future ahead for this Australian-based 
                        company. What we've featured here is a small sample 
                        of the Tantalus portfolio, so I'd urge you to check 
                        out their web site which not only has a lot more news 
                        and information but also features movies of the games 
                        in action. Special thanks to Tom 
                        Crago of Tantalus for his help in this feature.
 
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