Alien Front Online
part 3/9 · 13.6 KB total
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Art director Gerardo Sprigg was working at Acclaim's struggling coin-op division on Magic: The Gathering: Armageddon, and before the studio closed, Sega employees paid a visit looking to buy arcade projects or people to recruit. Several months passed, when Sprigg received an email from Makoto Uchida, who had a small Japanese development team that were living in the US and working at Sega of America. Uchida's boss had mandated him to find some Americans to work with, with the idea to make their titles feel more American. Sprigg and Uchida met, where it was decided that the old Acclaim art team would reunite and join Wow Entertainment in the US to work on a new project that would appeal to American audiences. Uchida was a big fan of Tokyo Wars which was popular in arcades, and wanted to create a vehicle game as he noticed that people enjoyed cabinets with steering wheels and pedals. In contrast to Tokyo Wars, Uchida was adamant on including destructible environments. During development, someone had suggested a premise of the US military fighting off an alien invasion, which the Americans liked but the Japanese were somewhat sceptical. Once a functional demo was running, testing for the Alien Front arcade game began in several California locations, and the game was brought to E3 2000, where it appeared to be fairly popular, despite being in the back corner of the Sega booth. Following the success of the cabinet, a home port was planned. New levels were added to the Dreamcast version, and online connectivity between the arcade and Dreamcast versions was even considered, but because the arcade never released outside Japan, the feature was scrapped.cite-ref-0-8-0[8]cite-ref-9[9]
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