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COMPANY CONTACT:
Carrie Tice
11-331-48-1852-38
ctice@ubisoft.fr
Tonic Trouble
What's Changed Since E3/What You'll
see in the Final Game
Questions and Answers Regarding
Tonic Trouble
1- Ed is more lively and has more
actions
Ed already had a vast repertoire of
possible actions including running,
jumping, hanging, flying, swimming,
and fighting with his stick. We've added
new animations with two goals in mind:
- Give Ed even more personality,
making him more lively and likeable
- Widen the gameplay possibilities.
a) Give Ed more personality, making
him more lively & likeable
To achieve the 1st goal, specific
animations were added to better suit
specific situations.
┬╖ When Ed is waiting:
- He shivers when he is in a freezing
place (such as the Glacier Cocktail)
- He looks bored and taps his fingers
- He puts spray in his mouth
┬╖ Possible attacks or death sequences
for Ed:
- Electrocution by lightning strike or
electric device
- Burned by flames or lava
- Crushed on the floor by big rolling
stones or heavy objects
- Free falling into space
- Frozen into ice
- Death on the ski slope
┬╖ Exiting one map to another:
- Ed is swallowed by a gate
- Ed unzips a door
┬╖ Other animations:
- Finding the stick after defeating the
Suitcase-Robot
- Succeeding in a combat
- Gathering the 6 objects asked by the
Doc
- And many more!
b) Widening the gameplay possibilities.
┬╖ Attacking with the stick
Previously, Ed could only attack while
standing and jumping. Now, he can
now attack with his stick while walking
and running.
┬╖ Using the blow-pipe
In addition to the first-person mode, the
player will now be able to have a third
person view-point when he is using the
blow-pipe.
Ed will also be able to move while
shooting in a third person view, which
enhances the combat possibilities.
The blow-pipe will be accessible in
these 2 modes while flying.
2- Improved Playability and Control
┬╖ On the N64, Ed will direct
automatically towards the direction to
which the player leans the control stick
(see Mario or Banjo-Kazooie for
example). This will allow players more
comfort in the handling of the character
and the ability to achieve more dynamic
movements.
┬╖ We improved the control of existing
actions which were more challenging
to handle:
- Jumping: Easier to direct; more
dynamic
- Flying: Easier to accomplish. The
player will be able to brake, and go
back up in the air thanks to upward
whirlwinds
┬╖ The camera has been adapted to
this new control mode, allowing players
to have better vision. The player will be
able to circle Ed with the camera, and
have four different positions behind Ed:
One very close to Ed to go easily
through narrow corridors, and three
other positions at the same distance
from Ed, but at varying heights.
3- Enhaned Storyline & Game
Navigation
a) In-world guidance
Most worlds are now being introduced
to the player by a character. For
example, when the player is with the
Spy when entering the Vegetables' HQ
for the 1st time, this narrative
introduces the situation: "Ssshhhh…
Agent xyz here, my contacts have
informed me of your visit… You're
standing on Vegetable HQ. The
vegetables don't want the world to be
like it was before. That stray can has
freed them from 200 centuries of
stews, soups, salads and other veggie
dishes… They've got wind of your
project for getting the can back, and
now they've joined forces with Gr├╢gh.
They've pinched the Doc's springs and
hidden them in their patch. Keep an
eye out!"
Other characters will intervene to give
hints to the player, or help him find his
way.
Additionally, some visual indications
have also been added to guide the
player, especially in the South Plain,
which is the crossroads of most
worlds.
b) Storyline & Cinematics
The additional characters have allowed
us to include more dialogues. Those
dialogues are sometimes necessary
to guide the player, but they will above all
reinforce the whole storyline.
From the Vegetable's HQ, cinematic
scenes will be played before entering
levels. During such sequences, a
character will remind Ed of his mission,
and recall what is going on in this
specific world. Therefore, it will
reinforce the story behind each of them.
4- More Depth in the Gameplay
a) Deepening the environments
As mentioned previously, the
gameplay was improved thanks to Ed's
new control and moves. But we also
intensified the gameplay within the 10
existing maps by providing:
1. More interactions with objects and
the setting. There are:
- Platforms to direct
- Doors to open
- Notches to activate
- Targets to reach
- More objects to moves such as:
Crates to move with a magnet, stones
to lift, etc..
2. More clues and puzzles to find:
- Discover the right combination of
buttons and recreate Gr├╢gh's face on a
jigsaw in the Pressure Cooker
- Players must now deliver the Doc in
the Doc's Cave
- There is a big mechanism to fix in the
Glacier Cocktail
- There are walls to turn, players must
create floods to open pathways, and
empty a swimming-pool in the Pyramid
3. There are more enemies to defeat
4. The use of special powers has been
intensified. Once Ed gets a new power,
he will have to make greater use of it.
For instance, the chameleon power will
be used 9 times.
5. Adding special effects
To better integrate Ed in his
environment, these special effects
were added :
Footprints
Bubbles under the water
Snow and rain
Air/vapor trails while flying or gliding
Trails and impact effects when using the
blowpipe
b) Two new maps
Two new maps were added to
increase the intensity of the end of the
game:
- A Big Boss Map: Once the player
reaches the last world (Land), he must
run a track race with the huge Tower
where Gr├╢gh lives. This is a map with
lots of pace and action, which needs
speed from the player! After the track
race, a final fight will pit Ed against the
Tower.
- A Bonus map (optional): To access
this action-orientated map, the player
must gather a certain number of
bonuses from the game (which is not
compulsory to finish the game). The
bonuses will sometimes be displayed
in such a way that the player will have to
go back to certain maps with the right
powers to get them.
It is based on 3 capabilities:
- One part on sliding
- One part on shooting with the
blow-pipe
- One part on flying
TONIC TROUBLE Q&A
Background on Ubi Soft
Entertainment's New Action-Adventure
Game
Q: What platforms will the game be
available on?
A: PC CD-ROM, PC DVD-ROM and
Nintendo 64. The PC versions will be
among the first games specifically
designed to utilize Intel's new
Pentium® II processor platform
featuring Accelerated Graphics Port
(AGP) technology, but the minimum
system requirements are a Pentium
processor 120 MHz and higher with a
3D accelerator card.
Q: What are the release dates for
each platform?
A: Q4-1998 for the PC CD-ROM and
N64 versions of the game. The
DVD-ROM version depends upon the
growth of the hardware market.
Q: Is the game optimized for a 3D
accelerator? If so, which cards?
A: Tonic Trouble is optimized and
specially designed for 3Dfx, Nvidia Riva
128C, and ATI Rage Pro and Intel 740,
both AGP supported cards. Additionally,
the game is compatible with any card
supporting D3D Direct X version 5.
Q: How has the game taken
advantage of the combination of Intel's
new Pentium® II processor and
Accelerated Graphics Port (AGP)
Technology?
A: The graphics benefit from the
technology's many-polygon abilities
and rich textures; the sound benefits
from greater audio capabilities; and
more characters can be on the screen
simultaneously.
Q: Will there be a multiplayer option?
A: No. Tonic Trouble is an adventure
with numerous puzzles to solve. This
genre is not a good candidate for
multiplayer play.
Q: What is the target age range for
this game?
A: Like Rayman, Tonic Trouble is
designed as a cross-generational
game. Likely players will be ages 12 to 97.
Younger players will have fun with
the game, but only experienced gamers
will have the understanding and
sophistication to do well.
Q: How long has the game been in
development?
A: Pre-production began in July 1996.
Q: What is the basic plot line?
A: A violet-colored extraterrestrial
named Ed accidentally drops a
mysterious can during a scientific
exploration of the galaxy. The can's
contents unleash a series of mutations
that affect humans, plants and animals
alike. Ed must rescue the can from
Grogh the Hellish, a ne'er-do-well who
harnesses the can's powers to declare
himself Master of the Earth. Along the
way, Ed encounters a CD-worshipping
village, strange killer vegetables, a
desert of upside-down pyramids, an
Atlantis-like underwater world and other
wonders.
Q: How many worlds and characters
does Tonic Trouble have?
A: Tonic Trouble contains 10
graphical environments, each split into
several maps. Each map has a very
specific atmosphere built around a
specific item; these include an Egyptian
pyramid, a ski slope, a factory in a giant
cooking pot, a glacier full of giant fruits
and sangria, and a deep canyon. Each
map requires special skills. In the
canyon, the player must fly well; in the
glacier, he must be a good skater; and
so on. The game also contains
approximately 40 characters, various
objects and a number of secret levels.
Q: We have yet to play the N64
version-what are the differences
between the PC and Nintendo 64
versions.
A: The PC and the N64 have different
technical requirements and capabilities
and both versions were developed to
specifically push the respective
platforms to the limits and offer the
player the same gameplay. One of
Tonic Trouble's key features is its
extremely rich textures. The game
engineers for the N64 version have
managed to achieve textures that are
much richer and more detailed than
other N64 games. People will simply
be amazed. The N64 version of Tonic
Trouble was designed to utilize more
abstract shapes, versus the typical
geometrical, flat polygons seen in other
N64 titles. All characters backgrounds
etc., have been manipulated to
maintain the graphic integrity of the
game. The result is that although the
polygons for the N64 are about half of
what is found on the PC version, the
player will be impressed! Tonic Trouble
for the PC begins with a six-minute
introduction that looks like an animated
film. The N64 version is two minutes
long.
Q: Tonic Trouble seems to be the
most ambitious N64 conversion to
date. How can you fit a game
developed with DVD in mind on an N64
cartridge?
A: The differences between the N64
and DVD-ROM version of the game are
extremely subtle. Essentially, the N64
version reduces the amount of MPEG-2
video and shortens the musical score
to ten distinct tracks. The remaining
musical tracks, however, are simply
spectacular. What sets Tonic Trouble's
musical score apart, is it changes to
reflect the character's emotions in the
game, while other games have several
tracks that repeat incessantly. During
fighting scenes, the music is intense
and nerve-racking; when the player is
frightened and alone, the music is slow
and melancholy. We have retained a
full two-minute introductory sequence -
longer and more complete than any
other N64 title to date.
Q: What innovations did Ubi Soft's
new 3D integration tool bring to Tonic
Trouble?
A: Says Gregoire Gobbi, World Wide
Project Manager for Tonic Trouble, "The
game was built with a proprietary 3D
integration tool and modular, scaleable
engine developed by 50 Ubi Soft
developers over an 18-month period at
a cost of $4 million. We have since
named this tool 'Architecture Commune
Programmation (ACP)' which puts
creative control in the hands of the
game designers rather than the
programming team." The result
produces more complex characters,
graphical environments and
problem-solving challenges.
Characters change behavior and
expressions; game settings are richer;
gameplay becomes more interactive.
Q: Does any other company use a
similar proprietary 3D integration tool?
A: Not to Ubi Soft's knowledge, with
the possible exception of Nintendo.
Q: How does this new technology
affect the characters?
A: In a game such as Mario 64, the
characters other than Mario are
one-dimensional behaviorally; they may
attack, but they cannot change their
mode of attack, facial expression or
actions. In Tonic Trouble, all of the
characters react differently at different
times. Instead of having one carrot
that repeatedly makes a face at the main
character, for example, the carrot will
continuously change its actions and
facial expressions. It may chase, run
away, jump, scare, etc., according to
the situation. This is possible because
of the advanced artificial intelligence of
Ubi Soft's new 3D integration engine.
Q: How does this new technology
affect the game environment?
A: All the graphical environments have
an added dimension, and players can
interact with the backgrounds. For
example, in other games, characters
that fly have no point of reference to the
ground. In Tonic Trouble, they have a
full view of the ground while they are in
the air, and this gives the player
sensations that cannot be achieved
with simpler graphics. The
backgrounds also contain secret
passages, and sometimes the player
must make some part of the
background move to go forward or
explode obstacles. Backgrounds are
used to give both playability and visual
sensation.
Q: How does this new technology
affect the gameplay?
A: Ubi Soft's new 3D integration
engine allows interactivity and freedom
of movement beyond anything seen
before in gameland. Gamers can go
absolutely anywhere in an environment.
In addition, characters take on a life of
their own, appearing and reappearing
throughout the game depending on the
player's actions. Characters don't exist
simply for Ed to run into; they exist
independently. There is a character
named The Nut, for example, who loves
to sit on flowers. He is doing this even
before Ed meets him, and Ed must
figure out how to use The Nut's odd
habit to help him open a secret trap
door. This is the first time that
technology has allowed this level of
interactivity in a game.
Q: Who created Tonic Trouble? How
many people were on the team?
A: Tonic Trouble was co-conceived by
Michel Ancel, the primary creator
behind Ubi Soft's blockbuster Rayman
action-adventure game, which recently
was named one of Sony PlayStation's
Greatest Hits. Now 27, Ancel joined
Ubi Soft when he was 17, designing
early games such as Pick'n'pile and
Jeu des Bêtes. He originally handled
both programming and game design
himself. By the time he developed
Rayman, he headed up a 16-person
creative team. For Tonic Trouble, which
required the development of a new 3D
integration tool, the staff ultimately
comprised 120 people.
Q: What were the game's designers
trying to achieve?
A: Says game designer Pierre Olivier
Clément, "Games like Duke and Quake
are my favorite games at the moment,
but even in these games, the main goal
is only to kill the enemy. As a gamer, I
want to be able to think-to rationalize
my every move. I want characters that
are more intelligent than any other
game. I want to engage in puzzles that
require trial and error and deep thought
in order to solve. With Tonic Trouble,
the game design team was able to do
whatever we wanted to reach these
goals."
Q: What advances does Tonic
Trouble offer in the arena of game
music?
A: Typically, games have several
tracks, which repeat too often. Typically,
the music changes based only on the
player's place in the game. Tonic
Trouble offers 10 long tracks, and the
music changes to reflect the
character's responses to the action.
During fighting scenes, the music is
intense and nerve-wracking; when the
player is frightened and alone, the
music is slow and melancholy. The
Tonic Trouble music is the product of
one musician; five in-house sound
editors, and six months of work. In
addition to these features, the PC
version of Tonic Trouble utilizes Dolby
sound to further the game's "total
immersion" process.
Q: How were the graphical worlds
created?
A: All graphical environments are
texture mapped. The graphic artists
first made roughs on paper, then
scanned them and used software such
as Painter and PhotoShop to define the
colors. The team then used two
200MHz
PCs with 3D Studio Max to model the
maps. The textures were created in
PhotoShop. The last step was to settle
the light in each scene. Team member
Geoffroy DeCrecy explained, "Our
inspiration came essentially from the
cartoons of the 60s. We wanted the
simplicity, energy and efficiency you can
find in this kind of graphic universe."
Q: What secrets and tricks are built
into the game?
A: As in the original Rayman, players
are rewarded not only by bonus points
and access to secret levels but with the
gradual acquisition of tricks and
powers that will be required later in the
ame. For example, Ed's main weapon
is a stick that initially can be used only
to hit enemies. Through the course of
the game, the stick transforms itself into
various tools allowing Ed to
navigate through water, lift heavy
objects and more. The player must be
clever to take advantage of all the
information and tools he is given.
Q: Why is Ed an unusual hero?
A: In the beginning, Ed is the
antithesis of a hero. He is a nobody; a
simple alien employed in a menial
position on a spaceship. He is puny,
clumsy, and quirky in his movements.
In order to win the admiration of others
and to acquire powers, Ed must work
with both friends and foe, and win the
support of other characters. He
becomes more clever and
self-confident as he learns new tricks
and powers.
Q: What inspired Ancel's vision of
Tonic Trouble?
A: As he demonstrated in Rayman,
Ancel prefers fairytale worlds and
fantastic Tolkien-like adventures to the
metal and concrete cyberworld of many
games. For Tonic Trouble, he was
particularly inspired by the storyline of
LucasArts' Day of the Tentacle and by
the interface and
travel-through-another-world feel of
Zelda for the Super Nintendo. The story
concept for Tonic Trouble revolved
around two central themes: The idea
that the hero makes the first mistake
rather than coming in as a white knight
to save the world from a villain or
natural disaster; and the thought that a
haphazard accident can turn
conventional patterns of behavior
upside down. That is why the
vegetables in Tonic Trouble start eating the
animals, a deadbeat drunk rises to
power, and so on. It is also the
motivation behind the surprise ending
of the game.
Q: Why are both Tonic Trouble and
Rayman non-violent games?
A: In working on the Rayman cartoon,
Ancel and his team re-discovered
unique ways that cartoon-makers are
able to convey heightened emotion
through the creative use of humor. That
lesson carried over to Tonic Trouble.
"You can achieve the same sensation
of fear, suspense and excitement
without having to be a Doom-type of
shoot-'em-up-and-watch-'em-bleed
game. Other games are doing this
already, so there is no reason to join in.
We want to be different," Ancel says.
The carrot who is a central character in
Tonic Trouble, for example, meets his
maker by getting chopped in half-a wry
reference to the vegetable's usual fate
in the kitchen.
Q: What else does Tonic Trouble
have in common with Rayman?
A: The way the humor is developed,
the gags, the unexpected surprises, the
wacky elements and the fresh, colorful,
imaginative graphic environments.
Q: How does Tonic Trouble differ from
Rayman?
A: Rayman was introduced in 1995.
Tonic Trouble is able to take advantage
of 3D technology and other technical
advances. As a result, the creative team
was able to deliver greater character
definition with many polygons and
textures, plus a vast array of character
expressions which make for more
interesting animations. Other
differences include Dolby sound, the
long introduction, the more
sophisticated use of music and a
greater emphasis on adventure than
action. Additionally Ed is an Anti-Hero
and Rayman is an original Superhero
archetype!
Q: Why is Tonic Trouble more of an
adventure game than an action game?
A: In an action game a player's
dexterity in movement and action
determines the survival of the
character. It isn't always necessary to
know the plot in order to play. Tonic
Trouble is plot- driven and success
depends upon the player's skill in
getting information. The characters in
the story have the clues Ed needs to
find the toxic can, and one fellow
named 'The Doc' has the magic stick
Ed needs to survive. Ed must interact
with the characters to proceed. The
player still needs good reflexes and
control, but this is not as important as
being curious or suspicious of why the
designers placed certain elements in
certain places, etc.
Q: How will the DVD version of Tonic
Trouble take advantage of the DVD
format?
A: DVD's extra space permits the
game's longer introduction and
additional music tracks. In addition, the
DVD version will be encoded with 5.1
channel 3D Dolby digital (AC-3) sound.
John Loose, Multimedia Production
Technician for Dolby Laboratories
Licensing Division says, "Ubi Soft
showed the world the immersive nature
of Dolby Surround in ground-breaking
products like POD and now has gone
one step further with Tonic Trouble. The
cinematic sequences in Tonic Trouble,
mixed in 5.1 channel Dolby Digital
surround sound, are as good as
anything coming out of Hollywood
today. The soundtrack to Tonic Trouble
is an excellent example of the
convergence of the interactivity of the
computer gaming industry with the
production values and emotion of
Hollywood films."
Q: Will Tonic Trouble utilize the
Nintendo 64DD?
A: Not at this point. The 64DD is still
under development; Ubi Soft has yet to
receive a developer kit for the
technology and Nintendo has not been
concrete in its release date.
Q: Will new levels and characters be
available?
A: Yes. The PC version of the game
will have a direct link to the Ubi Soft
Web site (www.ubisoft.com). Players
will be able to download new levels
and characters for continued playability,
and to access a slew of other bonuses
and giveaways.