Digital Eclipse: Difference between revisions
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== History == |
== History == |
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Digital Eclipse was founded in 1992 by Andrew Ayre, a [[St. John's, Newfoundland and Labrador]], native and [[Harvard University]] graduate.<ref name="The Andrean">{{cite journal |url=https://archive.org/details/theandrean2009532stan/page/60 |title=From St. John's to California Gaming ... and back |first=Jim |last=McGillivray |date=2009 |journal=[[The Andrean]]}}</ref> The company's first offices were opened on a "nondescript, factory-filled" street in [[Emeryville, California]], where Ayre had moved following his graduation to live with his girlfriend.<ref name="The Andrean" /><ref name="GameSpot">{{cite web |url=https://www.gamespot.com/articles/qanda-death-jr-developer-chris-charla/1100-6094341/ |title=Q&A: Death, Jr. developer Chris Charla |first=Curt |last=Feldman |date=April 23, 2004 |website=[[GameSpot]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20180520020027/https://www.gamespot.com/articles/qanda-death-jr-developer-chris-charla/1100-6094341/ |archive-date=May 20, 2018 |dead-url=no}}</ref> Initially a technology [[startup company]], Digital Eclipse soon found that their software would be useful in the [[video game industry]], and turned to game development instead.<ref name="The Andrean" /> Using their technology, the company opted to produce commercial [[Video game emulation|emulations]] of [[arcade game]]s, such as [[Williams Electronics]]' ''[[Joust (video game)|Joust]]'', ''[[Defender (1981 video game)|Defender]]'', and ''[[Robotron: 2084]]''.<ref name="VentureBeat">{{cite web |url=https://venturebeat.com/2017/09/22/other-ocean-building-the-past-the-future-and-the-present/ |title=Other Ocean: Building the past, the future, and the present |author=VB Staff |date=September 22, 2017 |website=[[VentureBeat]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20180416154121/https://venturebeat.com/2017/09/22/other-ocean-building-the-past-the-future-and-the-present/ |archive-date=April 16, 2018 |dead-url=no}}</ref> For these games, Digital Eclipse developed a [[compiler]] that emulated the games' arcade machines' [[chipset]], including the [[Motorola 6809]] [[central processing unit]].<ref name="Wired">{{cite web |url=https://www.wired.com/1995/08/they-do-make-em-like-they-used-to/ |title=They Do Make 'Em Like They Used To |first=J. Caleb |last=Donaldson |date=August 1, 1995 |website=[[Wired (magazine)|Wired]]}}</ref> This approach was meant to have the emulations act true to the original versions of these games, and not carry any imperfections direct [[Porting|ports]] could have introduced.<ref name="VentureBeat" /> All three emulated games were released as part of ''The Digital Arcade'' series for [[Classic Mac OS|Mac OS]] in 1995.<ref name="Wired" /> |
Digital Eclipse was founded in 1992 by Andrew Ayre, a [[St. John's, Newfoundland and Labrador]], native and [[Harvard University]] graduate.<ref name="The Andrean">{{cite journal |url=https://archive.org/details/theandrean2009532stan/page/60 |title=From St. John's to California Gaming ... and back |first=Jim |last=McGillivray |date=2009 |journal=[[The Andrean]]}}</ref> The company's first offices were opened on a "nondescript, factory-filled" street in [[Emeryville, California]], where Ayre had moved following his graduation to live with his girlfriend.<ref name="The Andrean" /><ref name="GameSpot">{{cite web |url=https://www.gamespot.com/articles/qanda-death-jr-developer-chris-charla/1100-6094341/ |title=Q&A: Death, Jr. developer Chris Charla |first=Curt |last=Feldman |date=April 23, 2004 |website=[[GameSpot]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20180520020027/https://www.gamespot.com/articles/qanda-death-jr-developer-chris-charla/1100-6094341/ |archive-date=May 20, 2018 |dead-url=no}}</ref> Initially a technology [[startup company]], Digital Eclipse soon found that their software would be useful in the [[video game industry]], and turned to game development instead.<ref name="The Andrean" /> Using their technology, the company opted to produce commercial [[Video game emulation|emulations]] of [[arcade game]]s, such as [[Williams Electronics]]' ''[[Joust (video game)|Joust]]'', ''[[Defender (1981 video game)|Defender]]'', and ''[[Robotron: 2084]]''.<ref name="VentureBeat">{{cite web |url=https://venturebeat.com/2017/09/22/other-ocean-building-the-past-the-future-and-the-present/ |title=Other Ocean: Building the past, the future, and the present |author=VB Staff |date=September 22, 2017 |website=[[VentureBeat]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20180416154121/https://venturebeat.com/2017/09/22/other-ocean-building-the-past-the-future-and-the-present/ |archive-date=April 16, 2018 |dead-url=no}}</ref> For these games, Digital Eclipse developed a [[compiler]] that emulated the games' arcade machines' [[chipset]], including the [[Motorola 6809]] [[central processing unit]].<ref name="Wired">{{cite web |url=https://www.wired.com/1995/08/they-do-make-em-like-they-used-to/ |title=They Do Make 'Em Like They Used To |first=J. Caleb |last=Donaldson |date=August 1, 1995 |website=[[Wired (magazine)|Wired]]}}</ref> This approach was meant to have the emulations act true to the original versions of these games, and not carry any imperfections direct [[Porting|ports]] could have introduced.<ref name="VentureBeat" /> All three emulated games were released as part of ''The Digital Arcade'' series for [[Classic Mac OS|Mac OS]] in 1995.<ref name="Wired" /> |
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Digital Eclipse found further success when the [[Game Boy Color]] was released; the new [[handheld console]] included a central processing unit based on the architecture of the [[Zilog Z80]], the processor used in older arcade machines.<ref name="VentureBeat" /> While other developers were moving on to develop for the more powerful [[PlayStation (console)|PlayStation]] [[video game console|home console]], Digital Eclipse developed about 60 games for their niche market on the Game Boy Color.<ref name="VentureBeat" /> These games included ''[[Klax (video game)|Klax]]'', ''[[Spy Hunter]]'', ''[[Moon Patrol]]'', ''[[Paperboy (video game)|Paperboy]]'', ''Joust'', ''Defender'', and ''[[720°]]'', as well as an original game, ''[[Disney's Tarzan (video game)|Tarzan]]'', which Digital Eclipse produced for [[Activision]].<ref name="IGN">{{cite web |url=https://www.ign.com/articles/1999/07/17/lords-of-the-jungle |title=Lords of the Jungle |first=Peer |last=Schneider |date=July 16, 1999 |website=[[IGN]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20180131065920/http://www.ign.com/articles/1999/07/17/lords-of-the-jungle |archive-date=January 31, 2018 |dead-url=no}}</ref> Digital Eclipse also opened a second studio in [[Vancouver]], Canada.<ref>{{cite web |url=https://www.ign.com/articles/2002/05/28/spyro-2-season-of-flame-3 |title=Spyro 2: Season of Flame |first=Craig |last=Harris |date=May 28, 2002 |website=[[IGN]]}}</ref> In February 2001, the company announced their move into the games market for [[wireless Web]] devices, hiring Scott Nisbet as director of wireless gaming, as well as Bruce Binder as Nisbet's consultant.<ref>{{cite web |url=https://www.washingtonpost.com/archive/business/2001/03/21/playing-for-keeps/04db9c71-6ffc-4d8d-b47f-c65a71c61567/ |title=Playing for Keeps |first=Peter S. |last=Goodman |date=March 21, 2001 |website=[[The Washington Post]]}}</ref> |
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In 2003, Digital Eclipse merged with [[ImaginEngine]], creating [[Backbone Entertainment]]; while ImaginEngine remained an independent studio within that structure, Digital Eclipse's studios had become Backbone Emeryville and Backbone Vancouver, respectively, by August 2005.<ref>{{cite web |url=https://venturebeat.com/2012/10/12/imaginengine-game-studio-shuts-down-exclusive/ |title=ImaginEngine game studio shuts down (exclusive) |first=Dean |last=Takahashi |date=October 12, 2012 |website=[[VentureBeat]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20181201051533/https://venturebeat.com/2012/10/12/imaginengine-game-studio-shuts-down-exclusive/ |archive-date=December 1, 2018 |dead-url=no}}</ref><ref>{{cite web |url=https://www.ign.com/articles/2005/08/19/foundation-9-goes-next-gen |title=Foundation 9 Goes Next-Gen |first=David |last=Adams |date=August 19, 2005 |website=[[IGN]]}}</ref> By this point, Digital Eclipse had produced 70 games on 11 different platforms.<ref name="GameSpot" /> In February 2006, Backbone Entertainment opened another studio, Backbone Charlottetown, in [[Charlottetown]], Canada, under the lead of Ayre.<ref>{{cite web |url=https://www.gamasutra.com/view/news/99006/Foundation_9_To_Open_New_Canadian_Studio.php |title=Foundation 9 To Open New Canadian Studio |first=Simon |last=Carless |date=February 6, 2006 |website=[[Gamasutra]]}}</ref> In May 2007, the new studio, including Ayre and several former Digital Eclipse employees, spun off from Backbone and became [[Other Ocean Interactive]], aiming at showcasing Digital Eclipse's former traits in a smaller fashion.<ref name="VentureBeat" /><ref>{{cite web |url=https://www.gamasutra.com/view/news/109109/Other_Ocean_iPhone_To_Be_Major_Player_In_Handheld_Market.php |title=Other Ocean: iPhone To Be 'Major Player' In Handheld Market |first=Brandon |last=Boyer |date=April 7, 2008 |website=[[Gamasutra]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20140514024915/http://www.gamasutra.com/view/news/109109/Other_Ocean_iPhone_To_Be_Major_Player_In_Handheld_Market.php |archive-date=May 14, 2014 |dead-url=no}}</ref> |
In 2003, Digital Eclipse merged with [[ImaginEngine]], creating [[Backbone Entertainment]]; while ImaginEngine remained an independent studio within that structure, Digital Eclipse's studios had become Backbone Emeryville and Backbone Vancouver, respectively, by August 2005.<ref>{{cite web |url=https://venturebeat.com/2012/10/12/imaginengine-game-studio-shuts-down-exclusive/ |title=ImaginEngine game studio shuts down (exclusive) |first=Dean |last=Takahashi |date=October 12, 2012 |website=[[VentureBeat]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20181201051533/https://venturebeat.com/2012/10/12/imaginengine-game-studio-shuts-down-exclusive/ |archive-date=December 1, 2018 |dead-url=no}}</ref><ref>{{cite web |url=https://www.ign.com/articles/2005/08/19/foundation-9-goes-next-gen |title=Foundation 9 Goes Next-Gen |first=David |last=Adams |date=August 19, 2005 |website=[[IGN]]}}</ref> By this point, Digital Eclipse had produced 70 games on 11 different platforms.<ref name="GameSpot" /> In February 2006, Backbone Entertainment opened another studio, Backbone Charlottetown, in [[Charlottetown]], Canada, under the lead of Ayre.<ref>{{cite web |url=https://www.gamasutra.com/view/news/99006/Foundation_9_To_Open_New_Canadian_Studio.php |title=Foundation 9 To Open New Canadian Studio |first=Simon |last=Carless |date=February 6, 2006 |website=[[Gamasutra]]}}</ref> In May 2007, the new studio, including Ayre and several former Digital Eclipse employees, spun off from Backbone and became [[Other Ocean Interactive]], aiming at showcasing Digital Eclipse's former traits in a smaller fashion.<ref name="VentureBeat" /><ref>{{cite web |url=https://www.gamasutra.com/view/news/109109/Other_Ocean_iPhone_To_Be_Major_Player_In_Handheld_Market.php |title=Other Ocean: iPhone To Be 'Major Player' In Handheld Market |first=Brandon |last=Boyer |date=April 7, 2008 |website=[[Gamasutra]] |access-date=April 9, 2019 |archive-url=https://web.archive.org/web/20140514024915/http://www.gamasutra.com/view/news/109109/Other_Ocean_iPhone_To_Be_Major_Player_In_Handheld_Market.php |archive-date=May 14, 2014 |dead-url=no}}</ref> |
Revision as of 10:11, 14 April 2019
Formerly | Backbone Emeryville |
---|---|
Company type | Division |
Industry | Video game industry |
Founded | 1992 |
Founder | Andrew Ayre |
Headquarters | , U.S. |
Key people |
|
Parent |
|
Website | digitaleclipse.com |
Digital Eclipse is an American video game developer based in Emeryville, California. Founded by Andrew Ayre in 1992, the company found success developing commercial emulations of arcade games for Game Boy Color. In 2003, the company merged with ImaginEngine and created Backbone Entertainment. A group of Digital Eclipse employees split off from Backbone to form Other Ocean Interactive, which, in 2015, bought and revived the Digital Eclipse brand. Among its staff is video game preservation specialist Frank Cifaldi.
History
Digital Eclipse was founded in 1992 by Andrew Ayre, a St. John's, Newfoundland and Labrador, native and Harvard University graduate.[1] The company's first offices were opened on a "nondescript, factory-filled" street in Emeryville, California, where Ayre had moved following his graduation to live with his girlfriend.[1][2] Initially a technology startup company, Digital Eclipse soon found that their software would be useful in the video game industry, and turned to game development instead.[1] Using their technology, the company opted to produce commercial emulations of arcade games, such as Williams Electronics' Joust, Defender, and Robotron: 2084.[3] For these games, Digital Eclipse developed a compiler that emulated the games' arcade machines' chipset, including the Motorola 6809 central processing unit.[4] This approach was meant to have the emulations act true to the original versions of these games, and not carry any imperfections direct ports could have introduced.[3] All three emulated games were released as part of The Digital Arcade series for Mac OS in 1995.[4]
Digital Eclipse found further success when the Game Boy Color was released; the new handheld console included a central processing unit based on the architecture of the Zilog Z80, the processor used in older arcade machines.[3] While other developers were moving on to develop for the more powerful PlayStation home console, Digital Eclipse developed about 60 games for their niche market on the Game Boy Color.[3] These games included Klax, Spy Hunter, Moon Patrol, Paperboy, Joust, Defender, and 720°, as well as an original game, Tarzan, which Digital Eclipse produced for Activision.[5] Digital Eclipse also opened a second studio in Vancouver, Canada.[6] In February 2001, the company announced their move into the games market for wireless Web devices, hiring Scott Nisbet as director of wireless gaming, as well as Bruce Binder as Nisbet's consultant.[7]
In 2003, Digital Eclipse merged with ImaginEngine, creating Backbone Entertainment; while ImaginEngine remained an independent studio within that structure, Digital Eclipse's studios had become Backbone Emeryville and Backbone Vancouver, respectively, by August 2005.[8][9] By this point, Digital Eclipse had produced 70 games on 11 different platforms.[2] In February 2006, Backbone Entertainment opened another studio, Backbone Charlottetown, in Charlottetown, Canada, under the lead of Ayre.[10] In May 2007, the new studio, including Ayre and several former Digital Eclipse employees, spun off from Backbone and became Other Ocean Interactive, aiming at showcasing Digital Eclipse's former traits in a smaller fashion.[3][11]
Backbone Vancouver was mostly dismantled in September 2008 and closed entirely in May 2009, while Backbone laid off the majority of its Emeryville-based staff in October 2012.[12][13][14] On June 8, 2015, after acquiring the Digital Eclipse name, Other Ocean announced that it had reformed Digital Eclipse as part of its Other Ocean Emeryville studio.[15] Co-founders include Ayre, Mike Mika—who had acted as technical director for the original Digital Eclipse—and former Gamasutra writer Frank Cifaldi.[5][15] The new Digital Eclipse laid its focus on video game preservation, and Cifaldi became the studio's "head of restoration", a title which Cifaldi noted was an industry first.[15] At the time, Cifaldi also stated that Digital Eclipse aimed at becoming the video game equivalent of The Criterion Collection.[16]
Eclipse Engine
Part of Digital Eclipse's work include their own Eclipse Engine, a tool that allows them to decompile the code from older games into a machine-readable format that is then used by the Eclipse Engine to play them on modern systems. While it may take some extra work by the company to decompile the older game into the proper format one time, this approach allows them to rapidly port the Eclipse Engine version to any modern gaming system, including personal computers, consoles, and portable and mobile devices, with minimal effort. This engine has been used in Digital Eclipse's Mega Man Legacy Collection and The Disney Afternoon Collection.[17][18] The Eclipse Engine was primarily developed by Digital Eclipse's studio head, Mike Mika, and Other Ocean engineer Kevin Wilson, branched off from Other Ocean's Bakesale engine.[15]
Games developed
As Digital Eclipse (1992–2004)
Year | Title | Platform(s) |
---|---|---|
1994 | Joust | Mac OS |
Robotron: 2084 | Mac OS | |
Defender | Mac OS | |
1995 | Activision's Commodore 64 15 Pack | Microsoft Windows |
1996 | Williams Arcade Classics | Dreamcast, Game.com, Microsoft Windows, MS-DOS, PlayStation, Sega Genesis, Sega Saturn, SNES |
Ms. Pac-Man | SNES | |
Arcade's Greatest Hits: The Atari Collection 1 | PlayStation, Sega Genesis, SNES | |
1997 | Arcade's Greatest Hits: The Midway Collection 2 | Microsoft Windows, PlayStation |
1998 | NFL Blitz | Game Boy Color |
Arcade's Greatest Hits: The Atari Collection 2 | PlayStation | |
Rampage World Tour | Game Boy Color | |
1999 | Knockout Kings | Game Boy Color |
Disney's Tarzan | Game Boy Color | |
Atari Arcade Hits: Volume 1 | Microsoft Windows | |
Arcade's Greatest Hits: The Atari Collection 2 | Microsoft Windows | |
Arcade Classic No. 4: Defender / Joust | Game Boy Color | |
Klax | Game Boy Color | |
Arcade Hits: Moon Patrol / Spy Hunter | Game Boy Color | |
Rampart | Game Boy Color | |
Rampage 2: Universal Tour | Game Boy Color | |
Arcade Party Pak | PlayStation | |
Mortal Kombat 4 | Game Boy Color | |
Marble Madness | Game Boy Color | |
Ghosts 'n Goblins | Game Boy Color | |
2000 | Dragon's Lair | Game Boy Color |
Little Nicky | Game Boy Color | |
Alice in Wonderland | Game Boy Color | |
2001 | Batman: Chaos in Gotham | Game Boy Color |
X-Men: Wolverine's Rage | Game Boy Color | |
Rayman Advance | Game Boy Advance | |
Spyro: Season of Ice | Game Boy Advance | |
2002 | Spider-Man: The Movie | Game Boy Advance |
Disney's Lilo & Stitch | Game Boy Advance | |
Spyro 2: Season of Flame | Game Boy Advance | |
Disney's Kim Possible: Revenge of Monkey Fist | Game Boy Advance | |
Phantasy Star Collection | Game Boy Advance | |
2003 | Lizzie McGuire: On the Go! | Game Boy Advance |
Spyro: Attack of the Rhynocs | Game Boy Advance | |
2004 | Spider-Man 2 | Game Boy Advance |
Grand Theft Auto | Game Boy Advance |
As Backbone Entertainment (2004–2012)
As Digital Eclipse (2015–present)
Year | Title | Platform(s) |
---|---|---|
2015 | Mega Man Legacy Collection | Microsoft Windows, Nintendo 3DS, Nintendo Switch, PlayStation 4, Xbox One |
2017 | The Disney Afternoon Collection | Microsoft Windows, PlayStation 4, Xbox One |
2018 | Street Fighter 30th Anniversary Collection | Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One |
SNK 40th Anniversary Collection | Nintendo Switch, PlayStation 4 |
References
- ^ a b c McGillivray, Jim (2009). "From St. John's to California Gaming ... and back". The Andrean.
- ^ a b Feldman, Curt (April 23, 2004). "Q&A: Death, Jr. developer Chris Charla". GameSpot. Archived from the original on May 20, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ a b c d e VB Staff (September 22, 2017). "Other Ocean: Building the past, the future, and the present". VentureBeat. Archived from the original on April 16, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ a b Donaldson, J. Caleb (August 1, 1995). "They Do Make 'Em Like They Used To". Wired.
- ^ a b Schneider, Peer (July 16, 1999). "Lords of the Jungle". IGN. Archived from the original on January 31, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Harris, Craig (May 28, 2002). "Spyro 2: Season of Flame". IGN.
- ^ Goodman, Peter S. (March 21, 2001). "Playing for Keeps". The Washington Post.
- ^ Takahashi, Dean (October 12, 2012). "ImaginEngine game studio shuts down (exclusive)". VentureBeat. Archived from the original on December 1, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Adams, David (August 19, 2005). "Foundation 9 Goes Next-Gen". IGN.
- ^ Carless, Simon (February 6, 2006). "Foundation 9 To Open New Canadian Studio". Gamasutra.
- ^ Boyer, Brandon (April 7, 2008). "Other Ocean: iPhone To Be 'Major Player' In Handheld Market". Gamasutra. Archived from the original on May 14, 2014. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Kyllo, Blaine (January 28, 2009). "Vancouver's video game family tree". The Georgia Straight. Archived from the original on April 10, 2019. Retrieved April 10, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Lavender, Terry (November 18, 2009). "Is it Game Over for Vancouver's Video Game Industry? Not quite yet". Vancouver Observer. Archived from the original on December 22, 2015. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Rose, Mike (October 9, 2012). "Layoffs at digital game studio Backbone Entertainment". Gamasutra. Archived from the original on December 1, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ a b c d Wawro, Alex (June 8, 2015). "Digital Eclipse is back with a new mission: preserve classic games". Gamasutra. Archived from the original on March 6, 2019. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Schilling, Chris (August 28, 2015). "How 'Mega Man Legacy Collection' Is Teaching the Video Games Industry to Respect Its Heritage". Waypoint.
- ^ Orland, Kyle (August 27, 2015). "The new tech making game preservation more authentic and future-proof". Ars Technica. Archived from the original on April 11, 2019. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help) - ^ Watts, Steve (March 23, 2017). "Disney Afternoon Collection Producer Talks Challenges and Nostalgia". Shacknews. Archived from the original on June 12, 2018. Retrieved April 9, 2019.
{{cite web}}
: Unknown parameter|dead-url=
ignored (|url-status=
suggested) (help)