[HN Gopher] Source Code for Area 51 (2005) by Midway Studios Aus...
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       Source Code for Area 51 (2005) by Midway Studios Austin Found at
       Garage Sale
        
       Author : andrew_rfc
       Score  : 115 points
       Date   : 2024-03-07 14:07 UTC (8 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | kloch wrote:
       | Is the source for the original 1995 version available? At a retro
       | arcade it is the one game you can never play because there is
       | always a line (harder to get a spot than Tron). I remember
       | playing it on pc around 1997 also.
        
         | johnbellone wrote:
         | This is the 2005 game released on Xbox and PS2.
        
         | rolph wrote:
         | https://www.retrostic.com/roms/mame/area-51-41277
         | 
         | http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=are...
        
         | jstarfish wrote:
         | Heh. That was one of the few games I could pump $20 into, hit
         | start for both players and get most of the way through akimbo-
         | style.
         | 
         | I tried it again later with House of the Dead 3. It didn't work
         | as well. Harder to dual-wield shotguns.
        
         | joezydeco wrote:
         | The funny part is that the original arcade title, cabinet and
         | kit, was probably the best selling Atari Jaguar title ever
         | published.
         | 
         | The arcade hardware was CoJag, a version of Jaguar modified to
         | run with a hard drive and have JAMMA-compatible signal output.
         | 
         | https://www.system16.com/hardware.php?id=778
        
       | LarsDu88 wrote:
       | Wow they built a whole game engine and editor just for this game,
       | and they got David Duchovny and Marilyn Manson to voice act in
       | it! And now it lives in obscurity
        
         | myfavoritetings wrote:
         | FWIW, most games before early 2000s built all their tooling
         | from scratch as there wasn't off the shelf engines to use.
         | Unreal engine came out in 98 and Source in 2004
        
           | CalRobert wrote:
           | I think some of the early FPS engines were re-used, with Rise
           | of the Triad using the Wolfenstein 3d one.
        
             | TonyTrapp wrote:
             | Engines that come to mind: XnGine (Daggerfall, Terminator,
             | ...), Dark Engine (Thief, System Shock 2), Build (Duke 3D,
             | Blood...). Yes, they existed before the 2000s, but the
             | difference to today is that there were many engines being
             | reused for a handful of games at most. Today it's few
             | engines running most games.
        
               | holoduke wrote:
               | Battlefield, gta, alan wake, ms flightsim, cyberpunk,
               | hogsward (unreal) all top games with different engines.
               | Agree that unreal engine has many games, but plenty of
               | alternatives
        
               | TonyTrapp wrote:
               | That's a pretty small selection of well-known AAA games.
               | Those few examples really don't change the general skew
               | towards using 3rd party engines these days vs. few games
               | doing something like that in the 90s. And in fact, most
               | of these engines have also been reused between games
               | (with heavy modifications of course - e.g. Remedy's
               | Northlight engine has been evolving since Alan Wake 1).
        
               | holoduke wrote:
               | Build engine duke nukem also used in many other games
               | like blood etc. Same for quake engine. Even doom engine
               | was used in games like hexen. Doom was also an evolution
               | of the wolfenstein engine. Quake 1 to later quake engines
               | all evolutions and used in a lot of other games. These
               | are all 3d engines. On the nes, snes and sega machines
               | the same platform engine was reused in 1000s of games.
               | Same for sound engines, physics engines etc. My point is.
               | I dont think there is a lot of difference. Innovation
               | still happening today. Not everything is Unreal.
        
               | Arrath wrote:
               | Honestly it seems like it always has: there are a handful
               | of dev houses using their own engine for a spread of
               | games (e.g. EA with Frostbite, Ubi with Anvil, Rockstar
               | with RAGE, Bungie with whatever they call the
               | Halo/Destiny engine these days), then UE or Unity are out
               | there mass licensed for a whole bunch of stuff, then the
               | few less widely licensed engines like Source.
        
           | treflop wrote:
           | Wasn't Quake 1 reasonably off the shelf for its time?
           | Released in '96, it did have a map editor and a number of
           | games were built with it.
           | 
           | Source itself being built from Quake 1...
        
             | TonyTrapp wrote:
             | idTech 2 was specifically built _for_ Quake 1, and only
             | later it was licensed to other developers as well. So it
             | was not an off-the shelf solution id could simply take for
             | building Quake. It was tailored for that game.
        
               | BikiniPrince wrote:
               | They specifically built Quake to sell the engine. They
               | knew it would be difficult to actually sell an engine
               | without a successful title.
        
               | franzb wrote:
               | Interesting, I've never heard about that. Do you have a
               | source?
        
             | Unfrozen0688 wrote:
             | Won't really work on consoles like PS1 and PS2.
        
           | LarsDu88 wrote:
           | Jedi Knight 2 came out in 2002 and the original Call of Duty
           | came out in 2003, both running heavily modified versions of
           | John Carmack's Quake III engine
        
           | MisterTea wrote:
           | id sold a few Doom and a bunch of Quake 1/2/3 licenses back
           | in the day. Off the top of my head: Heretic and Hexen used
           | the Doom engine, their sequels used the Quake and Quake 2
           | engines respectively. Strife was an FPS RPG that was Doom
           | based. Half-Life started out as a HEAVILY modified Quake
           | engine and rumor has it that there is still a bit of Quake
           | code in Source. Duke Nukem Forever started out on Quake
           | before moving to Unreal.
        
           | Keyframe wrote:
           | id Tech engines, Renderware and a few other big ones were for
           | sure available at the time and used. Earlier, during 90's was
           | another situation however.
        
         | Unfrozen0688 wrote:
         | A lot of games did this.
         | 
         | Like each Final Fantasy game on the PS2 is a new engine. Each
         | Resident Evil.
         | 
         | There was Renderware I guess to share liek Unreal. But that's
         | it.
         | 
         | Not like these new game devs. I can really tell these new games
         | are so unoptimized.
         | 
         | I mean look at this. Is this progress?? Not really. And 2024
         | has just waaaaay worse performance.
         | https://www.youtube.com/watch?v=E5fr1R8kZzI
        
       | jim90 wrote:
       | Wonder how long until takedown notice (considering all the
       | confidential files in that repo..!)
        
         | toast0 wrote:
         | Probably a while, ownership is likely unclear, given the number
         | of corporate transactions Midway has been through.
        
           | bsimpson wrote:
           | I thought Midway became WB Games when the Viacom family
           | fucked up their financing.
        
             | gamacodre wrote:
             | Geez, these companies just keep getting passed around and
             | around. I was working for Time Warner Interactive (aka
             | Tengen, the consumer arm of Atari Games) when Midway bought
             | them in '96.
        
         | edifus wrote:
         | It's been up for three years now..
        
       | skiman10 wrote:
       | Every time someone finds "lost media", I always wonder how much
       | media is lost to time because the wrong people went to the garage
       | sale and did not know how rare a find was and it gets thrown away
       | at the end of the sale.
        
         | daniel_reetz wrote:
         | Something I've seen personally is that family calls a
         | cleaner/buyer in to sweep the home of a deceased relative and
         | all is lost. In short, there is no rummage sale.
        
       | bsimpson wrote:
       | As you may have gathered from the list of home systems, this is
       | not the light gun arcade shooter you remember from childhood. It
       | appears to be a 2005 addition to that franchise.
        
         | Arrath wrote:
         | And it is, actually, a pretty decent game!
         | 
         | Like the little-known console sequels to Far Cry, you later get
         | infected with the gunk you're dealing with and it opens up the
         | game a bit by adding extra abilities.
        
           | sunnybeetroot wrote:
           | Agreed, I remember getting it in an Xbox demo disk and
           | playing the same level over and over again.
        
       | accrual wrote:
       | > It was found at a garage sale of a former THQ developer.
       | 
       | This would be interesting to know more about. Was it on a CD, or
       | maybe left on the disk of an old PC? I wonder how much old source
       | code is hanging out in developer's attics and basements around
       | the world, before git/online repos were a thing.
        
         | ryandrake wrote:
         | There's probably a lot lying around.
         | 
         | Back in the early 2000s, or maybe late 1990s, I was a big fan
         | of a PC game that ended up being a total commercial failure for
         | the studio and publisher. It was so bad the studio went under,
         | and the game was left with many bugs unpatched. On a lark, I
         | (and a few other fans) got together an reached out via E-mail
         | to the publisher and offered to take a stab at the code and fix
         | some bugs for free. To our shock they sent us the source code
         | on CDROM. We never actually got very far (the source code was a
         | colossal mess) but decades ago, wild shit like this probably
         | happened more than you'd think.
         | 
         | I have no idea where those CDs ended up, probably tossed them
         | at some point.
        
       | fabiensanglard wrote:
       | Hopefully someone will write a source code review to explain how
       | this all worked!
        
       | asveikau wrote:
       | A find like this will get more interesting in the future when the
       | artifacts are from the era of git. Imagine you find a single
       | developer's git clone, and suddenly you have the full source
       | history of the project.
        
       | mattw2121 wrote:
       | So many questions...did the developer realize he was putting it
       | up for sale? Did he just have a bin full of a bunch of old CDRs?
       | How did the person rummaging even know what they came across?
       | Presumably the buyer then took this to the developer to purchase.
       | Did the developer know realize what he was selling?
        
       | MaxBarraclough wrote:
       | Uploading the source code to GitHub no doubt constitutes
       | copyright infringement.
       | 
       | I imagine GitHub will take it down if they're asked to, it seems
       | rather clear-cut.
       | 
       |  _edit_ I see another comment pointing out this has been up for
       | around 3 years now.
        
       | withinrafael wrote:
       | Andrew initially had a rough disassembly-only dump of the retail
       | Area 51 on GitHub in a (quickly abandoned) attempt to remaster
       | it. He must have gotten lucky here, or maybe more likely a
       | previous developer tossed him a (very nice) bone.
        
         | MisterTea wrote:
         | > or maybe more likely a previous developer tossed him a (very
         | nice) bone.
         | 
         | This is what I am thinking. It seems a long shot the source
         | code was simply discovered at a garage sale by chance. Too much
         | coincidence that a. the THQ dev still had the code just kicking
         | around and b. a computer savvy person happened upon this garage
         | sale, buys said artifact and discovers the code. Stars must
         | have been aligned.
         | 
         | I think the THQ dev likely knew the "buyer" or someone put them
         | in touch and the cover story is "oops, I accidentally sold the
         | source at a garage sale" in case lawyers get involved.
        
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       (page generated 2024-03-07 23:00 UTC)