Star Wars: Episode I: Battle For Naboo - Development

Development

With Star Wars: Rogue Squadron and Star Wars Episode I: Racer already released under a three-game exclusivity agreement signed by Nintendo, LucasArts began planning for the third and final game. After the success of Rogue Squadron in 1998, LucasArts and Factor 5 started initial testing for a follow-up in February 1999. The team discussed how they could build on that success and began planning the development of a new game engine. Possible plot ideas involving the film Star Wars Episode I: The Phantom Menace were also discussed. After it was released in May 1999, the team watched the movie several times in an attempt to find interesting characters, situations and craft for the game. Factor 5 stated that tying a movie plot into a vehicle combat game was "hard". They included all the characters and vehicles from the movie they could, and attempted to mix these elements with entirely new content.

During the development process, LucasArts supplied most of the art and level-design, while Factor 5 provided the programming, tools, sound, and most of the cut-scene and art post-production work. After contemplating the idea of reusing Rogue Squadron's game engine, the team decided it was necessary to develop a new engine from scratch. Being more familiar with the Nintendo 64, Factor 5 was able to write Battle for Naboo's microcode by identifying the previous engine's strengths and weaknesses. Factor 5 stated that many of Battle for Naboo's technical aspects (such as a farther draw distance) "simply would not have been possible" using the Rogue Squadron engine. The game uses a particle system that was written in microcode for the Nintendo 64's Reality Signal Processor. The team first developed the technique to display falling snow in Indiana Jones and the Infernal Machine, another Nintendo 64 game that was developed simultaneously by the company. The result allowed Battle for Naboo to have rain and the snow effects that display up to 3,000 particles at any given time without compromising the game's frame rate and without using the system's central processing unit. Explosions and fountains also use these particle effects.

Skywalker Sound supplied the development team with sound directly from The Phantom Menace for use in Battle for Naboo. Because its music is fully interactive and in real-time, the game required new material to be composed and pieces from the movie to be rewritten. Factor 5 again used its own sound drivers called MusyX to handle the game's sound, as it did with Rogue Squadron (then called MOsys FX Surround). The game includes voice work from voice actors Jeff Coopwood, Roger L. Jackson, Doug Boyd and Terence McGovern.

Unlike Rogue Squadron, which was developed and released for the Nintendo 64 and Windows simultaneously, Battle for Naboo was ported to Windows and released two months later. The Windows version features enhanced resolution and textures and includes a mouse-supported menu interface. On October 24, 2001, it was re-released as a part of the LucasArts Archive Series.

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