Post
by jup » Mon Feb 25, 2008 10:17 am
I had an entire game layout planned at one time. I just lacked the skills to produce it. Here's how the plot went.
KARR was back! He had been rebuilt by private funding means. He wanted to increase his fleet by capturing and reprogramming KITT. He had a new weapon that could neutralize KITT's main functions. It couldn't ride aboard KARR. So, he built a trap. KITT fell for it and was nailed by the device while Michael was inside a building, tracking down clues to a false case. KITT was loaded into a semi by some henchmen that KARR could afford to hire and keep around. The only thing not planned for was some of the upgrades that allowed KITT to reboot in mid-transport back to KARR's hideout. KITT contacts the semi and explains what happened. Micheal, driving from the distant FLAG HQ, breaks KITT out of the semi on remote control. The fully functional KARR gives chase as Michael tries to desparately get KITT back to the semi. Meanwhile, KITT is trying to get all of his functions back on-line. (Not only a great story line, but a great gaming device to keep the super car from turbo jumping and ramming everything in sight. Taking license from that one Garthe episode where Michael can barely get KITT to deploy the parachute.) Which means that at most points in the game, KITT can turbo boost. (I had a brilliant idea to govern KITT's flight time. Something the show never said yea or nay to. And, classic Star Trek inspired. KITT's Turbo Boost had to be charged up. Like the pressure was a combination of the turbine engine and a storage tank. (Taken from how the phaser banks held high power to the phasers. But, you couldn't fire endlessly; requiring a recharge cycle.) I gave KITT four compression tanks. Each jump used one tank and required something like 10 to 20 seconds to repressurize. However, other functions come and go spuratically. (Things like oil slick, smoke and stuff...even the laser pack I introduced in my one and only story, are occasionally available. This also gave me the 'one function button' approach over a keyboard of buttons that did stuff.) Along the route, KITT would have to deal with other traps that KARR could radio ahead to introduce. One bit that I had really worked out was this extremely long bridge. KARR would have some hired drivers with bomb loaded vehicles. KITT would have to disable most of these vehicles to keep the bridge safe. If one or two got through, KITT could still turbo boost over the gap. But, too much and KITT would have to stop and be cornered by KARR until his truck with the weapon could arrive, thus ending the game. With four full tanks, KITT could jump four damaged gaps. That added some demands on the driver for missing the bomb cars and not using Turbo. After enough miles went by, KITT would reach the Foundation Semi so that Bonny can do some incredibly quick pit stop repairs, Michael can get behind the wheel and face off KARR with a fully functional KITT. (Would have to choose the right function for the one option button. Probably laser as Turbo Boost always had it's own button.) My choice of interface was mostly freeway driving in one direction during the first half. Then, a 360 degree, off road environment for the KITT/KARR assault mission. I envisioned it being a laser on laser shoot out. After KITT blew KARR away, Michael would gain some clues as to whom rebuilt KARR. The game would return to freeway driving towards 'the big, unnamed city'. Then, it would change scenes, again, to a city grid driving interface where Michael could get out and investigate inside some buildings. This would include sleuth, questioning and even some action. I think Garthe won out the choice to be the 'evil human' opponent. It's been so long.
I had all this planned before Davilex showed up on the scene...when it seemed like Knight Rider was a dead license. So, my vision was like a primitive 3-D driver, mixed in with a PS1 interface of GTA and even a tad of Mortal Kombat for Michael's combat scenes in that 2-D fighting environment. By today's standards, it is downright primitive. And, I even have a small portion of the game scripted. Though, it's not much. A few intro splash screens, a partial first stage where KITT could drive down a freeway that never swerves or goes over hills, approaching a city and able to blow up innocent vehicles with the laser or turbo over them. His tweeter was working, as was the radio. (It played so much of the show's classic music instead of the theme song.) Can't remember if I got him to speak or not. Then, KITT reaches the city...sort of...and the game goes to credits. (Had some nice photos to go behind the moving text.) Problems were that my scritping was limited to Microsoft VBasic. And, I was pulling miracles with it. Looked like something the 80's NES might have run. Then, I lost the time to work on it in exchange for working for money. And, I never did truly get back to it. Not even worth trying, now that there's new life in the KR license and the studio would probably care. (Lawyers and all that. No freebie games allowed to compete with the potential PS3/X-Box 360/PC releases.) Probably couldn't even run VBasic in Vista or recover any of that old code, now.
Never had a chance to see a single copy of Davilex's two KR games. But, I'm an elder gamer that remembers the old time versions. Three classic KR driver games, (NES/Neo Geo/Commodore 64) none of which ever seemed very good. What plot they had was window dressing for driving down the road and jumping/shooting at things. No investigation. Nothing but KITT, the fuel guzzler. O_o