Obsession (video game)
Obsession | |
---|---|
![]() Original Atari STe cover art | |
Developer(s) | Unique Development Sweden |
Publisher(s) | Unique Development Sweden |
Designer(s) | Peter Zetterberg |
Programmer(s) |
Hans Härröd Kalle Lundqvist Michael Brunnström Tord Jansson |
Artist(s) | Jimmy Gustafsson |
Composer(s) | Per Almered |
Platform(s) | Amiga. Atari STe |
Release | Atari STe Amiga |
Genre(s) | Pinball |
Mode(s) | Single-player, multiplayer |
Obsession is a pinball video game developed and originally published by Unique Development Sweden for the Atari STe on December 2, 1994. It is one of the last official releases for the system after being discontinued in 1993. It was later ported to the Amiga on June 1995.
Gameplay
Obsession is a 1-2 player game with low resolution and keyboard controls. It comes with four different types of tables: "Aquatic Adventure", "Balls 'n Bats", "Desert Run" and "X-ile Zone". Obsession was also inspired by other games such as Pinball Dreams by XXI Century Entertainment. However, by December 2, 1994 Obsession was complete and UDS had started to work on Absolute Pinball.
Development
In a recent interview with Tord Jansson, one of the main programmers of the game stated that Atari Corporation gave the team an Atari Jaguar development kit which he and Ulrik Lindahl, another programmer at UDS spent time with it and created a conversion of the game with only three out of the four tables to the Jaguar in a few days except the music and sound effects, however, they decided not to support the system due to its low sales and sent back the development kit back to Atari Corp.[1]
References
- ↑ Graveyard, ST (June 28, 2018). "INTERVIEWS - Tord Jansson". atarilegend.com. Retrieved 2018-08-04.
Tord Jansson: Atari lent us a Jaguar dev kit that me and Ulrik Lindahl spent some time working on. As a way of impressing Atari I made a straight conversion of three of the Obsession tables to the Jaguar in 10 days, but without the music and sound effects. It was a good showcase and served its purpose, but I had promised Peter that I could do it in seven days when I pitched the idea, so I was (jokingly) taunted by him for failing my deadline. ;) In the end we decided to not pursue any Jaguar title and instead focus on the PC since we didn’t want to risk to develop for another dying platform and sent back the devkit. That was a good call.