Brains in Planes: Difference between revisions

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[[File:BrainsInPlanes-CGI-2.PNG|thumb|Brains in Planes.]] [[File:BrainsInPlanes-CGI-5.PNG|thumb|A brain being removed.]]  
[[File:BrainsInPlanes-CGI-2.PNG|thumb|Brains in Planes.]] [[File:BrainsInPlanes-CGI-5.PNG|thumb|A brain being removed.]]  
'''''Brains in Planes''''', also known as '''''Headrush''''', is a cancelled 3D racing video game that was being developed by [[Millennium Interactive]] in 1996. The game was due to be released on the PlayStation as well as Windows 95.<ref name="Edge">{{Cite|published=August 1996|title=An audience with... Millennium|newspaper=Edge, Issue 35|publisher=Future Publishing|pages=22-26|url=https://archive.org/details/Edge_Gaming/Edge%20Gaming%20Magazine%20035/page/n18/mode/2up}}</ref> Several previews of the game were published in magazines and on CDs featuring concept art and CGI.
'''''Brains in Planes''''', also known as '''''Headrush''''', is a cancelled 3D racing video game that was being developed by [[Millennium Interactive]] in 1996 and up to Q1 1997. The game was due to be released on the PlayStation as well as Windows 95.<ref name="Edge">{{Cite|published=August 1996|title=An audience with... Millennium|newspaper=Edge, Issue 35|publisher=Future Publishing|pages=22-26|url=https://archive.org/details/Edge_Gaming/Edge%20Gaming%20Magazine%20035/page/n18/mode/2up}}</ref> Several previews of the game were published in magazines and on CDs featuring concept art and CGI. According to a ''[[wikipedia:Frogger (1997 video game)|Frogger]]'' development report, development on ''Headrush'' was paused in March 1997.<ref name="frogger">{{Cite web|url=https://archive.org/details/Frogger-Hes-Back-source-code|site=Internet Archive|quote=Due to the pausing of Headrush Leavon Archer will be helping out with the artwork on the project. Tim Closs will also be available to spend some time helping out with the Playstation version.|author=Frogger DevRep 14-3-97.doc|title=Frogger: He's Back! source code|published=September 27, 2023|retrieved=September 27, 2023}}</ref>
==Gameplay==
==Gameplay==
The game was going to have at least six circuits with multiple routes, shortcuts and horizontal and vertical hazards such as pedestrians, police vehicles and other moving scenery. There were going to be multiplayer, tag, battle and time trial game modes.<ref name="Edge"/> Attempting to cheat during the races would have resulted in the activation of a self-destruct mechanism, which would have permanently removed the plane and the brain from the circuit.<ref name="PCSpiel">{{Cite web|url=https://archive.org/details/PCS1196|title=PC Spiel 11/96 CD-ROM|newspaper=PC Spiel 11/96|publisher=Tronic-Verlag GmbH|published=November 1996}}</ref>
The game was going to have at least six circuits with multiple routes, shortcuts and horizontal and vertical hazards such as pedestrians, police vehicles and other moving scenery. There were going to be multiplayer, tag, battle and time trial game modes.<ref name="Edge"/> Attempting to cheat during the races would have resulted in the activation of a self-destruct mechanism, which would have permanently removed the plane and the brain from the circuit.<ref name="PCSpiel">{{Cite web|url=https://archive.org/details/PCS1196|title=PC Spiel 11/96 CD-ROM|newspaper=PC Spiel 11/96|publisher=Tronic-Verlag GmbH|published=November 1996}}</ref>
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In late 1996, the first race track of the game was still being tested on [[wikipedia:Autodesk Alias|Alias]], but the team felt confident that their 3D libraries would deliver "an awesome visual experience."<ref name="Edge"/> All the planes were to be generated on [[wikipedia:Silicon Graphics|SGI]] machines, and were to be tracked in-game by a selection of three third-person camera positions. Anything that could obstruct the player's view was going to be rendered in transparent polygons, so vision would remain unimpaired.<ref name="Edge"/> The crudity of depth shading was to be avoided by constructing 3D maps in order to limit the viewable distance from any point on the map.<ref name="Edge"/> Graphical effects were to include a particle system allowing for spectacular explosions, fountains, exhaust streams; multiple light sources and lens flare; and a dazzling chrome effect to be achieved through the use of environment mapping within the graphics API.<ref name="Edge"/>
In late 1996, the first race track of the game was still being tested on [[wikipedia:Autodesk Alias|Alias]], but the team felt confident that their 3D libraries would deliver "an awesome visual experience."<ref name="Edge"/> All the planes were to be generated on [[wikipedia:Silicon Graphics|SGI]] machines, and were to be tracked in-game by a selection of three third-person camera positions. Anything that could obstruct the player's view was going to be rendered in transparent polygons, so vision would remain unimpaired.<ref name="Edge"/> The crudity of depth shading was to be avoided by constructing 3D maps in order to limit the viewable distance from any point on the map.<ref name="Edge"/> Graphical effects were to include a particle system allowing for spectacular explosions, fountains, exhaust streams; multiple light sources and lens flare; and a dazzling chrome effect to be achieved through the use of environment mapping within the graphics API.<ref name="Edge"/>


By March 1997, development on the game was paused. This freed up people working on the game, such as [[Leavon Archer]] and [[Tim Closs]], to help out on other projects, including ''Frogger''.<ref name="frogger"/>
==Gallery==
==Gallery==
===Artwork===
===Artwork===