1997 Perceptions
Platform: 3DO M2
Thanks to David Tolley and John Wells, here are some assets which were intended for use in the unreleased and incomplete Power Crystal for the 3DO M2 platform.
Within the gallery below are a number of assets showing game option screens, game icons, map tiles and sprite billboards. File: 4_ICONS1 in particular show trade items, with the rest being various different weapons, armour and power ups that may or may not have been implemented in the game.
John Wells later provided further assets, and even tools in June 2025. He had the following to say about the archive (which you can find below):
The code for editing and creating the maps (i.e., Zones) is included. The maps were created in DPaint using the “TEMPLATE.LBM” file—standard 640×480 resolution. DPaint brushes of grass, trees, and objects were used to fill in the blank spaces.
See example: \Perceptions\Trees.c\ZONE973.BMP folder.
Another great example is \Perceptions\Trees.c\973.C file. This is the file given to the programmers—Anders, Marcus, and myself—to check issues with borders not aligning. If an error was found, it would display a message telling me which Map/Zone was at fault.
Dave and I had to be very careful when creating the maps, as each of the four borders had to match adjoining maps—otherwise a height difference would be visible in the graphics engine.
If I remember correctly, each colour represented a height, so we had to be very careful not to create too much of a height difference when the player was walking or riding around. When creating objects (Buildings / Trees), a black pixel was used next to the object’s pixel colour to indicate direction—i.e., North, South, East, or West.
Another example gives a great look where dots/graphics represent each object: see folder \Perceptions\Village.c\TEXTURE.BMP.
Also have a look at Template\Perceptions\Brushes for Power Crystal\BUILDING.LBM. This helped Dave and me to place objects in the maps, and made it a bit easier instead of trying to remember coloured dots.
Dave Lago, Andy W., and Andy Noble had a hand in creating some of the code, but which part I couldn’t tell you.
Some of the files have interesting clues about what was in the game, so it’s worth having a look.
Due to the Sony PlayStation being released, it killed the 3DO off overnight. We had Panasonic down six months into the project to have a look at what we were up to. The next day, we got the bad news—it had been cancelled.
John also revealed the following roles overall on the game:
Directors
- Dave Lago, Andy W and Andy Noble
Coders
- Anders, Margus
Testers
- Dave Lago, Andy W and Andy Noble
Map/Zones and utilities
- John Carl Wells, Dave Fox
Artists
- Tina Church, Derick, Jazz, David Tolley and Richard Church