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Showing content with the highest reputation since 07/11/2020 in all areas

  1. 8 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    Hi all, just a quick message to say I found some development CD's for the PC, NTSC and PAL versions. Have added a pic here https://photos.app.goo.gl/xJRJ72KUCqCvUkLv5 Will try and answer some more questions soon, really busy right now.
  2. 6 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    Hi, If I can answer any questions you may have regarding the game development I'm more than happy to. I was Lead Tester on the project working both at LEGO HQ in Slough, UK and also at the developers Data Design in the West Midlands, UK.
  3. 5 points
    EnvyNival

    LEGO Racers Menu Font?

    Here guys, made by me in a couple days: https://github.com/envyniv/RacersFont (i know this thread is extremely old, but hey, wanted to share this.)
  4. 5 points
    tfishell

    New renditions of David Barrow's “Lego Island Police Extended”

    (Sorry if this was already posted.) https://davidbarrows.com/albums/lego-island/ "June 2020 rendition of the “Lego Island Police Extended” piece" - @daypeecone fan-made version: I learned about Birkett Media's documentary through Dave's site, excited to listen to that: https://www.youtube.com/watch?v=YbtGWRyJ7OI&feature=emb_title
  5. 4 points
    Xboxnang

    The Ultimate LEGO Book: Rock Raiders prototypes

    Hi all, I worked on the Rock Raiders games and was given a model of the Chrome Crusher. It's clearly not a finished one as there are some differences (robot keyrings used as the minifigs weren't ready, the laser has no internal electronics). Also there is a label on the bottom of the model (maybe the builder/designer?) https://photos.app.goo.gl/xJRJ72KUCqCvUkLv5
  6. 3 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    Yes, I was part of the LBE team who tested the park ride before it was installed at Windsor (not too far from the LEGO offices in Slough) From what I can remember the touchscreen panels were a bit of a nightmare to start with as they had to be designed so that small children could use them easily. The only other issues we had were getting the game play balanced enough so that anyone could win no matter what design their car was. Some of the track shortcuts caused a lot of arguments between testers when they forgot to use one. I think the overall test cycle for the ride in-house was 3 months and the test department was a bit of a mess with PC's and network cables running all over the floor. I seem to remember some of the team going to LEGOland Windsor to help out with the installation of the ride, I was busy on another project by then.
  7. 3 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    The test team was split between LEGO HQ in Slough and Data Design's offices. The PlayStation versions were tested in-house at DDI and the PC was mainly tested back at LEGO HQ (although we did also have at least 1 tester in our team looking at it...mostly me tbh). I was also delegating work on other projects and had to run reports at the end of the day for management so an 11pm finish was pretty much the norm back at the hotel. This was also the case for Dave the producer (think he said something similar in his interview on here). We got builds 1-2 times a day depending on the severity of an issues so we could verify the fixes were done and move onto the next area/level/task. For the PC build I think we were able to use an online storage platform to transfer any update files back to the office rather than an entire build.
  8. 3 points
    Arthuriel

    Questions about LEGO Rock Raiders game development

    Hi, thanks for joining and doing a Q&A : D ! Since you mentioned, that everything in the game should be able to be built out of actual bricks, I wondered, if this also applied to the L.M.S. Explorer and how you verified that? Speaking of the ship: Do you happen to know, where the "L.M.S." in "L.M.S. Explorer" came from? I recall some discussions on RRU, that it might have been related to "H.M.S." (but with L for LEGO) used by ships in real life, but we didn't get further than that. One Rock Raider comic even used "H.M.S." instead of "L.M.S.".
  9. 3 points
    giantblargg

    All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)

    Just a little tease for something I've been working on:
  10. 3 points
    jamesster

    New renditions of David Barrow's “Lego Island Police Extended”

    Cool! Here's the YouTube versions of that, for those who don't have Spotify:
  11. 2 points
    aidenpons

    old lego games meme's

    triple post? please don't smack me Turns out the crystal count in regular LRR Back to Basics is a lot higher than Chief thinks it is. He could have just stuck around here for longer and saved you the hassle of rebuilding RR HQ for the 50 crystals you need in Rocky Horror. (All screenshots taken from Manic Miners, which has a fantastic level editor that allows you to see the crystals in the walls and edit everything all at once. I noticed this as I was porting it over)
  12. 2 points
    aidenpons

    Rock Raiders slimy slugs only in one level ?

    Slimy Slugs will also appear in Rock Hard, if you have more than 8 miners. They would also appear in Lava Laughter if there were any holes on the map, but there aren't. But yes, slimy slugs are notably absent from many of the levels. According to Karl, who made many of the levels, somewhere in this thread he mentioned that slugs were only finished at a late stage of development, and would have liked them to be in many earlier levels - often the cutscenes show slugs when no slugs are present! So the absence of slugs we can generally put down to there just not being enough time to really put them in properly. Additionally, on a technical note, adding Slimy Slug Holes to a map is very straightforward - they're just defined in Dugg.map, and with Map Creator doing so is exceedingly easy. However actually getting slugs to pop out of their holes is a different beast. The game has an unused, inbuilt slug script you can see in the .cfg in one of the testlevels, which causes slugs to come out at a specified frequency once some conditions are met. However, the usual way slugs are specified in the LRR levels is by NERPs scripts, which are awkward, unwieldy, and an absolute pain to write and if that wasn't all bad enough DDI's coding is atrocious. Usually (Rock Hard is the exception) the format is something like this: GetCrystalsCurrentlyStored > 9 ? SetR1 1 GetCrystalsCurrentlyStored > 12 ? SetR1 2 GetCrystalsCurrentlyStored > 15 ? SetR1 3 GetCrystalsCurrentlyStored > 20 ? SetR1 4 GetSlugsOnLevel < GetR1 ? GenerateSlug which should hopefully be human readable: essentially, as you gain more crystals, this value R1 goes up, and if at any point in time you have fewer slugs than this magical variable R1, another slug pops out. This is why, in Back to Basics, killing one slug immediately causes another one to rise to take its place, and is generally super un-fun. The simplest slug I've found is GetMonstersOnLevel > GetSlugsOnLevel ? GenerateSlug which makes sure there are X slugs for X Rock/Ice/Lava Monsters, including sleeping ones. This means slugs pop out as a bonus challenge, but once all the monsters go away, the slugs do too. If you have a cool idea for slug scripts let me know, as it's still something I'm thinking about (especially with Manic Miners on the horizon ) ... anyway that's getting mighty off-topic of me. But yes, slugs just aren't there in most levels - and I'm so glad they aren't because can you imagine bad raider AI with erosion, slugs, and drained crystals? I don't even want to think about it While Rocky Horror having no slugs is a bit of a shame for the Final Boss Level, it means it's actually fun instead
  13. 2 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    Other games worked on: LEGO Racers, LEGOLand, LEGO L.B.E (Test department was a huge mess of network cables, PC's and monitors getting that one done). When I was on the RR project I never saw an RTS build if the PS1 game, just the action version. It's likely a build was at DDI but we were so busy trying to get all of the issues fixed there was very little time to find out. Add to that the decision to 'dumb down' the US version late n the project which didn't help anyone. As for funny stories there's nothing I could repeat here for legal reasons
  14. 2 points
    JimbobJeffers

    Veronica Voltage vs Holley Shiftwell

    I think you'll struggle to find an audience here for comparisons between LEGO Racers and other games, especially Cars 2. I would see it less as being ignored, and more as people not having anything to say on the subject.
  15. 2 points
    Xboxnang

    Questions about LEGO Rock Raiders game development

    Character design would have been done in-house at Data Design Interactive and signed-off by LEGO Billund via the UK team, likely based on what would work in a physical set moving forward. When I worked at LEGO the 1st rule for any software was 'if you can't build it out of bricks it can't be in the game'. I did ask if I could build a scaled model of a game level but we worked out it would need about 30,000 bricks
  16. 2 points
    Sluggious

    Start with Crystals and Ore

    Thanks for the advice. Screenshot added. Yes, LRR is so... uniquely cursed that it would not surprise me that there IS no hard code, and anyone who finally manages to unpack it all for us to see will reveal it's actually some kind of satanic magick bent on robbing us of our time and souls, if possible. It really must be something to behold and I'd get a great deal of satisfaction just reading poeple's posts who know a good deal about programming and what their reactions would be. Chances are it literally got stopped in its development in an even WORSE situation than we've been told, and so the game literally IS exactly like Oresome or another mission where everything's gone horribly, horribly wrong. I'll bet there's bizarre half-finished tools and mechanics that were supposed to be removed but somehow weren't, and probably half the things we wished were coded in actually got in, like flooding, but are either innactive or worse, are the heart of all our woes. Atop time and technology moving forward... "How did this game EVER managed to function at all?" is probably something the poor developers contemplate even to this day... which is where the hocus pocus comes in. It should just crash. But it doesn't. Until you're deep in the level, or are about to reach that blasted Tunnel Transport on Frozen Frenzy, that is.
  17. 1 point
    breakingspell

    Rock Raiders: Community Edition (v1.0.3.1)

    I ran into the same thing, but realized you do have to re-build the game in Cafeteria after applying mods, CE Core included. That was the last step I needed for 1080p after using Cafeteria's online repo to download all the req'd files (their version and config of DGVoodoo2 as well). Game runs great! Edit: Also running into TNT crashing the game as the countdown hits 2, but not every time (worked fine in It's a Hold Up, but crashes in Breathless). Can confirm that Extended Dynamite Countdown fixes it
  18. 1 point
    jamesster

    LEGO Battles renders

    @PeabodySam pointed out the site isn't hosting them anymore, so I found them on my old laptop: You'll notice some of the characters are just textured as pure black for a few of them - I have no idea what's up with that; that's how they were on the website.
  19. 1 point
    V0.2: The BUILDINGS AND BRUISES update trailer: Initial reveal trailer: Download links: (Latest version: V0.2.7, released 2019-12-26) V0.2.7 Rock Raiders United mirror You can also access the latest experimental build on my itch.io download page: https://baraklava.itch.io/manic-miners Resource links: Trello (my development progress) Discord (active daily discussion AND usually weekly in-progress builds) Subreddit (active daily) Facebook page (not very active, but will announce major updates) Here's some more information on the project, taken from the Trello: If you have played the original Rock Raiders game and just want to jump right in without reading the project backstory and explanations, here are some quick notes: Original post: Full information dump can be found here
  20. 1 point
    EnvyNival

    LEGO Racers Menu Font?

    Added in v3 It seems to be only a windows font viewer bug, does this also show in, say, MS Word?
  21. 1 point
    aidenpons

    Rock Raiders slimy slugs only in one level ?

    Yes. Unfortunately the devs were under very tight time constraints, and 1999 wasn't exactly a time when distributing patches for games was really even possible - or profitable. There are a lot of things that could have happened that didn't happen - and that TCRF article is highly incomplete (flooding, spiderwebs, voice lines, Tunnel Transport are all entirely lacking from the article). I prefer a different method turning the NERPs scripts against themselves: Turns out slugs can't suck depowered buildings nor the non-selectable tile of a building (so they can't suck the Ore Refinery with the way I've placed it), and also turns out slug AI has very many holes in it and they're stuck there permanently. As the game always requires 10 slugs for this crystal level, there are indeed 10 slugs stuck in holes - accent on stuck - so as you can see I don't even need Action Stations on Other anti-slug strats, in order of efficiency, include: - Teleporting up your Tool Store, which prevents drained crystals from popping out anywhere thus crystals never drain - Teleporting down a boatload of LMLCs every time you have the crystals for them so you're never above the crystal threshold for slugs, then teleporting them all up in one swoop to get the crystals you need - Rushing your way to the crystal goal by going to the far East before the slugs can suck you dry - Using monster jank to recharge crystals (monsters can eat depleted crystals, but if they are then destroyed, the crystal will drop as recharged) - quitting? "The only winning move is not to play" comes to mind... There is a death animation specified for them: it's the same anim as when they dig into their hole. You can kill them, but miners won't attack when monsters are retreating and slugs retreat at 50% HP (monsters will also retreat at around 20% HP if they haven't been one-shotted by a Laser Beam), so you need to use either manual methods (eg: a Mining Laser) or mods. Slightly unrelated, but retreating is handled by a PainThreshold value in the CFG. Slugs have 50, so they run away at 50%. (Setting this to 90 would mean they run away after a single shot). Rock Monsters have 20, so they run away at 20% HP - and also, for some possibly not terrible reason, monster HP drains over time, so providing they're not carrying a boulder (which somehow overrides this) monsters will run around, get their HP low, and then run back into walls. Of course, you don't see any of this if you use Laser Beams and Electric Fences to one-shot them. And yes, they leave, and then come back immediately, because that's how poorly the slug script is programmed. It's not the same slug coming back for more: it's just another slug, because the script specifies "for X crystals there must be Y slugs on level." Interestingly frozen slugs still count towards the timer despite being totally inactive, so if you mod Slimy Slugs to be freezable you can equip all your miners with Freezer Beams and slugs become a minor nuisance, but not the nightmare they usually are
  22. 1 point
    antrad

    black screen on lego rock raiders

    I had this problem myself and I solved it by limiting the framerate. I used RivaTuner Statistics Server and limited the framerate to 30 FPS and it never happened again.
  23. 1 point
    antrad

    Modifications for Rock Raiders not working.

    I had the same problem. After you download a mod and click the checkbox to activate a mod you need to press Rebuild Game before you press Start.
  24. 1 point
    jamesster

    Questions about LEGO Rock Raiders game development

    Thanks! A couple more questions if you don't mind - how often did you guys usually get test builds from the developers? And did they just mail discs to you or did you have a faster means of getting stuff between offices? (Especially for projects from studios based overseas like LEGO Racers.) Also, not a question, but in case you still have builds of other old games you've tested, there's a bunch of sites out there dedicated to archiving them these days like Hidden Palace. They generally don't accept anything remotely modern - only the old stuff that studios have long moved on from and don't care about ending up online (i.e. generally nothing newer than, say, PS2 era stuff). There's also places like the Strong National Museum of Play in New York that archive that sort of stuff, it's pretty neat, especially if you want to see things archived but don't want to dump it onto the open internet. May be worth thinking about, game archival has become a pretty big thing.
  25. 1 point
    jamesster

    Questions about LEGO Rock Raiders game development

    Hey, thanks for doing this! What LEGO games did you do testing for, besides Rock Raiders? Some particular games we might be interested would be: LEGO Racers - has quite a lot of curious early screenshots of tracks that got heavily revised: http://www.brickshelf.com/cgi-bin/gallery.cgi?f=469944 LEGO LBE, or Rocket Racers as it was later known - what was the testing process for that like given it involved sooooo many computers to run it as intended in multiplayer? https://brickipedia.fandom.com/wiki/Rocket_Racers LEGO Stunt Rally - particularly the PS1 version, which went through a couple different developers with their own attempts at it, before ultimately being canceled (we now have a working build of one of them though!): https://brickipedia.fandom.com/wiki/LEGO_Stunt_Rally LEGO Island 2 started as game with the working title "LEGO Fantasy" at Krisalis some years prior, and was based on a canceled TV show, did you ever see anything of that game in its early days? https://brickipedia.fandom.com/wiki/5774_LEGO_Island_2%3A_The_Brickster's_Revenge#Development_History Similarly, LEGO Alpha Team (aka LEGO Action Team and LEGO Logic) got a big overhaul just 6 months before release, did you see anything of that while you were there? https://www.eurobricks.com/forum/index.php?/forums/topic/85196-very-surreal-alpha-team-prototype/ Got any funny stories that stand out in your head? Any particularly amusing or outlandish bugs, in any game? How playable was the Rock Raiders PS1 version before it was turned from an RTS into an action game? And this one's fairly specific, but just in case you happen to remember: Did it have first/third person camera modes where you controlled individual units, like on PC?
  26. 1 point
    Xboxnang

    Questions about LEGO Rock Raiders game development

    LEGO were really strict on the development discs so I want able to keep any of them unlike other companies I've worked for. I do wish I still had the early NTSC PlayStation version of the game before it was decided to dumb it down and turn it into a more arcade-style game. I see someone spoke to Dave Upchurch (LEGO Producer on RR) on this site a few years ago. Good guy Dave, had to step in to get the RR project over the line. Lots of late nights!
  27. 1 point
    baraklava

    The Ultimate LEGO Book: Rock Raiders prototypes

    Good to hear you are a Lego collector too! Be sure to put that boulder on a piedestal, it might be a one-of-a-kind item I'll post some questions in your question thread later!
  28. 1 point
    Xboxnang

    The Ultimate LEGO Book: Rock Raiders prototypes

    I've started a thread in the forum for any questions. Interesting about the boulder, have never looked at the bottom of the others before to see the difference. No way I'd sell it anyway, I collect LEGO (mainly Star Wars) and these are just part of my display.
  29. 1 point
    baraklava

    The Ultimate LEGO Book: Rock Raiders prototypes

    Hot damn, well you should know that that little boulder of yours is a prototype Ore piece, not sold in sets, and to my knowledge it is the only such piece known to exist! Previously we had only seen it on an image on the back of box 4930. As a reference, this is what the released Lego boulder piece looks like: So don't just sell it like any other set! Keep that piece safe, please. As for questions, I think it might be a good idea if you start your own thread where you take questions, probably in this subforum. That way you can respond at your own pace to questions! I'll check in tomorrow with some questions of my own. If you want to discuss the Ore piece you can send me a message, I can't seem to contact you.
  30. 1 point
    Xboxnang

    The Ultimate LEGO Book: Rock Raiders prototypes

    I've added a few pics to the shared link of the boulder as well as other sets I got while working on the game, unfortunately they were all general release. I also still have my personal Europe/US PlayStation discs. The big-box PC one is packed away somewhere. I was the Lead Tester for LEGO on all 3 versions....if I can answer any questions I'd be happy to. Robert
  31. 1 point
    aidenpons

    Start with Crystals and Ore

    This is how I know exactly what game you're talking about You can. It's a bit messy, but on the top right of this site there's a pencil icon for Create New Content --> then Gallery Image. From there you should be able to drag-n-drop (use Snipping Tool, or PrtScr button and hit Ctrl+V into Paint, then crop to suit) or upload a file into there and put it there. imgur is also a great, reliable, easy-to-use, and free image hoster (that doesn't even require an account IIRC?) Wat :S Maybe Windows is marking them as hidden for some reason and hiding them? That's super weird, your installation sounds mighty cursed. Which is par for the course for LRR
  32. 1 point
    jamesster

    .TDF Terrain format

    From Discord the other day: [10:50 AM] ruta: Hi all guys, I'm the guy that some time ago created a tool able to import LR2 .TDF models into Blender. For who who doesn't know, TDF is the format LR2 uses for terrains. At first I was hesitant to share it since I wanted to work on LR2 terrains on my own during this summer, but since I've noticed I don't have too much time I've decided to give you the link and all the work I've done so far: https://github.com/lorenzorutayisire/lr2-blender-loader
  33. 1 point
    aidenpons

    Start with Crystals and Ore

    I think Axel's mod is more at play here than InitialCrystals & InitialOre not working, because I know the latter two work just fine As others have (in a roundabout manner) said in the topic, you need to put them under Levels \ GameLevels \ LevelXX , right next to things like GenerateSpiders, PTLFile, OListFile, EmergeTimeOut, RecallObjects. XX represents the number of the level (occasionally some maps don't use this format, but you probably won't encounter them, and in any case the process is the same - put InitialCrystals and InitialOre next to those lines) I'm not sure how Axel's Mod works - or more accurately, how your installation is set up :S If there are still .WAD files around, then LRR won't read from the Data folder unless it has to, and will read from the WADs instead: so you'll want to unpack the WADs, make your edits to Lego.cfg there (don't forget to save!), and recompile the WADs. As for unpacking and recompiling your WADs, Wad Recycler is by far the best tool for the job: https://www.rockraidersunited.com/topic/3742-wad-recycler-2/ and is pretty straightforward to use (drag WAD into window to decompile, drag folder into window to recompile Posting a screenshot of what your LRR installation looks like could help, as I'm not familiar with Axel's Mod.
  34. 1 point
    Zeroject

    Lego Racers Remastered

    New Update Hope your all doing great, this update contains what i have done visual to the first map and what is happening in the future. First of all the things i have done to the map. i have sculpted the map to a more pleased look i took it in steps, first i made mountains that became really spikey Later i smoothed it out a little and added small bumps to give the mountains a more rough look. It is not to a degree that i like there are still some features there is needing like the top part of the cave and platform for some of the houses. later on i will add them but i have decided to let it sit for now and focus on something else. Details comes later. I have a little before and after pics too see how far iam with the mountains. Before After and one last pic for the update, i have colored the parts of mountain that needs a change the most. Green means a little to the mountain Yellow means needs some re scluping but the shape is there. Red means it all needs to be redone. Thats all for the update. Now we go to what happening in the future. I think i have worked much on the design of the map but not on the mechanics enough. as mentioned in a past update i use wheel colliders in unity, mistake. I have no control over the tires or the car, it seems like unity use wieght to the car you can self change it but it multiplies with the size of the car, as of where im standing in skill and what i understand. I have no clue how the wheel colliders work, i thought i did, but its way more complex then i thought. I have decided to program my script to control and move the car, this gives me more free room the just copy past the script to the diffrent cars without worrying about the cars having diffrent speeds. Well short told i will now work on the car script and the power ups scripts. i have made a board where i can keep track what i need to do and what i have done, i did have a plan in the begning for the map but it was way to simple. I have made a link where you guys can see what im doing what are in progress and what is waiting this way, you can follow along and come with feedback when i upload screenshots of the codes. thats it for this time next update will be a little more about getting the game op and running and maybe come with a version you guys can test how the car feels and the map. Heres the link https://share.clickup.com/b/h/6-23692035-2/1957536cdfc1973
  35. 1 point
    Noneatme

    LEGO Island Ripper Tool by Supper

    Not sure if I was allowed to, but since I was running Linux and had problems getting the executable to work fine I edited some parts of the source code and compiled it myself. I have uploaded the Linux executable with the edited source code here, in case someone else runs Linux too:
  36. 1 point
    Noneatme

    LI Ripper (Linux)

    ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, BuildID[sha1]=b8cc7a7a5e24caa37abda148f8a481a85cf887fb, for GNU/Linux 3.2.0, not stripped
  37. 1 point
    Hi everybody, I've just finished creating a documentary about the musical direction of Lego Island. Video version being edited. Audio version available from: Video now live:
  38. 1 point
    Drewsko199

    LEGO Life on Mars Media Hub

    You're quite welcome. And nice choice of favorite as well, Cassie's clearly one of mine too. Wouldn't be surprised if that's true for a lot of people (thankfully haven't seen much of the R34 way of favoritism, at least. shudder) Updated the OP with more direct links to media and such, less of a burden to tell people "Google it" and all. One thing I'm not mentioning is a small thing Mars Mission's site had when it was live. While the theme in lore pretty much ignored LoM (though the Crystaliens were rather affirmed as not being native to the planet), the "blog"-like section seemed to include a post implying that the Martians were exterminated by the Crystaliens... however, I don't give it much weight as it was presented not as officially (the astronaut avatars the blog used was covered up in the face, which seemed to be part of a pattern where users were able to submit entries from the LEGO message board or something), so I don't put much weight into its validation even if it was "officially" on the site. Though on a more positive note, talking to Christian Faber on Facebook revealed he did have a hand in Life on Mars' development, fun fact! Whether it was him directly or a branch of Advance Corp. isn't specified yet, but I'll have to keep an eye on that. Who knows what might be revealed out of it, maybe missing web content? Also, found a notable bit of fan content: This LoM-labeled album on Bandcamp that I just happened to find via Googling. Very atmospheric too.
  39. 1 point
    Drewsko199

    LEGO Life on Mars Media Hub

    Because I've chosen this series as a hub to die on as my favorite LEGO theme, I'll kill time and document everything I know and have retained regarding the 2001 LEGO space theme where for once the aliens were friendly (set design-wise, at least) Full credit/support to the lads behind the Biodium Vault, Aaron Lemay and Niall Fray. Ya did good work for people like me in the BZP days, thanks lads. LEGO.com Content: -The theme indulged in a fairly generous amount of story content online for a not-BIONICLE early 2000s LEGO theme. Through "raido logs" and weekly Flash games, a story involving the Solar Explorer crew's contact with the Martians and an insurgent group regarding use of the Biodium mineral that enables life on Mars unfolded and gave the series an interesting little narrative. As of now the games are lost of time, but nearly all of the logs (in text format, apparently audio dramatizations of some sort existed but were lost) have been recovered via Wayback Machine and are collected here. Naturally recovery of the lost content would be nice, but I'm not getting my hopes up. Magazine Promotion: -A fair few comics and articles were published in the various magazines published around the world at the time. 2001 issues of LEGO Mania Magazine featured LoM comics (including one that acted as an epilogue to the web story and crossed-over with Alpha Team, Studios, and the Dinosaurs canister sets) and articles documenting various elements of the theme, including the Truck Tour, contests and IRL science, as did the UK publication, LEGO Adventures. Translations of the Russian versions of the latter's comics can be found here, and the untranslated issues here. I haven't found enough scans of the UK ones, sadly. The Truck Tour: -Was one of a few themes lucky to get a traveling truck tour around the USA (maybe Europe?) during launch. Documentation is limited but photo galleries exist on Brickshelf: Gallery 1 Gallery 2 Gallery 3 Gallery 4 The brick-built models have since re-emerged and have ended up on public display in the Toy and Plastic Brick Museum operating unofficially from LEGO in Bellaire, Ohio. LEGOLAND: -Most prominently, a short stage show was hosted in LEGOLAND parks based on the theme, featuring mascot costumes of martians Cassiopeia and Altair (photos of which surface in odds and ends around the net). A commemorative Duplo promo brick (common practice) exists in tribute to the show. A recording of the show has shown up online from one of Altair's actors. Enjoy the cringe. LEGO Gaming: -Most relevant to the site, I guess. Life on Mars features in LEGO Racers 2 and LEGO Football/Soccer. Most prominently, players can change their character from normal minifig to a Cassiopeia clone (and forced to use one of the prebuilt Martian cars instead of your own) while racing on Mars with a cheat code input in the main menu. Gallery of the cheat in action here (courtesy of our own PeabodySam). Also, intro cinematic when getting to the Mars level. Very atmospheric. IRL Science & Other stuff: -Coolest bit IMO: In a massive, desperate promotional stunt collaboration with IRL space agencies, a selection of Life on Mars products were sent up to the International Space Station. Following the return home, 300 of the Martian minifigs included were framed and given away in ceremonies, contests and the like. Pretty rare and pretty cool, though documentation is sadly lacking. -The theme had a shout-out in the LEGO: A Love Story, a memoir by journalist Johnathan Bender about entering the AFOL fandom, wherein journey was partially jumpstarted by finding the Aero Tube Hanger set in a yard sale, and encountering the display at the Toy and Plastic Brick Museum. Unfortunately for hyperfans like me, he mixes up the theme as being under the same name as 2007's Mars Mission, so that's annoying (and on top of THAT, he refers to the term Life on Mars as "the failed ABC drama", ignorant of the context of the original BBC show or David Bowie song! Sacrilegious! /tangent) -And finally the commercial. Who doesn't love a commercial? I'll update this with more information as it may be found, but hope this collected source is interesting for people. And hi, I finally came to this place, friends.
  40. 1 point
    jamesster

    Complete LEGO Universe Client

    RRU has a no piracy rule, but after discussing this with Cire we've decided to make an exception for LU. Or rather, LU is a bit of an exception, so we've decided the rule doesn't apply to it: LU was completely free for anyone to download, entirely, from the official website. It's more akin to a free downloadable LEGO game like Glatorian Arena 3 than the classic PC games this site usually deals with, in that respect. Yeah the game came on a disc at launch, but LEGO quickly realized that was a pointless idea and ditched it. In the end, the game had a "anybody can download and play, but you have to have a paying subscription to access most of the content/features" model. There's a bazillion downloads of the client out there on prominent LU server-related websites, there have been for years, and while LEGO is most definitely and specifically aware of them, they apparently don't care. So why another download for the game client? Many of the ones already out there aren't complete. Given how LU's patching system worked, many of them are missing files, especially when it comes to unused objects (which you'd never have normally seen in the live game, but can and are frequently spawned on private servers). I've come across cases where people think their clients are complete, but they fail to load certain objects or items (for example, models or shirt/pants textures for Frostburgh items, prototype models, etc) as they lack the files for them within their .PKs. This is the client I played the game on normally back when it was live, and recorded this whole playthrough on. As far as I've seen, it's got everything it should, so you won't have to worry about trying to equip those lovely Frostburgh leggings only to be left with pink missing texture pants. https://mega.nz/#!A4hgzJ7A!0eqPzY_tgfliTq6oZeZ7BrGmtAEmFj8l2yGG-WPjfHs Feel free to reupload, share, repost, whatever. LEGO, if you don't want this up for download, just let us know. We're not looking to step on any toes, just preserve a game a lot of people put hard work into and even more enjoyed. (AND YES THIS IS A LEGIT DOWNLOAD MAYBE I SHOULD HAVE WAITED TO POST THIS UNTIL AFTER PEOPLE WERE DONE WITH APRIL FOOLS DAY JOKES PFFF)
  41. 1 point
    AxleVince

    Remake: LEGO Racers 2

    Am i the only one that wanted a LEGO Racers 2 Track editor? I always imagined that you could just do a Checkpoint "(re)placer" for the maps and voilanew tracks to race. Not thinking about AI racers or track boundries objects. I just remember me and my brother racing our "own" tracks by just agreeing on where we have to drive haha. Would love an editor mod for LegoRacers 2, but not an overall remake. I would prefer a LR3 over that, too.
  42. 1 point
    JimbobJeffers

    Skin Texture Packs from Dewey Cheatum

    LuxorV made a texture for him to be used as a printable decal, here on Eurobricks (look for Bandit #2). I don't see the face there, but you could have a look around the main index in case it's shared elsewhere. If you check out the skin texturing tutorial, you can learn how to put that texture in the game yourself!
  43. 1 point
    Sunchipp

    D.ick Dastardly's Mean Machine LEGO Racers 2

    From the album: Sunchipp Mods

  44. 1 point
    jamesster

    Rocket by the tracks.png

    I really like the effect on the windshield here, cool stuff!
  45. 1 point
    Sunchipp

    LEGO Racers 2 - Drag Racer

    From the album: Sunchipp Mods

    Interesting way to make this which will be described in another pic
  46. 1 point
    Akorax

    Changing LRR Language

    By the power of necromantic keyboard running on power crystals I hereby ressurrect this thread by saying: I got a copy of the original game disc with the swedish sound files if anyone would be interested in those.
  47. 1 point
    Sunchipp

    LEGO Racers 2 - Island Xtreme Stunts Stunt Car Attempt

    From the album: Sunchipp Mods

    Had to look off of a picture for this Id say it turned out well
  48. 1 point
    dy_enforcer

    Custom cars from Lego Racers 2

  49. 1 point
    mumboking

    LEGO Racers 2

    From the album: LEGO Game Logos

    Extracted from an RTF file on a LEGO demo disc: GEN-DEMO-02
  50. 1 point
    jamesster

    LEGO Island 2 Character Ages

    Has this been posted on RRU yet? The file that contains all the text for the Information Center contains ages of all the characters, despite them not being shown in-game: So Pepper is 12, the Brickster is 35, and the Infomaniac is 55, at least in LI2. There is also nobody aged or between 13 and 22. And apparently the whole "zillions of years" thing from LI1 was just ¯\_(ツ)_/¯
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