The Battalion Page


"Monsters, explosions, senseless destruction. You've seen the movies, you know what to do."

Battalion Scene


battalion was a game written in 1994 on a Silicon Graphics Indy in GL for the Indizone-3 contest. This version also ran in the CAVE(tm) as a virtual reality game at the EVE 4 art show in May 1995. The GL version won 'best indy software' and is available on the Indizone3 CDROM. It was then converted to OpenGL (with several enhancements) and modified in late 1996 to work with the Mesa graphics library. In 1997 it won the Hot Mix 17 game contest from SGI, and was availableon the Hot Mix 17 CDROM.

battalion now also runs on Suns under SunOS 4 and Solaris 2, under Linux, on HP workstations, under AIX, under OpenVMS, on the Macintosh, on Windows 95 and the BeOS.

The classic Macintosh version of battalion runs on the G3s and the G4s (though you may have to give the app some more memory).This version also runs quite well under classic in OS-X.

For Mac OS-X users, the carbon Macintosh version runs quite well on G4s and not so well on G3s. This version doesn't have sound effects or music at this point, but is otherwise functional. This version works fine on 10.0.4 through10.2 and probably a few earlier builds. The server here doesn't understand .dmg files so you should save the file to disc since by default it will try to download as text.

here is the Windows 95/NT/98/xp version of battalion. For xp you will need to remove the two dll files.


To get to the download pages, please click on the appropriate monster near the bottom of the page.

Here is the description of battalion from the Silicon Graphics homepage in Japan.

... pretty much says it all ...


Announcements:

4/14/04

12/28/02

8/30/02

8/30/00

5/6/02

10/31/01

5/31/01

5/29/01

5/18/01

11/1/00

10/4/00

7/29/00

7/5/00

12/13/99

8/25/99

3/09/99

4/29/98

4/11/98

2/26/98

1/4/98

12/15/97

10/1/97

9/22/97

8/9/97

1/16/97

8/6/96


This page has been accessed a whole bunch of times since 9/1/97 and about 65000 more times since 8/29/95.


Goodies:

There are several different flavours of battalion you can downlaod:

If you want to download the (newer) OpenGL version of battalion 1.3 for Silicon Graphics workstations then click here to go to the '2nd battalion' page.

If you want to download the (older) GL version for Silicon Graphics workstations then click here. to go to the 'GL battalion' page. This is the currently UNsupported version that I submitted to the Indizone3 contest (which is slightly different from the version that is available on the Indizone3 CDROM.)

If you want to download battalion for SunOS 4, Solaris, AIX, or Macintosh; or to find information about battalion on other platforms (Linux, HP, etc.), then click here to go to the 'SGI-less battalion' page.

If you want to download the source code for battalion 1.4 then click here. If you want to download the source code for battalion 1.3 then click here. Note that to play the game you will still need to download one of the battalion 1.3 executables to get the data files. (I would suggest downloading the SunOS version of the executable if you aren't running on a Silicon Graphics workstation as you will then get the help files in .gif form rather than in Showcase form.) Note that you will need the 1.3 executables as there have been some changes in the datafiles since version 1.2.


More battalion stuff

Main GL battalion 2nd battalion SGI-less battalion Gallery VR Statistics FAQ


and here is a link to another game I spent some time on in 1995 while I was learning how to use OpenInventor(tm): Graveyard Shift


If I ever have the time, the next game I want to write, in a somewhat simialr vein, is 'Thunderchild' ... based on the battle between the Martian War Machines and the ironclad Thunderchild.

You get to command the Thunderchild, which depending on the difficulty level ranges from the turn of the century ironclad to a modern day cruiser armed with missiles. You have to protect the escaping civilian ships, allowing as many to escape as possible before the Martians destroy you.


If you're interested in my current 'real' work with a collaborative virtual reality learning environment for children, then check out the Tele-Immersive Learning Environments page.


I want to thank the members of the Electronic Visualization Lab for all their helpful suggestions during the development of this game (though almost all of the suggestions were 'give us more stuff to blow up').

I also want to thank Ray Harreyhausen, Eiji Tsubaraya, and all the others who perform magic with pieces of rubber and plastic.


For more X based games, check here


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Copyright © Andrew Johnson 1995-1997