Jeff Tunnell Game Library, A Lot Of Games

While moving my office, I had to do something with the boxes of games that I have worked on throughout my career. I used to keep them on a shelf, but I have run out of room. So, I had Jon scan both the front and back of the boxes in and upload them all to my Picassa album Game Library. I’m still missing a box that contains Project Firestart, Betrayal At Krondor, Pro-Pilot, FPS: Baseball, FPS: Golf, and a bunch of others.

I had a hand in all of these games in one form or another, either as designer, director, producer, or executive producer. In other words, I lost sleep on all of them.
Most of My Games

35 thoughts on “Jeff Tunnell Game Library, A Lot Of Games

  1. That's a lot of games! Don't forget the GarageGames Era ones (Marble Blast Gold, Minigolf Mania, Zap, Marble Blast Ultra, Rack 'Em Up Roadtrip, Puzzle Poker, FE: Legions)

  2. That's a lot of games! Don't forget the GarageGames Era ones (Marble Blast Gold, Minigolf Mania, Zap, Marble Blast Ultra, Rack 'Em Up Roadtrip, Puzzle Poker, FE: Legions)

    • There was a Willy Beamish 2. I worked on the story and puzzles with the Perutzes (writers from Hollywood that worked with me on the sotry line for WB1) for about three months. Then, I left Dynamix to start Jeff Tunnell Productions (where we created Incredible Machine, Trophy Bass, 3D Ultra Pinball, etc.). I left a completed design and WB2 was in production, but I was not working on it after that. It finally died a painful death, and I was too busy on other things to save it.

  3. There was a Willy Beamish 2. I worked on the story and puzzles with the Perutzes (writers from Hollywood that worked with me on the sotry line for WB1) for about three months. Then, I left Dynamix to start Jeff Tunnell Productions (where we created Incredible Machine, Trophy Bass, 3D Ultra Pinball, etc.). I left a completed design and WB2 was in production, but I was not working on it after that. It finally died a painful death, and I was too busy on other things to save it.

  4. What a great visual image, and inspiration for game designers to see the big picture of the lifelong results of their game-making and not get stuck on one title.

    Even here in South Africa people have heard of you. I asked my art director “Do you know of Jeff Tunnell?” and he said “Are you kidding me? That guy is a legend!” Cheers to not resting on past successes. Make games till you die. – Josh

  5. What a great visual image, and inspiration for game designers to see the big picture of the lifelong results of their game-making and not get stuck on one title.

    Even here in South Africa people have heard of you. I asked my art director “Do you know of Jeff Tunnell?” and he said “Are you kidding me? That guy is a legend!” Cheers to not resting on past successes. Make games till you die. – Josh

  6. Greg Lancaster says:

    Its a privilege to have had the opportunity to have worked on some of these titles along side you Jeff, you are a true pioneer in the industry!

  7. Greg Lancaster says:

    Its a privilege to have had the opportunity to have worked on some of these titles along side you Jeff, you are a true pioneer in the industry!

  8. Project Firestart!?! No way! I “discovered” that game way back in the day at the local Babbages on the C64 shelf. So groundbreaking in a number of ways for its time. I was hooked. I have never heard anyone talk about that game since. I would love to play it again.

    Oddly enough, my interest in EA's upcoming Dead Space is largely spurred by my fond memories of Project Firestart. The two seem to share common themes.

  9. Project Firestart!?! No way! I “discovered” that game way back in the day at the local Babbages on the C64 shelf. So groundbreaking in a number of ways for its time. I was hooked. I have never heard anyone talk about that game since. I would love to play it again.

    Oddly enough, my interest in EA's upcoming Dead Space is largely spurred by my fond memories of Project Firestart. The two seem to share common themes.

    • Project Firestart was one of the most painful products I ever worked on. We had no business trying to put that ambitious a game into 64K of C64 memory. That was our last EA title. The last time I heard anything about PF was that it was pick of the week on a C64 emulator site. Pretty funny.

      • As a fellow game developer, I would love to hear more about the project some time.

        As much as I loved that game, I never was able to get anywhere in it… and now thanks to YouTube, I know why:

        I just watched a PF playthrough, and what I saw blew my mind. I didn't realize that you could kill the monsters! I thought there was a singular, indestructible monster that slowly chased you, so I always ran away. It seemed like shooting was ineffective. Naturally, you can see how that might make the game “slightly” more difficult.

        I was a stupid, stupid child.

  10. Project Firestart was one of the most painful products I ever worked on. We had no business trying to put that ambitious a game into 64K of C64 memory. That was our last EA title. The last time I heard anything about PF was that it was pick of the week on a C64 emulator site. Pretty funny.

  11. Wow. So many games from my younger years here. Skyfox, Ghostbusters 2 and the awesome Caveman Ugh-Lympics. You sir, were responsible for at least two broken C64 joysticks after I bought that one. Seriously, who's the man responsible for that Sabertooth race? ;) One of your missing ones, Project Firestart, I also owned on the C64. You guys were one of the first to show me that games could tell a compelling story.

  12. Wow. So many games from my younger years here. Skyfox, Ghostbusters 2 and the awesome Caveman Ugh-Lympics. You sir, were responsible for at least two broken C64 joysticks after I bought that one. Seriously, who's the man responsible for that Sabertooth race? ;) One of your missing ones, Project Firestart, I also owned on the C64. You guys were one of the first to show me that games could tell a compelling story.

  13. As a fellow game developer, I would love to hear more about the project some time.

    As much as I loved that game, I never was able to get anywhere in it… and now thanks to YouTube, I know why:

    I just watched a PF playthrough, and what I saw blew my mind. I didn't realize that you could kill the monsters! I thought there was a singular, indestructible monster that slowly chased you, so I always ran away. It seemed like shooting was ineffective. Naturally, you can see how that might make the game “slightly” more difficult.

    I was a stupid, stupid child.

  14. johnjonatan says:

    That huge audience has led to a lot of games, but most of them are rudimentary … It comes from Push Button Labs, a new startup led by Jeff Tunnell, …. Open-source Flash Game Engine Now In Open Beta (tags: flash gamedev library) [. …
    used golf balls

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