Star Wars 1313. The cancelled LucasArts video game Star Wars 1313, originally announced at E3 2012, would have told the story of Boba Fett's career as a young adult bounty hunter between the prequel and original trilogies. In it, Fett would have navigated past the scum of civilization in an underground area of Coruscant known as Level 1313. Star Wars: Bounty Hunter picks up shortly after the Phantom Menace as Jango Fett is collecting bounties. Contacted by Count Dooku, he is challenged to eradicate a fallen Jedi whose cult is starting to annoy Darth Sidious. From there the story moves in normal Star Wars fashion and is one of the strong points of the game.
Star Wars: Bounty Hunter | |
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Developer(s) | LucasArts |
Publisher(s) | LucasArts Disney Interactive(PS4) |
Director(s) | Jon Knoles |
Producer(s) | Joe Brisbois |
Designer(s) | Jon Knoles |
Programmer(s) | Priamos Georgiades |
Artist(s) | Ian Milham |
Composer(s) | Jeremy Soule |
Platform(s) | PlayStation 2 GameCube PlayStation 3 PlayStation 4[1] |
Release | PlayStation 2
PlayStation 4(PS2 Classic)
|
Genre(s) | Action |
Mode(s) | Single-player |
Star Wars: Bounty Hunter (released in Japan as Star Wars: Jango Fett) is a Star Warsvideo game developed and published by LucasArts for the GameCube and PlayStation 2, released in 2002.[2] The game was re-released digitally on the PlayStation Store for PlayStation 3 and PlayStation 4 in November 2015. Limited Run Games re-released a limited supply of the game physically for PlayStation 4 on June 28, 2019. In the game, the player controls the Mandalorianbounty hunterJango Fett, featured in the 2002 film Star Wars: Episode II – Attack of the Clones, to which this game serves as a prequel.
The main objective of Star Wars: Bounty Hunter is to hunt Dark Jedi Komari Vosa. During the game, it is revealed why Jango Fett was chosen as the template for the Grand Army of the Republic, how Boba Fett, his cloned 'son' was born, and how Jango acquired Slave I. Players also fight many 'bosses', such as Montross and Longo 'Two-Guns'. There are also side-objectives, such as collecting secondary bounties, that open special bonus items in the game. When the player beats a chapter, blooper reels - comedic machinima productions - are unlocked.
Gameplay[edit]
Star Wars: Bounty Hunter is played from a third person perspective. Jango Fett has access to a wide array of weapons in the game; from his trademark blaster pistols to flamethrowers to jetpack-mounted missiles. In game, Jango can make use of his acrobatic abilities by somersaulting and jumping to the side to backflipping to avoid enemies. He automatically targets enemies, and holding a button allows Jango to move around an enemy while keeping them targeted. If the player is using Jango's blaster pistols, up to two enemies can be targeted at the same time. There are also many pickups, powerups, and items to help along the way. In every level, there is a primary objective and several secondary objectives, relating to the capture of several bounties; bounties are found and marked using his ID scanner, which switches the game to first-person perspective.
Amassing enough credits unlocks concept art. Each level also has a secret feather, which, unlock cards from the ccg by Wizards of the Coast ; if all feathers are found, bonus footage is unlocked. After every level, pages of the comic Open Seasons are unlocked for viewing, and after completing chapters, 'blooper reels' for the cutscenes in that chapter are unlocked.[3]
Plot[edit]
Bounty Hunter tells the tale of Jango Fett that begins as he receives a transmission from Darth Tyranus inviting him to participate in 'a special hunt.. for a special prey.' The reward is 5,000,000 Republic Credits for the capture of the deranged leader of the Bando Gora, Komari Vosa, a Dark Jedi (and an ex-pupil of Tyranus). The Bando Gora are a group of Force-worshipping criminals who are proving a thorn in the side of Tyranus and Darth Sidious' plans. Jango agrees to pursue the hunt, despite his Toydarian friend Rozatta advising him not to go after the Bando Gora; as no bounty hunter who set after them has ever returned.
The Bando Gora are behind narcotics modifications of shipments of an illegal drug known as death sticks. Jango pursues a death stick dealer on Coruscant named Jervis Gloom. He captures Gloom and coerces him into revealing his sources. This leads Jango to a processing plant run by a gangster named Groff Haugg. When Jango arrives, he encounters his former comrade-turned-nemesis Montross, a fellow Mandalorian bounty hunter; who has already killed Haugg via carbonite freezing. Jango learns that they are both pursuing the same target. Jango fights Montross, who flees after finding a message on Haugg's computer from a co-conspirator, Senator Connus Trell. Jango fights his way through Trell's heavily guarded apartment tower to the Senator's penthouse where he learns that the death sticks came from a Malastare crime lord named Sebolto. Jango kills Trell by throwing him off the edge of the building.
Jango then proceeds to the asteroid prison Oovo IV to break out Bendix Fust, a former employee of Sebolto. Due to the fact Fust had placed a bounty on Sebolto's head, and by capturing him alive; Jango would gain an audience with the gangster. Deep inside the prison, Jango is surprised when another bounty hunter, Zam Wesell, reaches Fust before him. The two meet at gunpoint, but are forced to co-operate in order to escape from the locked-down prison. Jango's beloved ship, Jaster's Legacy is destroyed, so he commandeers a new ship which he dubs Slave I. Before leaving, Fett destroys the hangar and the remaining ships so as to avoid any chance of him being pursued. Montross, across the galaxy, realizes that Haugg gave him a false lead. When he hears of the prison riot, Montross follows Jango to the jungle planet, Malastare.
Fett and Wesell travel to Malastare to deliver Fust to Sebolto. When Sebolto realises Jango's plan, he flees, but perishes when he falls down a pipe into his own death stick factory. Jango ventures through the factory, and eventually comes to a cave crawling with members of the Bando Gora. Once he gets past them, he reaches a supply ship. Upon further inspection, he finds Huttese markings on it. Montross again reappears and taunts Fett about the death of his adoptive father Jaster Mereel and the disastrous battle at Galidraan when the Mandalorians were wiped out by a Jedi ambush. Jango battles Montross, with Wesell eventually providing cover fire and allows the pair to escape.
Not knowing which Hutt is involved with the Bando Gora, the pair split up to question the two Hutts, Jabba and Gardulla. After killing Longo Two-Guns and his gang and collecting Jabba's bounty on them, Jango questions him and finds that Gardulla has the answers he seeks, with Jabba asking for Jango to kill Gardulla. Fett proceeds to the back of Gardulla's palace through a small canyon, battling Tusken Raiders and Gardulla's guards en route, before finding Wesell locked in a holding cell. He tries to leave her there to avoid sounding an alarm, but Zam, thinking Jango is ditching her, compromises his position; and he is apprehended. After escaping detainment, Fett reaches Gardulla, who refuses to give up Vosa's location. Fett then feeds Gardulla to her own pet Krayt dragon, before slaying the dragon himself. Out of anger for her betrayal, he leaves Wesell on Tatooine to continue searching for Vosa alone. Fett contacts Rozatta, but Montross is listening in and attacks the station, rigging it to explode. Montross then taunts Fett, telling him that his friend is in danger. Fett temporarily abandons his quest to help Rozatta. He arrives to a fatally wounded Rozatta, who gives him a guidance device to help him track Vosa before she dies. Fett leaves Outland Station, with it exploding moments later.
Fett arrives on Kohlma, a moon of the planet Bogden, and secret headquarters of the Bando Gora. He arrives at the gates of Vosa's citadel, where he finds Montross waiting for him. They duel one last time with Montross wearing his Mandalorian helmet and jetpack. Jango finally defeats Montross once and for all, who wishes to have a warrior's death. Fett, as a means of revenge for his abandonment of Jaster and murdering Rozatta; lets the Bando Gora tear Montross to pieces as he walks away. Upon entering the castle, he is taken prisoner. He is tortured both physically and mentally by Vosa. However, Wesell then arrives, but is injured by Vosa. As Vosa moves to kill her, Wesell blasts Jango's restraints, freeing him. Fett follows a fleeing Vosa through the castle and ultimately fatally wounds her. As she lies defeated, she is then force choked from the shadows by an unknown figure, where Darth Tyranus reveals himself. Tyranus explains that the entire ordeal was a test, and that Fett has passed with flying colors. He offers Fett a considerably larger sum if he agrees to go to Kamino, to be cloned as a template for a clone army. Fett agrees, on the condition that he gets the first clone for himself unmodified (thus honoring Rozatta's final wish that he would find something to live for besides money). The game ends with Fett carrying the wounded Wesell to Slave I, where he tells Zam not to push her luck.
Development[edit]
Star Wars: Bounty Hunter began life when LucasArts was asked to make an Episode II-based game which featured the character Jango Fett. In March 2001, game design documents were presented, and development began shortly after.[4] The PlayStation 2 and Nintendo GameCube versions of the game have different custom in-house graphics engines, each designed specifically to take advantage of the two platforms' unique strengths and work around their unique limitations, but the core game engine is identical. In the PS2 version, they took advantage of both vector unit (VU) chips to drive the graphics to maximum performance. The DMA bandwidth was taken advantage of to use a high number of textures. There is full-screen antialiasing and texture mip mapping support. They used the second VU1 chip to handle all the character skinning and VU0 to handle all the skeletal animation transforms. Which enabled dozens of characters to be on-screen without bogging down the frame rate. They had 10 individually optimized rendering loops on VU1 to speed up the rendering process. Their PS2 graphics engine could move 10,000,000 triangles per second, and adding the gameplay, collision, logic, textures, sound would go down accordingly to around 30,000 to 50,000 triangles per frame, all at an average frame rate of 30 frames per second.[5]
In the Nintendo GameCube version, they took advantage of the system's fast CPU to achieve a higher frame rate, and added more polygons to characters, especially Jango, who has roughly twice the polygon count on GameCube. The GameCube's texture compression allowed them to use high-resolution textures. Texture compression also allowed for improved color variance on textures. Mip mapping support across the board on all textures helped provide a rich and consistent environment. They exploited additional memory to improve load times. They implemented projected shadows on all the characters and an increased draw distance to allow for vista views.[5]
Level design began with what designer Michael Stuart Licht referred to as spatial studies. Design began with paper cut outs of various rooms. Licht would rearrange these rooms until he found a design that he felt worked. The papers had design ideas written on them so that other developers could understand the overall flow of each level. Bubble diagrams were then created which represented main ideas for each space. This was followed by various stages of overview drawings and other drawing studies. 3D level design began after such studies were completed.[6] In-game cinematics were created by Industrial Light & Magic (ILM), and marked the first collaboration between LucasArts and ILM.[7] Composer Jeremy Soule wrote music for the game, including both cutscenes and gameplay. The characters Jango Fett and Komari Vosa have their own leitmotifs.[8] Both Temuera Morrison and Leeanna Walsman reprise their roles from the Attack Of The Clones as Jango Fett and Zam Wesell, respectively.[9]
Production began in November 2000 when LucasArts were asked to make a game based on Star Wars: Episode II Attack of the Clones featuring Jango Fett. They presented the game design proposal in March 2001, and development started soon after. Jon Knoles revealed in an interview that they wanted to develop Jango into the ideal action-based video-game character and that he was to be exciting to watch and fun to play. Secondly they wanted to develop a story that fleshed out Fett's character more fully than in Attack of the Clones, while at the same time remaining true to the spirit of his character as seen in the film. It was imperative to not dull the game with a slow story and leaden script; as such, their goal was to work a fine balance between backstory, narrative, and action-packed gameplay. Knoles said Jango Fett was developed to be an extension of the player's will, the ideal vessel through which the player could live out the fantasy of being the galaxy's most dangerous bounty hunter. His movement and animation blending system was designed to automatically react to other world objects and to never be unable to use his weapons or devices in any situation. The jetpack was originally designed to be used in areas specifically designed for its use. When the team got it working, they changed their minds and implemented a rechargeable timer on it so the player could use it anywhere for a limited time.[5] At the most, the crew was over fifty people that were working on the game, excluding Industrial Light & Magic (ILM).[10]
Their concept artists looked to the team's favorite graphic novels for inspiration and the concept artwork by Ralph McQuarrie, Doug Chiang, Joe Johnston, and others who worked on the Star Wars films.[5] They were given access to the Episode II script and concept art early on before the film came out. LucasArts created storyboarded scripts of their cutscenes and gave them to ILM, who developed them into cinematic cutscenes. Knoles envisioned the level layouts and then consulted with lead level designer David Wehr and his level designers. They created a bubble map of the levels which they worked from to determine details in what the player would face and be able to do. The team made a new engine for the game to be able to do what they wanted. The graphic designers worked concurrently with the level designers to create the environments, which the level designers then used to better visualise what they were trying to do.[10] Knoles had previously been involved in the development of the Super Star Wars trilogy for the Super Nintendo and often referred to those games when describing certain aspects of Star Wars: Bounty Hunter to the team.[5]
Industrial Light & Magic and Skywalker Sound assisted in the creation of the game, which was the first collaboration between LucasArts and ILM in the field of in-game cinematics.[11] Knoles said LucasArts and ILM learned a great deal from their cooperation, which allowed ILM to try new methods for creating scenes, as well as new tools and techniques. LucasArts provided ILM with models, textures, and a storyboarded script, and then applied their cinematic expertise in adapting the script into dynamic and visually stunning films. The sound designers of LucasArts and the sound designers at Skywalker Sound worked together to create the game soundtrack. Skywalker Sound made sounds directly for game animations and events, and created foley sounds.[5]
Reception[edit]
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Bounty Hunter received average to positive reviews. GameRankings and Metacritic gave it a score of 71.06% and 67 out of 100 for the GameCube version,[12][14] and 69.26% and 65 out of 100 for the PlayStation 2 version.[13][15]
PlayStation Official Magazine gave the game an above-average 7 out of 10, complimenting the core shooting and production values, but criticizing its repetitive nature: 'A Star Wars-themed 3D shooter with some optional bounty hunting. Good fun, but it promised more.' IGN awarded the GameCube version of the game 8.3 out of 10,[32] and the PS2 version 8.2.[8] Praising the graphics, sound, length and level designs, they criticized the implementation of the bounty hunting system; 'The whole process is pretty clunky, and there should have been a way to streamline this to make it more fluid - especially in the heat of a battle when your mark is mixed in with four or five other opponents. It works the way it is for sure, but it certainly could have been fixed to be more intuitive than it currently is.' In the end, however, they found the game to be one of the better Star Wars tie-in games; 'Star Wars Bounty Hunter is a solid, if not technically challenged third-person action/adventure. Successfully combining our favorite aspects of the Star Wars universe with a clever stage design and a fantastic presentation, LucasArts has done a great job in suppressing the myth that games based on the Skywalker universe aren't any fun. A definite recommendation for Star Wars fans, Bounty Hunter isn't necessarily built for everyone, but for those of you out there who just can't get enough of this stuff, it's one of your better choices for this or any holiday season.'[8]
Less impressed was GameSpot, who awarded the GameCube version 6.5 out of 10[24] and the PS2 version 5.4.[25] They found the technical issues of the game to be too significant; 'Bounty Hunter suffers from an array of technical problems that have plagued other third-person action games. You can move the camera perspective using the right analog stick, but the camera will still cause you some major headaches when in tight corridors or when trying to draw a bead on a specific enemy. Often it'll automatically swivel to point you in entirely the wrong direction. Clipping and collision-detection issues also abound.' They also criticized the graphics and the overall gameplay, concluding that 'Star Wars Bounty Hunter may have all the basic ingredients needed for a solid third-person action game, but it falls flat in the execution and is far too often cumbersome, confusing, or in some other way un-fun to be recommendable on its own merits. Serious Star Wars aficionados should enjoy the game's story, but they'll be forced to slog through a lot of tedious action to see how it pans out.'[25]
References[edit]
- ^'Sony Announces Darth Vader PlayStation 4 Console Battlefront And Disney Infinity Bundles'. 2015-08-16. Retrieved 2015-08-16.
- ^'Star Wars: Bounty Hunter Release Information for PlayStation 2'. GameFAQs. Retrieved 24 August 2014.
- ^'PSM2 interviews Dave Wehr about 'Star Wars Bounty Hunter''. PSM2. Retrieved March 13, 2017.
- ^GameSpot Staff (October 10, 2002). 'Star Wars Bounty Hunter Q&A'. GameSpot. Retrieved March 13, 2017.
- ^ abcdefGamespot (October 10, 2002). 'Star Wars Bounty Hunter Q&A'. Gamespot. Archived from the original on January 24, 2016. Retrieved 2017-07-19.
- ^Licht, Michael Stuart (June 3, 2003). 'An Architect's Perspective On Level Design Pre-Production'. Gamasutra. Retrieved March 13, 2017.
- ^W. Haden Blackman, Brett Rector (August 19, 2008). The Art and Making of Star Wars: The Force Unleashed. Insight Editions and Palace Press.CS1 maint: uses authors parameter (link)
- ^ abcdDunham, Jeremy (22 November 2002). 'Star Wars Bounty Hunter (PS2)'. IGN. Retrieved 24 August 2014.
- ^'Star Wars: Bounty Hunter'. IMDb. Retrieved 27 April 2010.
- ^ ab'Star Wars: Bounty Hunter - TechTV 'The Screen Savers''. TechTV via YouTube. 2002. Retrieved August 30, 2017.
- ^The Art and Making of Star Wars: The Force Unleashed p. 143
- ^ ab'Star Wars: Bounty Hunter for GameCube'. GameRankings. Retrieved 24 August 2014.
- ^ ab'Star Wars: Bounty Hunter for PlayStation 2'. GameRankings. Retrieved 24 August 2014.
- ^ ab'Star Wars Bounty Hunter for GameCube Reviews'. Metacritic. Retrieved 24 August 2014.
- ^ ab'Star Wars: Bounty Hunter for PlayStation 2 Reviews'. Metacritic. Retrieved 24 August 2014.
- ^EGM staff (February 2003). 'Star Wars Bounty Hunter (PS2)'. Electronic Gaming Monthly (164): 138. Archived from the original on 31 January 2004. Retrieved 25 August 2014.
- ^Bramwell, Tom (16 December 2002). 'Star Wars: Bounty Hunter (PS2)'. Eurogamer. Retrieved 25 August 2014.
- ^Reiner, Andrew (January 2003). 'Star Wars Bounty Hunter (PS2)'. Game Informer (117): 89. Archived from the original on 14 November 2004. Retrieved 24 August 2014.
- ^Brogger, Kristian (February 2003). 'Star Wars Bounty Hunter (GC)'. Game Informer (118): 101. Archived from the original on 12 February 2008. Retrieved 24 August 2014.
- ^Pong Sifu (8 January 2003). 'Star Wars Bounty Hunter Review for GameCube on GamePro.com'. GamePro. Archived from the original on 12 February 2005. Retrieved 25 August 2014.Italic or bold markup not allowed in:
|publisher=
(help) - ^Air Hendrix (18 December 2002). 'Star Wars: Bounty Hunter Review for PS2 on GamePro.com'. GamePro. Archived from the original on 12 February 2005. Retrieved 25 August 2014.Italic or bold markup not allowed in:
|publisher=
(help) - ^G-Wok (December 2002). 'Star Wars: Bounty Hunter Review (GC)'. Game Revolution. Retrieved 25 August 2014.
- ^G-Wok (December 2002). 'Star Wars: Bounty Hunter - Playstation 2 Review'. Game Revolution. Archived from the original on 16 January 2003. Retrieved 25 August 2014.
- ^ abKasavin, Greg (10 December 2002). 'Star Wars Bounty Hunter Review (GC)'. GameSpot. Retrieved 24 August 2014.
- ^ abcKasavin, Greg (27 November 2002). 'Star Wars Bounty Hunter Review (PS2)'. GameSpot. Retrieved 24 August 2014.
- ^Turner, Ben (15 December 2002). 'GameSpy: Star Wars Bounty Hunter (GCN)'. GameSpy. Archived from the original on 20 February 2006. Retrieved 25 August 2014.
- ^Turner, Ben (8 December 2002). 'GameSpy: Star Wars Bounty Hunter (PS2) (Unfinished)'. GameSpy. Archived from the original on 31 October 2005. Retrieved 25 August 2014.
- ^Turner, Ben (15 December 2002). 'GameSpy: Star Wars Bounty Hunter (GCN)'. GameSpy. Archived from the original on 12 January 2005. Retrieved 25 August 2014.
- ^Turner, Ben (8 December 2002). 'Star Wars Bounty Hunter (PS2)'. GameSpy. Archived from the original on 15 December 2004. Retrieved 25 August 2014.
- ^Lafferty, Michael (2 December 2002). 'Star Wars Bounty Hunter - PS2 - Review'. GameZone. Archived from the original on 5 October 2008. Retrieved 25 August 2014.
- ^Hopper, Steven (20 December 2002). 'Star Wars Bounty Hunter Review - GameCube'. GameZone. Archived from the original on 25 January 2009. Retrieved 25 August 2014.
- ^ abCasamassina, Matt (10 December 2002). 'Star Wars Bounty Hunter (GCN)'. IGN. Retrieved 24 August 2014.
- ^'Star Wars: Bounty Hunter'. Nintendo Power. 165: 153. February 2003.
- ^Baker, Chris (January 2003). 'Star Wars Bounty Hunter'. Official U.S. PlayStation Magazine: 122. Archived from the original on 27 March 2004. Retrieved 25 August 2014.
- ^Robischon, Noah (15 November 2002). 'Twist of Fett (Star Wars Bounty Hunter Review)'. Entertainment Weekly (682): 143. Retrieved 25 August 2014.
- ^'Star Wars: Bounty Hunter'. Playboy. 2002. Archived from the original on April 17, 2003. Retrieved 25 August 2014.
External links[edit]
- Star Wars: Bounty Hunter at MobyGames
- Star Wars: Bounty Hunter on Wookieepedia, a Star Wars wiki
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Star Wars: Bounty Hunter
Publication information
Developer(s)
Publisher(s)
Release date
December 7, 2002 (Nintendo GameCube)
April 28, 2015 (PlayStation 3)
November 17, 2015 (PlayStation 4)
Genre
Modes
Rating(s)
Platform(s)
Chronological information
Timeline
- 'Let the hunt begin! You are Jango Fett, the most fearless bounty hunter in the galaxy, hired to capture a deranged Dark Jedi. Armed with an array of deadly weapons and skills, you'll face off against galactic scum from the darkest corners of the Star Wars universe. For the galaxy's most wanted there is no place to hide..'
- ―The game[src]
Star Wars: Bounty Hunter is a third-person action adventure video game that preludes Episode II Attack of the Clones and tells the story of how and why Jango Fett became the template for the clones of the Grand Army of the Republic. It was developed by LucasArts and released in 2002[1] for the PlayStation 2 and Nintendo GameCube. The game was made available for PlayStation 3, via PlayStation Network, on April 28, 2015. In Japan, the game was re-titled Star Wars: Jango Fett.[2]
When the leader of the Bando Gora cult, Komari Vosa, became a threat to Palpatine's plans, he instructed Dooku, his apprentice, to eliminate her. He also charged Dooku with finding a suitable person to become the template for the future clone army. Dooku decided that he could accomplish both of these tasks by putting a bounty on Vosa, and he only invited the very best to take up the challenge. These included two former Mandalorians: Jango Fett and Montross.
Opening crawlEdit
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StoryEdit
Mission to Outland StationEdit
Aboard the Outland Transit Station, two borheks duel in the Pit Fight Arena, where the red challenger battles the standing yellow champion. Above the pit, the MuttaniMeeko Ghintee sits surveying the fight alongside a Rodian and a Gran associate. Meeko is rigging the fight by controlling the red borhek with a neural implant. The red borhek defeats the gold champion, giving the Muttani a reason to celebrate. Jango Fett arrives and shoots down Meeko's associates and in fear the Muttani drops down into the arena. Jango follows Meeko down, asking whether he would rather be caught dead or alive. Still controlling the borhek, Meeko launches the creature into Fett's back, causing him to lose his jetpack. Meeko escapes, and Jango is left to fight the borhek, which he disposes of and starts his pursuit of Meeko. The bounty hunter heads into the trading sector of the Outland Station, where he sneaks up behind an unsuspecting Gran, whom he interrogates to find out the location of Meeko's hideout. Jango retrieves his jetpack from a merchant on the way. Eventually Jango reaches Meeko's hangar, and has to battle the Muttani's ship, the Longshot, before he is able to capture him.
CoruscantEdit
Having turned in his bounty, Rozatta informs Jango of a message for him. A hologram takes the form of a man called Tyranus, who informs Jango that he has been selected for a special hunt. The prize: 5,000,000 credits, dead or alive. The target: Komari Vosa, leader of the Bando Gora cult. Rozatta is very concerned upon learning this, telling Jango that all bounty hunters who have set out to defeat the Bando Gora have vanished. But ultimately she is unable to dissuade Jango from taking on the hunt, remarking that he could run into Montross (Jango's enemy and rival bounty hunter). Jango briefly pauses and replies 'I'd be surprised if I didn't'. Sure enough, Montross has received the same offer from Tyranus.
Jango heads to Coruscant in his trusted ship, the Jaster's Legacy. Rozatta gives him information on a death-stick dealer: Jervis Gloom, wanted alive by the Coruscant Security Force. Both wonder if Gloom may know anything about the Bando Gora, a known death-stick-providing faction. Jango tracks Gloom down in the Industrial District, and learns that he was working for Groff Haugg. Jango pursues Haugg, but is too late, as Montross has already frozen Haugg to death in carbonite. A fight ensues between the bounty hunters, and ends with Montross escaping.
Following the battle with Montross, Jango learns that Senator Trell of Ryloth is somehow involved in the death-stick trade. He heads for the Upper City of Coruscant, where he breaks into the Senator's apartment and dangles the Twi'lek over the edge of a balcony to interrogate him for information. Trell reveals his underworld contact is Sebolto, a powerful Dug death-stick kingpin on Malastare, and pleads to be let go. A police gunship appears and they order Jango to release Trell. He promptly does so, releasing his grip and dropping Trell to his death. Jango then battles with the gunship, which he destroys before leaving Coruscant.
Oovo IVEdit
Rozatta warns that Sebolto will be wary of guests, and provides a more subtle approach. She suggests using a bounty Sebolto posted on Bendix Fust as a welcome introduction gift. Fust, however, is locked up in the asteroid prison on Oovo IV. Jango briefly asks about Montross and Rozatta replies that he's in the Gazzari system. Jango breathes a sigh of relief as that system is nowhere near Malastare; meaning Groff Haugg lied to him.
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Jango heads to the prison and manages to sneak into the prison by following and tricking a supply craft's crew into thinking his ship is a glitch in their computer. After making his way inside, Jango meets an old timer of the prison called Smootie. Smootie provides Jango with some useful information about the backstory of Komari Vosa and the Bando Gora before they part ways. Jango arrives at Fust's cell but he is snatched by a female bounty hunter (much to Rozatta's amusement). With a prison riot now in effect, Jango fights his way back to the Jaster's Legacy to find the other bounty hunter and Fust are already there trying to break into the ship. Upon killing the remaining guards, the two bounty hunters swiftly turn their guns on each other but, while they are debating, one of the facility's six prototype Firespray patrol ships flies overhead and destroys the Jaster's Legacy Jango tells the bounty hunter to guard Fust while he sets off to steal one of the ships and Smootie tells him how to disable the prison's shield wall. The bounty hunters succeed, but before leaving, Jango destroys the five remaining Firesprays to prevent the prison from following him. The other bounty hunter deduces Jango's identity, having heard rumors about him and introduces herself as Zam Wesell.
Meanwhile, Montross has realised that Groff Haugg deceived him. As his lead has a vague connection to Bendix Fust, he learns of the riot on Oovo IV and quickly works out that Jango is behind it, realising that he is still in contention for the hunt.
MalastareEdit
Zam initially believes that they will deliver Fust and then split the bounty between them but Jango declares that she will deliver Fust. She then realises that Jango is working another job and offers her help but Jango replies that he's letting her tag along as he thinks she might be useful. Jango instructs her to drop him off in the jungle and then convince Sebolto to let her stay and find a way to allow Jango to sneak into Sebolto's Palace. The two eventually meet up inside the compound, but Jango tells Zam to return to the ship while he confronts Sebolto. After he kills Sebolto's guards, Sebolto flees into his death-stick factory, but falls into the machinery and dies with Jango quipping 'That'll be a sour batch'. Jango fights his way through the factory and finds the Bando Gora occupying an underground cave. He finds the Bando Gora ship and tries to access its flight log. It doesn't have one but the instrumentation is in Huttese. Montross appears and briefly battles with him (also taunting him about the death of Jaster Mereel at the Battle of Galidraan), but Zam arrives in the Firespray and Montross retreats, enabling them to escape.
The Firespray boosts away from Malastare. Zam wants to know what's going on with Jango, and presses him for details about his 'other job,' swiftly connecting it to Montross' mention of Vosa. Fett says that the Bando Gora ship visited Tatooine, deducing that one of the two major Hutts, either Jabba or Gardulla, are in league with the Bando Gora. They set a course for Tatooine and Montross, having planted a listening device on the ship, follows them.
TatooineEdit
Jabba and Gardulla are having a feud over the control of Tatooine. Rozatta knows a gift must be presented to one of the Hutts in order to find out which one is working with the Bando Gora. A junk dealer has mentioned a bounty posted by Jabba on the outlaw Longo Two-Guns and his cronies: 50,000 credits, dead or alive. If Jango catches them, he can be guaranteed an audience with Jabba. With Gardulla more of a recluse, Zam and Jango decide to split up to meet with the Hutts. Before she chimes out, Rozatta asks the name of Jango's new ship. He answers, 'Slave I.' Jango tracks down and captures Longo in a podracing hangar in Mos Gamos. When delivering the bounty to Jabba, the Hutt reveals that Gardulla houses the Bando Gora's information. He also asks the bounty hunter to eliminate the rival Hutt. Jango contacts Zam, who informs him that the palace is crawling with Bando Gora and she is not sure she can get inside. Then Jango hears Zam struggling with someone, and her transmission cuts off.
Fett makes his way to Gardulla's palace via Tusken Canyon and infiltrates the compound where he finds Zam in a cell, but won't let her out yet because the empty cell would alert the guards. Zam thinks he's ditching her so he won't have to split the bounty and, furious, calls the guards down on him. Gardulla captures Jango and throws him into an arena pit without his weapons to face off with her pet krayt dragon. However the guards did not take away his cutting laser, with which he is able to escape the arena. He retrieves his weapons and fights through the palace. Jango confronts Gardulla in her throne room, where he steals the key to her vault. Jango tells Gardulla that Jabba sends his regards, then feeds her to the krayt dragon. Jango then kills the dragon before he makes his way to the vault, where he finds an encrypted computer that he sends to Rozatta. Jango returns to Zam's cell and she tries to apologise but he refuses to listen and abandons her. He departs Tatooine in Slave I.
The bounty hunter tries to contact Rozatta again, but is answered by Montross, who has tortured the Toydarian for Vosa's location, which was in the encrypted computer. Jango is positively outraged but Montross calmly replies 'it's just business old buddy'.
KohlmaEdit
Slave I boosts back to the Outland Station and docks quickly. Jango runs inside and finds Rozatta lying on the ground, injured. She says Montross has set thermal charges around the station that are ready to blow. However, she still manages to keep the coordinates for Vosa's location. She hands them to Jango and breathes her last words, saying that if Jango succeeds he should find something to live for other than money. Jango leaves moments before Outland Station explodes.
Jango heads to Kohlma, a small moon of Bogden, and finds Montross waiting for him outside Vosa's castle wearing his own Mandalorian jetpack and helmet. The two battle, and Jango finally defeats Montross who requests that he be given 'a warrior's death'. But, as revenge for killing Rozatta, Jango leaves Montross to be mauled by the Bando Gora. Jango then heads for Vosa's Castle, but as he tries to infiltrate the castle, he is overwhelmed by the Bando Gora forces and blacks out.
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Two Bando Gora torture Jango until Vosa arrives and questions him, demanding to know who hired him. Jango refuses to answer. She pushes her body onto his, whispering to him, that he will be her slave. Vosa is just getting warmed up when she apparently senses Zam, who somehow followed Fett to the lair and is concealed just outside the interrogation room. Zam smiles at Jango and swiftly blasts the two Bando Gora. Zam and Vosa face off, with Zam apparently having a quick mental debate over whether to first free Jango or secure that big bounty, until Vosa attacks. The two women melee briefly until Vosa deflects a blaster bolt into Zam, who falls. As Vosa approaches to finish Zam off, Zam shoots off Jango's restraints. Jango snatches his blasters off the nearby table and attacks the startled Vosa, who flees. He then checks on an incapacitated Zam and eases her to the floor, telling her to save her strength. Jango gears up, and as he leaves, he comments, 'Back in a minute.'
Jango manages to catch up to Vosa and defeat her, bringing her at blaster point. Komari iterates: 'Which will it be, bounty hunter? Dead, or alive?' Jango lowers his pistol, but after he does so, Komari is strangled by an unseen force and dies. Jango turns around to see a bearded man standing next to him and recognizes him as Tyranus, the man who hired him. Tyranus tells Fett how impressed he is with his work and offers him a secondary deal to come to Kamino to be cloned. Fett accepts the offer on the condition that he wants the first clone unaltered, for himself - thus honoring Rozatta's final wish.After the deal, Jango carries Zam out of the castle. As they head towards the Slave I, she asks if he would still split the reward 50/50, but Jango tells her to not push her luck.
GameplayEdit
The game is played in third person and includes eighteen 'levels' across six worlds. The worlds featured in the game are Outland Transit Station, Coruscant, Oovo IV, Malastare, Tatooine and Kohlma, a moon of the planet of Bogden. In addition to the main story, the game features secondary objectives which are optional to the player. These secondary objectives are known as bounties, which can be marked by targeting enemies or NPCs with Jango's ID scanner, changing the camera into first person.
There are several unlockable features in the game, which are unlocked by collecting Mandalorian feathers, completing levels and collecting bounties. Each Mandalorian feather collected unlocks a new card from the Wizards of the CoastStar Wars Trading Card Game with focus on the characters in the game. After completing each level, three pages are unlocked from Jango Fett: Open Seasons 1 by Dark Horse Comics. One page of concept art is unlocked for every 3,000 credits earned by catching secondary bounties. A series of outtakes by the voice actors with accompanying animation are unlocked after each game chapter is completed.
BountiesEdit
Bounties are an optional secondary objective in Star Wars: Bounty Hunter. They can be found in each chapter except the last one. They are usually found in rooms throughout each level where enemies will not charge at you, allowing you time to track individual targets in each new location. Bounties are not always enemies, and include NPCs who do not attack Jango. In order for the player to claim a bounty, Jango must use his ID scanner and focus the targeting reticle on any creature or droid. If they are bounties, a picture as well as a bit of information about the target will appear. Bounties can be taken either dead or alive. Information on which method is worth more will be presented to Jango after using his scanner. Once a bounty has been identified, Jango can mark the bounty, and the target will be tracked. Jango can claim the bounty either by killing the target or by using the whipcord launcher to fire a fibercord whip to tie up the bounty and capture the target alive. Once a bounty has been dealt with, walking over to the target will present an option to claim the bounty. The reward will immediately follow, and the target will disappear. If a target is killed before being marked, then the bounty is worthless and cannot be claimed.
The following is a list of all the bounties that can be claimed in Star Wars: Bounty Hunter along with their reward.
Bounties | |
---|---|
Name | Price |
Pit Fight Arena | |
Burbakker Teep | 1000 Alive, 500 Dead |
Jabrogg Thung | 2000 Alive, 1000 Dead |
Sobel Zeelesi | 1000 Alive, 500 Dead |
Brakko Gaz | 1000 Alive, 500 Dead |
Obees Ramee | 1000 Alive, 500 Dead |
Merchant Row | |
TC-9D0 | 2500 Functioning, 1250 Deactivated |
Onicrop K'Cin | 1500 Alive, 750 Dead |
And-Yees | 1500 Alive, 750 Dead |
Bobot Beka | 2000 Alive, 1000 Dead |
Gabo Tychee | 5000 Alive, 2500 Dead |
'Lips' Meyer | 2000 Alive, 1000 Dead |
Odnalor Chull | 2000 Alive, 1000 Dead |
Ninopas Orocc | 2000 Alive, 1000 Dead |
Magro Slim | 1500 Alive, 750 Dead |
Eno Arba | 3000 Alive, 1500 Dead |
Docking Bays | |
Gabo the Wicked | 3000 Alive, 1500 Dead |
Artzam Hathan | 3000 Alive, 1500 Dead |
Alby Ermad | 2000 Alive, 1000 Dead |
Hatras Nikk | 2000 Alive, 1000 Dead |
Sobo Leeda | 3000 Alive, 1500 Dead |
Grillo Zammon | 4000 Alive, 2000 Dead |
Qualung Tulla | 3000 Alive, 1500 Dead |
Bado Karpa | 3000 Alive, 1500 Dead |
Entertainment District | |
B'inka Fibuna | 3500 Alive |
Jah-kii Vaargaz | 3000 Alive |
U'Han Swinol | 2000 Alive, 1000 Dead |
Mart Ringatz | 3000 Alive, 1500 Dead |
Stu Hemphawar | 3000 Alive |
Oejoe Hitewa | 3500 Alive |
Karsunn Nepto | 3000 Alive, 1500 Dead |
Ruceba Ahid | 2000 Alive |
Mien Rumba | 4000 Alive, 2000 Dead |
Reez Andor | 2500 Alive, 1250 Dead |
Haangok | 4000 Alive, 2000 Dead |
Dairn Maggli | 3000 Alive, 1500 Dead |
Bardack | 3000 Alive, 1500 Dead |
Kip Bunyea | 2000 Alive, 1000 Dead |
Industrial District | |
Panza Hondi | 2000 Alive, 1000 Dead |
J'Meeb Gumb | 2500 Alive, 1250 Dead |
Regg Kuuga | 2500 Alive, 1250 Dead |
Slaag Lado | 3000 Alive, 1500 Dead |
Yol Areebi | 2000 Alive, 1000 Dead |
Upper City | |
Loowil Galt | 2000 Dead |
Max Ryko | 3000 Alive, 1500 Dead |
Mill Timmer | 2500 Dead |
Raim Tibekk | 2000 Dead |
Lye Rooker | 3000 Alive, 1500 Dead |
Oovo IV | |
Ledd Pinot | 4000 Alive or Dead |
Wip Sheff | 4000 Alive or Dead |
Natt Bordo | 4000 Alive or Dead |
'Shank' Ballax | 5000 Alive or Dead |
Frissk | 5000 Alive |
Peez Bonko | 2000 Dead |
Sann Dekker | 2000 Dead |
Keezo Stoolee | 3500 Alive, 1200 Dead |
Greelossk | 1500 Dead |
Mavikk Jumka | 2000 Dead |
Tossk | 2000 Dead |
Meeko Ghintee | 10000 Dead |
Star Wars Bounty Hunter Wiki
DevelopmentEdit
- 'Jango Fett was developed to be an extension of the player's will, the ideal vessel through which the player could live out the fantasy of being the galaxy's most dangerous bounty hunter.'
- ―Jon Knoles[src]
Production began in November of 2000 when LucasArts were asked to make a game based on Star Wars: Episode II Attack of the Clones featuring Jango Fett. They presented the game design proposal in March of 2001, and development started soon after. Jon Knoles revealed in an interview that they wanted to develop Jango into the ideal action-based video-game character and that he was to be exciting to watch and fun to play. Secondly they wanted to develop a story that fleshed out Fett's character more fully than in Attack of the Clones, while at the same time remaining true to the spirit of his character as seen in the film. It was imperative to not dull the game with a slow story and leaden script; as such, their goal was to work a fine balance between back story, narrative, and action-packed gameplay. Knoles said Jango Fett was developed to be an extension of the player's will, the ideal vessel through which the player could live out the fantasy of being the galaxy's most dangerous bounty hunter. His movement and animation blending system was designed to automatically react to other world objects and to never be unable to use his weapons or devices in any situation. The jet-pack was originally designed to be used in areas specifically designed for its use. When the team got it working, they changed their minds and implemented a rechargeable timer on it so the player could use it anywhere for a limited time.[3] At the most, the crew was over fifty people that were working on the game, excluding Industrial Light & Magic (ILM).[4]
Their concept artists looked to the team's favorite graphic novels for inspiration and the concept artwork by Ralph McQuarrie, Doug Chiang, Joe Johnston, and others who worked on the Star Wars films.[3] They were given access to the Episode II script and concept art early on before the film came out. LucasArts created storyboarded scripts of their cutscenes and gave them to ILM, who developed them into cinematic cutscenes. Knoles envisioned the level layouts and then consulted with lead level designer David Wehr and his level designers. They created a bubble map of the levels which they worked from to determine details in what the player would face and be able to do. The team made a new engine for the game to be able to do what they wanted. The graphic designers worked concurrently with the level designers to create the environments, which the level designers then used to better visualize what they were trying to do.[4] Knoles had previously been involved in the development of the Super Star Wars trilogy for the Super Nintendo and often referred to those games when describing certain aspects of Star Wars: Bounty Hunter to the team.[3]
The PlayStation 2 and Nintendo GameCube versions of the game have different custom in-house graphics engines, each designed specifically to take advantage of the two platforms' unique strengths and work around their unique limitations, but the core game engine is identical. In the PS2 version they took advantage of both vector unit (VU) chips to drive the graphics to maximum performance. The DMA bandwidth was taken advantage of to use a high number of textures. There is full-screen antialiasing and texture mip mapping support. They used the second VU1 chip to handle all the character skinning and VU0 to handle all the skeletal animation transforms. Which enabled dozens of characters to be on-screen without bogging down the frame rate. They had 10 individually optimized rendering loops on VU1 to speed up the rendering process. Their PS2 graphics engine could move 10,000,000 triangles per second, and adding the gameplay, collision, logic, textures, sound would go down accordingly to around 30,000 to 50,000 triangles per frame, all at an average frame rate of 30 frames per second.[3]
In the Nintendo GameCube version, they took advantage of the system's fast CPU to achieve a higher frame rate, and added more polygons to characters, especially Jango, who has roughly twice the polygon count on GameCube. The GameCube's texture compression allowed them to use high-resolution textures. Texture compression also allowed for improved color variance on textures. Mip mapping support across the board on all textures helped provide a rich and consistent environment. They exploited additional memory to improve load times. They implemented projected shadows on all the characters and an increased draw distance to allow for vista views.[3]
Industrial Light & Magic and Skywalker Sound assisted in the creation of the game, which was the first collaboration between LucasArts and ILM in the field of in-game cinematics.[5] Knoles said LucasArts and ILM learned a great deal from their cooperation, which allowed ILM to try new methods for creating scenes, as well as new tools and techniques. LucasArts provided ILM with models, textures, and a storyboarded script, and then applied their cinematic expertise in adapting the script into dynamic and visually stunning films. The sound designers of LucasArts and the sound designers at Skywalker Sound worked together to create the game soundtrack. Skywalker Sound made sounds directly for game animations and events, and created Foley sounds.[3]
Tie-insEdit
Jango Fett: Open Seasons was produced as a tie-in comic, composed of four issues released between May and September2002, and compiled in a trade paperback edition in January2003. The comic shows the origins of Jango and how he became a Mandalorian warrior. A portion of the comic was available as unlockable bonus material in the game. Prima Games also released Star Wars: Bounty Hunter: Prima's Official Strategy Guide.
CreditsEdit
By typeCast | Crew |
Cast
Where Can I Buy Adobe Edge Animate CC 2015Adobe Edge Animate CC 2015 Features:How can the answer be improved?Adobe FireworksAdobe After EffectsAdobe Animate CC 2019 Free Download Animate CC PC Windows.Toon Boom Harmony vs Flash (Adobe Animate): Which One.Adobe AuditionIn Adobe Edge Animate CC 2015 you can import your designs created in Adobe Photoshop or Adobe Illustrator into Adobe Edge Animate and then complete them. Adobe edge animate cc 2015.
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AppearancesEdit
By typeCharacters | Creatures | Droid models | Events | Locations |
Organizations and titles | Sentient species | Vehicles and vessels | Weapons and technology | Miscellanea |
Characters
Star Wars Bounty Hunter Game Guide
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Creatures
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Droid models
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Events
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Locations
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Organizations and titles
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Sentient species
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Vehicles and vessels
Star Wars Bounty Hunter
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Weapons and technology
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Miscellanea
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BibliographyEdit
- Bounty Hunter Announced (and Xbox and PC News) on StarWars.com(content now obsolete; backup link)
- Bounty Hunter Trailer on StarWars.com(content now obsolete; backup link)
- E3 2002: Star Wars Bounty Hunter on StarWars.com(content now obsolete; backup link)
- Star Wars Bounty Hunter Commercial on StarWars.com(content now obsolete; backup link)
- Star Wars Bounty Hunter Cut-Scene on StarWars.com(content now obsolete; backup link)
- 'Gamescape'—Star Wars Insider 63
- Replaying the Classics: Star Wars: Bounty Hunter on StarWars.com
Notes and referencesEdit
- ↑GameFAQs Title Data for Star Wars: Bounty Hunter
- ↑Star Wars: Jango Fett on PlayStation Japan web site
- ↑ 3.03.13.23.33.43.5Gamespot (October 10, 2002). Star Wars Bounty Hunter Q&A(English). Gamespot. Archived from the original on January 24, 2016. Retrieved on July 19, 2017.
- ↑ 4.04.1Star Wars: Bounty Hunter - TechTV 'The Screen Savers'. The Screen Savers. YouTube (February 7, 2017).
- ↑The Art and Making of Star Wars: The Force Unleashed p. 143
External linksEdit
- Star Wars: Bounty Hunter on Wikipedia