• Design
  • Steve Kramer
  • Programming
  • Scott Patterson - Programmed all audio systems and tools, all AI systems, and real-time 3D material assignment and texture mapping tools. Game code was developed with DirectX and 3DFX Glide, and ported to a Pharlap RTOS running on Intel/3DFX arcade hardware.
  • Audio
  • Neil Baldwin - Dreamcast audio (Eurocom Entertainment Software) / Nintendo 64 audio (Eurocom Entertainment Software)
  • Unclassified
  • Kathy Schoback
  • Kevin Potter

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