Visit Pangea Software’s Web site for more info, screenshots, and links to downloadable demos. When the CD version is released, you’ll be able to pick it up for $34.95. The online version is available for US$29.95. If you’re using a Power Mac or other system, make sure it’s equipped with at least a RAGE 128 or better 3D graphics accelerator with 8MB of VRAM. The game runs on Mac OS 9 or Mac OS X, and requires at least a 400MHz iMac DV with 128MB RAM. The third-person action familiar to players of the original game has been augmented with special levels that will put Skip in control of a balsa airplane on a mission to bomb anthills, and surfing down rushing water in a sewer pipe.Īt a time when it’s increasingly common to see games requiring Mac OS X and heavy system requirements, Bugdom 2 is a little more low-key. Ten levels take Skip through the world of Bugdom, both inside and around a house. Since Pangea has taken the direct sales approach, it’s found it to be much more profitable than retail, according to Greenstone, who told MacCentral that since his game Cro-Mag Rally went shareware, they’ve made more money than they did when it was in retail distribution.Īlong with a new protagonist with new capabilities, Bugdom 2 sports entirely new level designs and new gameplay features. In fact, Pangea’s experience has been so negative that Greenstone sees a lot more sense in avoiding the retail racket all together. Package Dimensions : 5.6 x 4.9 x 0.5 inches 3. Savings represents a discount off the List Price. 10,522 in PC-compatible Games: Pricing : The strikethrough price is the List Price. While it’s worked out okay for major publishers who can spread their bets with a variety of titles like MacPlay, Aspyr Media and MacSoft, Pangea - which produces about one game a year - doesn’t have that luxury. The peaceful insect kingdom of Bugdom was ruled by the friendly Ladybugs & Rolie Polies. This puts Mac game publishers at a huge disadvantage, as they’re trying to attract a smaller audience and generally aren’t as well heeled as their PC counterparts to begin with. The distribution companies responsible for getting those products onto store shelves will drop publishers quickly unless they’re capable of maintaining a steady stream of revenue. It costs a lot of money for software publishers to get their products in wide distribution. Retail distribution of game software in North America is a notoriously expensive endeavor that can be littered with financial and logistical pitfalls.
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