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Incoming (Windows)

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Title Screen

Incoming

Developer: Rage Software
Publishers: Interplay, Imagineer (JP)
Platform: Windows
Released in JP: March 23, 1998
Released in US: July 9, 1998
Released in EU: March 23, 1998


CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.


Development-Related Text

Hey, guess what? A location address to the developers' computer. Found in every pspbrwse.jbf.

c:\Program Files\DevStudio\MyProjects\income\Debug\ppm

readme.txt has a copyright line:

Copyright (c) 1997 Rage Games Ltd.

Unused Graphics

On the setup disk are three executable files called dxsetup.exe, incload.exe, and setup.exe. Using Resource Hacker, you will find a weird paint drawing of some sort.

Incomingsetup Bitmapdrawing.png

Unused Text

ianextra.odl

A file in a misc folder has testing stuff for rope, a HUD arrow, and debris.

;==================================================================
; For testing
;==================================================================


type "rope"
	objfile "effects\pcexport\pointer.ian" scale 4
	texture "chain.ppm" transparent

type "hudarrow"
	objfile "arrow.ian" scale 0.24
;	objfile "effects\pcexport\pointer.ian" scale 2
	texture "hud\hudpag1.ppm"
	drawtype semi transparent self illuminating
;	drawtype semi transparent self illuminating flipz flipx
;	drawtype semi transparent self illuminating reflective flipz flipx

#***********************************
#	debris
#***********************************

type "debris1"
	objfile "pweapons\pcexport\debris1.IAN" scale 9
	texture "pweapons\misc.ppm"

type "debris2"
	objfile "pweapons\pcexport\debris2.IAN" scale 12
	texture "pweapons\misc.ppm"

type "debris3"
	objfile "pweapons\pcexport\debris3.IAN" scale 9
	texture "pweapons\misc.ppm"

type "debris4"
	objfile "pweapons\pcexport\debris4.IAN" scale 12
	texture "pweapons\misc.ppm"

type "debris5"
	objfile "pweapons\pcexport\debris5.IAN" scale 22
	texture "pweapons\misc.ppm"

type "debris6"
	objfile "pweapons\pcexport\debris6.IAN" scale 20
	texture "pweapons\misc.ppm"

type "debris7"
	objfile "pweapons\pcexport\debris7.IAN" scale 32
	texture "pweapons\misc.ppm"

type "debris8"
	objfile "pweapons\pcexport\debris8.IAN" scale 40
	texture "pweapons\misc.ppm"

;type "debris1010"
;	sphere rad=80 width=10 height=10
;	texture "chrome2.ppm"
;	drawtype reflective

weapons.odl

Another file for testing purposes.

#=====================================================
# Weapons ODL
#=====================================================

#=====================================================
# TEST WEAPONS
#=====================================================

type "PLASMA BOLT 1"
	sprite u=0 v=191 w=64 h=64
	texture "smoke.ppm"
	group "weapon"
	hitpoints	30
	sfx "plasma5" channels 2 min 1000 max 15000
	dynamics "weapon"
		max vel	180
		range	90
		size	256

type "TRACER SHOT 1"
	objfile "pweapons\pcexport\msm.ian"	scale 3
	texture "pweapons\misc.ppm"
;	sprite u=0 v=191 w=64 h=64
;	texture "smoke.ppm"
	group "weapon"
	hitpoints	110
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	64	;128
		range	70	;140
		size	64
	drawtype flipx flipz

type "GREEN LASER"
	objfile "pweapons\pcexport\laser.IAN" scale 0.7
	texture "laser1.ppm"
	group "weapon"
	hitpoints	32
	drawtype self illuminating double sided semi transparent
	sfx "gun1" min 2000 max 10000
	dynamics "weapon"
		max vel	360
		range	50
		size	16

type "BLUE LASER"
	objfile "pweapons\pcexport\laser.IAN" scale 0.4
	texture "laser4.ppm"
	group "weapon"
	hitpoints	16
	drawtype self illuminating double sided semi transparent
	sfx "laser2" min 500 max 10000
	dynamics "weapon"
		max vel	400
		range	35
		size	64

type "RED LASER"
	objfile "pweapons\pcexport\laser.IAN" scale 0.4
	texture "laser5.ppm"
	group "weapon"
	hitpoints	24
	drawtype self illuminating double sided semi transparent
	sfx "laser2" min 500 max 10000
	dynamics "weapon"
		max vel	240
		range	85
		size	16

type "PURPLE LASER"
	objfile "pweapons\pcexport\laser.IAN" scale 0.6
	texture "laser6.ppm"
	group "weapon"
	hitpoints	12
	drawtype self illuminating double sided semi transparent
	sfx "laser2b" min 400 max 10000
	dynamics "weapon"
		max vel	360
		range	50
		size	64

type "PLASMA BOLT 2"
	sprite u=65 v=191 w=64 h=64
	texture "smoke.ppm"
	group "weapon"
	hitpoints	25
	sfx "plasma5" channels 2 min 1000 max 10000
	dynamics "weapon"
		max vel	220
		range	75
		size	192

type "PLASMA BOLT 3"
	sprite u=129 v=191 w=64 h=64
	texture "smoke.ppm"
	group "weapon"
	hitpoints	15
	sfx "plasma5" channels 2 min 1000 max 10000
	dynamics "weapon"
		max vel	260
		range	60
		size	128

type "ENERGY 1"
;	sprite u=0 v=191 w=64 h=64
	fuzzline w=32 len=32
	texture "laser1.ppm"
	group "weapon"
	hitpoints	150
	sfx "lightn2" min 4000 max 10000
	dynamics "weapon"
		max vel	0
		range	130
		size	64

type "ROCKET 1"
	objfile "pweapons\pcexport\hsm.ian" scale 1.5
	texture "pweapons\misc.ppm"
	group "weapon"
	hitpoints	150
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	115
		range	160
		size	64

type "ROCKET 2"
	objfile "pweapons\pcexport\hsm.ian"	scale 5
	texture "pweapons\misc.ppm"
;	objfile "laser.IAN" scale 1
;	texture "laser2.ppm"
	group "weapon"
	hitpoints	500
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	100
		range	150
		size	128

type "GUIDED MISSILE"
	objfile "pweapons\pcexport\msm.ian" scale 2
	texture "pweapons\misc.ppm"
	group "weapon"
	hitpoints	120
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	135
		range	170
		size	128
	drawtype flipx flipz

type "BOMB 1"
	objfile "pweapons\pcexport\bomb.ian" scale 16
	texture "pweapons\misc.ppm"  transparent
	group "weapon"
	hitpoints	500
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	100
		range	150
		size	128

type "GREEN ENERGY LASER"
	objfile "pweapons\pcexport\laser.IAN" scale 1.4
	texture "laser1.ppm"
	group "weapon"
	hitpoints	30
	drawtype self illuminating double sided semi transparent
	sfx "greengy1" channels 2 min 900 max 16000
	dynamics "weapon"
		max vel	700
		range	15
		size	128

type "PLASMA BOLT 4"
	sprite u=65 v=191 w=64 h=64	size=48 colour 1=150 210 40
	texture "smoke.ppm"
	group "weapon"
	hitpoints	20
	sfx "plasma5" channels 2 min 1000 max 10000
	dynamics "weapon"
		max vel	55
		range	400
		size	16

type "SPARK1"
	sprite u=65 v=191 w=64 h=64
	texture "smoke.ppm"
	group "weapon"
	hitpoints	1
;	sfx "laser1"
	dynamics "weapon"
		max vel	220
		range	10
		size	1

type "DESIGNATOR"
	objfile "backgrnd\pcexport\level1\beacon.ian" scale 15
	texture "pweapons\misc.ppm"
	group "weapon"
	hitpoints	0
	sfx "rocketlp" min 1000 max 15000 loop
	dynamics "weapon"
		max vel	80
		range	150
		size	16

type "SATLASER"
	objfile "pweapons\pcexport\laser.IAN" scale 16
	texture "laser4.ppm"
	group "weapon"
	hitpoints	16000
	drawtype self illuminating double sided semi transparent
	sfx "satlaser" min 10000 max 20000
	dynamics "weapon"
		max vel	300
		range	100
		size	32

type "SATLASER2"
	objfile "pweapons\pcexport\laser.IAN" scale 16
	texture "laser4.ppm"
	group "weapon"
	hitpoints	16000
	drawtype self illuminating double sided semi transparent
	dynamics "weapon"
	max vel	300
	range	100
	size	32


type "FOAM"
	sprite u=65 v=191 w=64 h=64	size=6 colour 1=10 10 20
	texture "smoke.ppm"
	group "weapon"
	hitpoints	0
	sfx "foam" channels 2 min 500 max 10000 
	dynamics "weapon"
		max vel	48
		range	20
		size	16

type "ENERGY 2"
;	sprite u=0 v=191 w=64 h=64
	fuzzline w=32 len=32
	texture "laser1.ppm"
	group "weapon"
	hitpoints	50
	sfx "lightn2" min 4000 max 10000
	dynamics "weapon"
		max vel	0
		range	130
		size	64