Jim Bagley

From DoomWiki.org

Jim Bagley (also known as James Bagley or Jimmy Bagley) is a veteran video game programmer, designer and producer, working in the industry since 1987 across platforms such as the ZX Spectrum, Sega Saturn, Nintendo Game Boy Advance, and others. As part of Rage Software, he ported Doom and Doom II to the Saturn, using the Sony PlayStation version as a basis.

Bagley had originally wanted to port the DOS version of Doom to the console, and created an engine utilizing the console's 3D hardware to do so.[1] However, due to the resulting affine texture mapping distortion, this prototype was rejected by John Carmack and Jim was forced to write a new engine which utilized the system's 68k main processor and two SH2 co-processors to render the screen in software in a manner similar to that used by the PC game engine.[2] This change caused the performance of the port to suffer greatly, resulting in it widely being panned as one of the worst console ports of Doom despite all of Jim's efforts.

Games[edit]

Jim Bagley has worked on the following titles:

Title Released
Road Runner 1987
Throne of Fire 1987
World Class Leader Board 1987
Batman: The Caped Crusader 1988
G.U.T.Z. 1988
Street Sports Basketball 1988
Cabal 1989
Red Heat 1989
Midnight Resistance 1990
Hudson Hawk 1991
Ultimate Soccer 1993
Power Drive 1994
Arcade Classic 4: Defender/Joust 1995
Revolution X 1995
Striker 1995
Doom for Sega Saturn 1997
Boarder Zone 1999
The F.A. Premier League Stars 1999
MTV Sports: T.J. Lavin's Ultimate BMX 2000
Nancy Drew: Message in a Haunted Mansion 2001
Tech Deck Skateboarding 2001
Tiny Toon Adventures: Buster Saves the Day 2001
Animal Snap: Rescue Them 2 by 2 2002
Super Dropzone: Intergalactic Rescue Mission 2002
Chop N' Drop 2003
Strike Force Hydra 2003
Apple Dash 2013
Jim Bagley's ZX81 Racing 2013
Pac Manic Miner Man 2013
Dragon's Lair 2015
Crowley: World Tour 2019
Scramble 2019
Baggers in Space 2020
Tyvarian 2020
Warhawk 2020

References[edit]

  1. Bagley, Jim (26 March 2016). "Dissecting Sega Saturn Doom." Doomworld Forums. Retrieved 30 July 2022.
  2. Carmack, John (13 June 2015). "@mbnatwork Non perspective correct quad warping is very ugly for first person architecture. In hindsight, it still might have been better." Twitter. Retrieved 24 July 2015.