Development and release
Beyond Games was established between 1991 and 1992 by Kris N. Johnson, an avid video game player and self-taught programmer who had aspirations of entering into the video game industry during the 1980s.[4][5][6] Kris Johnson began coding with Atari BASIC on the Atari 8-bit computers and slowly built an understanding in how to program games and despite reaching several companies to publish his works, none of them ever reached the market after multiple unsuccessful attempts.[4][5] Kris also sent various letters to Nintendo and Sega in order to obtain a development kit for developing titles on their systems, but neither replied to his inquiries.[4] After Atari Corporation released the Atari Lynx in 1989, he took an interest towards the system and proceeded to contact Atari Corp in order to propose them several projects that focused on the console's multiplayer capabilities, which they eventually agreed to and offered Kris a development kit for US$1000, becoming a licensed developer for the platform in the process despite his lack of professional experience in the field.[4][5][7] Prior to his venture in video game development, however, Kris was also the owner of a nightclub during his youth along with a colleague that would later part ways with him. It also served as a mean of recruiting staff for his company, among them being future WildWorks CEO Clark Stacey and designer Tim Huntsman, both of which would later play a role during the creation of BattleWheels.[4]
At Beyond Games, Kris developed various multiplayer prototype titles for the Atari Lynx on his own during the day before bringing them along with several Lynx units for testing purposes with colleagues on his nightclub.[4] He and his friends played various games on the platform such as Epyx's Todd's Adventures in Slime World and Atari's Warbirds, with the latter serving as a source of ideas for him due to its showcase of the console's multiplayer capabilities that would lead to the conception of BattleWheels as a result.[4][5] Kris desired to develop a vehicular combat game project after obtaining a development kit for the system and Huntsman, who is also an avid tabletop player of games like Car Wars, offered his help in developing the project.[4] Kris intended the title to be easy to play but hard to master for both casual and hardcore players, in addition to pushing the hardware as much as he could from the beginning of its development in terms of graphics and multiplayer.[4]
The programming and sound effects of BattleWheels were handled solely by Kris, while the hand-drawn graphics were created by artist Lorin Nelson and the cover art for packaging was drawn by Curt Hatch.[2] Both Curtis Coalson and Huntsman composed the music, while the latter designed more arenas and wrote the instruction manual after joining the company.[4][2] The game spent half a year being tested by Kris and his colleagues, along with a group of volunteers who were recruited via online forum posts in order to refine its gameplay before release.[4][2]
BattleWheels was first showcased to attendees at the Consumer Electronics Show in 1993 and planned to be released in early 1994, with Huntsman promoting the game disguised as one of the playable characters to positive reception before being released to the general public on the same year late into the life span of the Lynx, becoming the first commercially released game to be created by Beyond Games.[3][4][5][8][9]