Tomb Raider (1996 video game)
The front of the Derby Studios building where Core Design worked on the game was later used as the front of Croft Manor. It is Core's contention that the company was struggling somewhat with 32-bit development at that time. The first glints of the game were seen on Sega Saturn development kits. However, Gard stated that though Core and Sega had a deal for "Tomb Raider" to be a timed exclusive for the Saturn, the game was developed simultaneously for the Sega Saturn and the Sony PlayStation. Following the release of the Saturn version, a number of bugs were discovered that affected both versions of the game; because of the timed exclusivity, the development team fixed these bugs for the PlayStation version. While the series would see four more instalments on the original PlayStation, no additional "Tomb Raider" games were released for the Saturn. Additional Sega ports were released on the Dreamcast.
Tomb Raider III
A specialist was hired to enhance the game's artificial intelligence and give enemies more lifelike behaviour. In previous "Tomb Raider" games, enemies would simply run at Lara and attack immediately, whereas in "Tomb Raider III", enemies can pop out of the dark and attack the player, or retreat back into the level and regroup to attack later. A stealth element partially inspired by Rare's 1997 hit "GoldenEye 007" was also introduced, giving players the option of sneaking around and avoid detection. New vehicles that are critical to complete certain levels were added; the team also experimented with the idea of putting Lara on horseback, but they ultimately discarded it. The development of the game took eleven months to complete, and incorporating all the new ideas into the engine was considered the most difficult task of the project.