Saturday, 21 October 2023

GP4: Formula E Season 9 Neom McLaren, Envision & Nissan

Following on from the release of the template pack, I can proudly provide you with some liveries that I've created using it. These are all liveries from Season 9, the first season using the new Gen3 car. 
Frankly, spending so much time looking at this car hasn't endeared me to it, it's still super ugly. However it's nice to see various teams trying to make a nice job of it with their liveries. 

Here's 3 liveries by me. 

Nissan Formula E Team

Nissan Formula E Season 9 by fongu

First up we have the Nissan car driven by Norman Nato and Sacha Fenestraz. The livery itselt is quite simple, with lovely red and white with black trim. The white parts feature cherry blossoms or Sakuras. 

Nissan Formula E Season 9 by fongu

Nissan Formula E Season 9 by fongu



NEOM McLaren Formula E

NEOM McLaren Formula E Season 9 by fongu

McLaren teamed up with NEOM for its entry, using the Nissan powertrain. McLaren have a unique livery style that is adapted to all its teams in various forms of motorsport. Simple, elegant and instantly recognisable, the matte orange and sky blue can be easily spotted in a pack, whilst looking down at the detail there's a nice circuit board imagery instead of the exposed carbon areas. Driven by Jake Hughes and Rene Rast, it wasn't the most competitive season, nor was it a disaster. 

NEOM McLaren Formula E Season 9 by fongu

NEOM McLaren Formula E Season 9 by fongu



Envision Racing

Envision Formula E Season 9 by fongu

Envision Racing have been part of Formula E since the beginning of the series under the Virgin name, partnering with DS Automobiles, before joining forces with Audi. For season 9, they now use a Jaguar powertrain and have hired Sebastien Buemi, another Formula E original and former champion, to join Nick Cassidy.

Envision Formula E Season 9 by fongu

Envision Formula E Season 9 by fongu




Friday, 20 October 2023

GP4: Formula E Gen3 Template Pack

It's rather unusual for me to create mods for GP4 that are not F1 related, but this is my first release that extends outside of F1, it's the Formula E Gen3 car. 

Formula E Car & Template for GP4 by fongu

First used in the 2022-23 season, the Gen3 car is the third generation car used by Formula E since its inception, boasting more power and a battery designed by Williams Advanced Engineering. Created once more by Spark, this supercedes the previous SRT05e car and can now reach 200mph. It's wider and more robust for some argy-bargy action.

Formula E Car & Template for GP4 by fongu

I have to say, I'm not the biggest Formula E fan, I watch it every now and again and I enjoy some aspects of it. So why am I doing this mod? The draw for me to do this mod is firstly that this is a spec series, so one car shape for the whole grid, one set of tyres and so on. It's also a car used for multiple seasons, so there's a bit of longevity. Also there haven't been many cars released with templates for use in leagues and personal mods, so I hope this fills a gap. It's too much work for me to do a whole mod by myself, in fact, outside of the 3D and 2D work, I'm far from being an expert at other aspects of mod building. In essence, this is a gift to the community. 

Formula E Car & Template for GP4 by fongu

What you'll find in this pack is the Gen 3 car which is GP4 ready. The shape is not locked so that you can easily amend the texture names for your liveries. You'll find a car template and a driver template, which I hope are easy enough to use.


This template was created using Photopea. It's basically a free version of Photoshop but you can use it in a web browswer, and you can link it up with your cloud storage, giving you great flexibility to edit your textures. 

I've tried to label where each part is, and you can quickly recolour the car as below.

I've been using the same driver body for the last few years now, and I ought to improve it, but it's not too bad. I've included a template for this as well, and it's quite quick to change the base colour and add details on as below. 


Once you have created your textures, save it under a different unique name. Then you will need to open the car (quickest in GP4Builder), click on Tools and Rename Textures, and change FE_1 to the name of your livery. You can also change Driver.tga to the name of your new driver racesuit filename. Save as a new file and you have a new team ready to insert into GP4.


I've also quickly put together an internal cockpit template. To preview the cockpit, you need to keep it as the name of the file (cpt_jor_art2.tga). However, when you convert to Tex file, the naming convention is simply cp_TEAMNAME.tex.

Formula E Car & Template for GP4 by fongu


This is not designed to be an in depth tutorial, just enough pointers to get you started. I hope this encourages you to have a go and paint a real livery or a fantasy livery to your liking. Please share your creations, I only ask you remember to mention me as the author of the base work. 


Monday, 16 October 2023

The story of the XBOX version of Grand Prix 4 (by Carl_gpgames)

DOWNLOAD THE REPORT AS PDF

1.      the official announcement

Let's start with the official Infogrames press release from January 2002:

«London, January 2002 - Enter a universe born of perfection, technology, competition, blistering speed and of course glamour - and witness the unveiling of a new chapter in Formula 1 gaming. Leading interactive games publisher, Infogrames, has today announced that it is bringing one of the largest and most critically acclaimed brands in gaming to Next Gen consoles for the first time, specifically the Microsoft XBOX. …»[1]

Infogrames promoted the XBOX version in the official TV spot and in print ads. In addition, the XBOX cover was published.


Screenshot from the TV commercial[2] of Grand Prix 4


The official XBOX cover of Grand Prix 4


GP4 poster with XBOX logo

Cover and posters can be found in the Behance profile of Tony Ebright, apparently the creator of it.[3]

 

 

2.      demonstrations of the XBOX version of Grand Prix 4

There are several reports and details about the XBOX version of GP4. The editors of the Italian computer games magazine "The Games Machine" had the opportunity to visit the team around Geoff Crammond in Bristol (Chippenham) in March 2002 and to see the beta or alpha version of GP4 on PC and XBOX. There is a detailed report about this in the April 2002 issue of the magazine.[4] In addition, an approx. 7-minute video of the visit was published on the website of The Games Machine, but it was taken off the net again after a short time.[5]

Unfortunately, I could only find a version of the video in poor quality. The file in high resolution can't be found until now (the filename was "gp4fin.exe"). Below you can find a screenshot from the video with the XBOX demonstration. I have scaled it up with artificial intelligence so that it is somewhat recognizable.


XBOX demonstration in Bristol (Chippenham) in March 2002 (AI-upscaled video screenshot)


Footage from the Chippenham visit by reporters of The Games Machine magazine

 

From March 25th 2002 Infogrames began a promo through Europe which started on Monday at Paris (France), Tuesday they went to Milan (Italy), Wednesday to Frankfurt (Germany) and Thursday to Helsinki (Finland).

                 
Footage of the Infogrames Event in Frankfurt (GER), showing Nick Court and an XBOX running GP4

 

On march 28th, Matti Laitinen from alphaf1.com published an article[6] about his experience in trying out an early version of Grand Prix 4 at the Infogrames event in Helsinki, in particular also the XBOX version:

«Big thanks to executive producer Nick Court and Infogrames for inviting me to play Grand Prix 4 at Seaside Hotel today. After a long anticipation, I got my hands on the both PC and X-Box versions of the game. They had the latest alpha version of the game, first beta is expected to be ready after couple of weeks.

Nick Court started by showing us the XBOX version of the game. I believe it was a normal PAL version with fixed framerate 25fps (50Hz in TV) with 640x480. Like already seen in the demo movie, the graphics looked amazingly good and smooth altough it was running on a normal TV screen.

Then I tried the X-box version which was a big positive surprise! The pad feels very nice since all the controls are analog and it has rumble effects as well. It tought it'd be some crappy arcade conversion, but driving the car felt very good and I can recommend the XBOX version everyone who has the console.»

 

Marco Zambon from gpx.it also had the opportunity to try out Grand Prix 4 on XBOX on March 26 as part of a press tour by Infogrames[7]:

«As soon as we entered the room we saw two stations set up, a TV connected to the XBOX and a Pentium4 2.2GHz with Geforce 3 (Windows XP operating system).

On the two monitors there was already GP4 loaded, stationary in the menus and I assure you it was hard to resist the temptation to get up and go fiddling with it right away!!!

Let's start right away with the XBOX version, the developer doesn't mince words and decides that he wants to explain GP4 to us while "playing" it. I won't hide from you that the first impact with GP4 was great! It was quite impressive to see live what we had only seen via screenshots until now!

But the best was yet to come! Because as you will read in a moment, in my opinion, the PC version deserves more than the XBOX version.

I start by telling you that the two versions of GP4,as graphical appearance, functionality, adjustment possibilities, menus, etc. are identical for both PC and XBOX. The only difference is in the fact that in the XBOX the game runs at a fixed resolution of 640x480 with the maximum possible detail and with fixed 60frame/sec. You cannot make adjustments to graphic detail, etc.

In the PC version you can set the resolution up to 1280x1024 (but I assure you that already at 1024x768 which is the one we tested, the game looks really good graphically)!

One can set the frames/sec up to a maximum of 60 and also has an extensive and comprehensive menu of adjustments of all graphical aspects and details.

Do we now have confirmation that the graphics engine has been completely redone?

As soon as I saw GP4 running on the PC, I realized that the "most beautiful" screenshots seen so far were taken from the PC version and not from the XBOX version!

Let's analyze now more in depth all the details that we managed to discover for the PC version! (since the XBOX was abandoned after not even 10 minutes!).

I preface that the version used is not even a BETA of GP4, but a PRE-BETA version»


 

3.      Interviews

Grand-prix.4players.de had the opportunity to talk to Nick Court in March 2002 in Frankfurt (GER)[8]:

What are the reasons for the release on the XBOX?

Look at the TV back there. You get the feeling that it's a real race, but you're engaging yourself! And that's what makes the XBOX so interesting! Formula 1 races are normally only watched on the TV and not on the monitor - if you can now play Grand Prix 4 on the TV, it feels even more realistic!

Ein Bild, das Kleidung, Menschliches Gesicht, Wand, Person enthält.

Automatisch generierte Beschreibung
Nick Court (MicroProse)

...and likewise, gp4.gamer.nl[9]:

We hear rumors that GP4 is also coming in a Playstation 2 version. Is this true?

No comment. (Red.: given the grin on NC's face, we think this version is coming. Perhaps only after the release for XBOX and PC, though).


Nick Court (MicroProse) and Niels Tieman (gp4.gamer.nl)

In 2023, Niels Tieman posted the following on MicroProse's Facebook page:

«I’ve seen the Grand Prix 4 version on the XBOX in Frankfurt Germany. It was a early version though and somewhat buggy.»

 

The "Media & Games Online Network" (www.mgon.com) conducted an interview with GP4 producer Phil Gilbert (MicroProse) in spring 2002 as well[10]:


Phil Gilbert in front of the MicroProse Studios in Chippenham UK (image from the GP4 menu)

The XBOX version is a major leap for you. What are the differences between the two formats?

PHIL: The XBOX version hasn’t been too difficult. There have been memory limitations and of course you have to think in console terms and there are elements which you can’t just port across – the menus for instance have had to be redone. It is an ongoing process as you have seen. On the whole it has been very pleasing to make the game for XBOX. It is great that the game supports bump mapping and environment maps and the visuals are very cutting edge.

It is also great that the game supports split screen on XBOX, is this also happening on the PC?

PHIL: No, but you do get the game playing online and there is the greater level of detail too. Splitscreen was made easier when we developed the code for the TV monitors in the game, a key new feature. You have through the track, and also on the car when you are in pit lane, video walls or TV monitors which you can use to keep an eye on the progress of other drivers and other happenings around the circuit when you are not driving your self.

The video walls around the track also show these happenings, but it can be hard to see the great detail these video walls presents to the player when you are racing past. Nonetheless this ability to have separate video feeds in the game helped us to easily convert the code so that it would run in a split screen mode, as is the case on XBOX. We are very happy with it.

In terms of where the GP franchise is going, have you looked at other consoles? Gamecube?

PHIL: I can’t talk about that at the moment.

Because the game is virtually a launch title for the XBOX, was there pressure to get it done fast and would you have liked to cram a few more features in or are you happy with where you are?

PHIL: We are all happy and have worked on it long enough and feel that we are just tweaking it now, and come June we will have a fantastic game. Networking games on the XBOX was something we looked at, but we don’t think this is a priority at the moment.

Is the PC version going to be released before the XBOX incarnation?

PHIL: The PC version is a little more complete, but really with XBOX all we have to add are small features like menus, so the two versions could be released at the same time, we are not sure if this is going to happen though.

In early March 2002, the British magazine PC Zone also published an interview with Nick Court and XBOX programer Simon Michael:[11]

 

Geoff Crammond's Grand Prix series has always been a PC-only affair. Why did you decide to bring it to XBOX too?

Court - It's always been a PC game because we've never had the chance to bring it to the other formats. Hasbro made an agreement with Simergy that, because we [Microprose] have the new license for five years, we wanted to make the most of if. If we'd let Simergy carry on the way it had done, with Geoff developing all by himself, we'd have only had one game. What we had to do was split the game into two pieces, with Geoff doing what he does, and us [Microprose] doing what we do. Geoff does what he's good at and enjoys such as physics and AI, and we do all the graphics, the tracks etc. This makes an awful lot of sense. On all formats we use Geoff's code, but us as a team we [Microprose] are working on the XBOX version and any other format that we fancy doing. That was the reasoning behind it, and it's been incredibly successful.   

 

Do you think the XBOX version of Grand Prix will appeal to owners of Microsoft's machine, seeing as they're more likely to console fans? After all, the series as a whole is usually regarded as hardcore PC fare.

Court - Yes, I think so. When you buy it, the default settings in the game are set up so that you have all the help settings on when you first play. The way the help options have been developed is great, because you don't really know that they're there helping you until you turn them off and realise how tough it is to control the car. However, you don't ever feel like someone else is taking over the game, you still feel in control. I do believe that people out there with consoles do have the ability to get to grips with an in-depth driving game. This whole idea that you have to dumb down a game for consoles is a bit extreme.

 

Michael - The PC version is a simulation and anybody who knows Geoff Crammond's games knows this. For example, you can change all the settings on the car - it's just like real life. We do have options to do that on XBOX, but it's more in keeping with consoles. We've provided more of an arcade-like feel. The realism in both games, however, is absolutely identical - with the cars physics for example.

We've actually made a lot of changes to make it appeal to XBOX owners. We think we've got the balance right between making it an arcade game and a simulation. It makes it easier to get into. But we still wanted the realism in there. There're plenty of games out there that don't have the handling, but with GP4 we have that. It takes a lot of time to get into, but once you're into it, it gives you a lot of satisfaction when you get it right.

 

So what sort of features does Grand Prix 4 have that will ease people into it?

Michael - You have numerous help options that you can adjust, so if we want more traction control, braking control, steering help etc. you can set those All these features will be on PC too, by the way.

 

Did you find that The XBOX's static hardware helped you with graphics development, because you were saying that the XBOX version will look superior?

Court - It's been fun working with the XBOX because of that, and it's definitely more fun playing that game on a TV than on a monitor - because you'd normally watch F1 on a TV and so it just works better. The bump-mapping and lighting effects all look good.

 

You were saying that the XBOX version is about two weeks behind the PC version in terms of development. Will they still both be out at the same time?

Court - That's undecided at the moment. The obvious difference in time is to be expected because we're leading development on the PC rather than developing for two separate formats. I think both will be out in June, but whether the PC will lead we're not sure.

 

In July 2008, the user "NinjaMouse", who claims to be a former member of the GP4 team, made the following statement in the Autosport forum[12]:

«I was on the Microprose side, which was mainly graphics and integration of Geoffs (Synergy) code with various platforms, PC: XBOX and PSII (sadly not released on the 2 later, a bit like putting a bowling ball in a marble bag as they say.....»

 

Ein Bild, das Person, Kleidung, Baum, draußen enthält.

Automatisch generierte Beschreibung
Geoff Crammond in 2010 in an interview with the RetroGamer magazine

 

In 2010, Geoff Crammond himself commented on the XBOX version of Grand Prix 4 in an interview with RetroGamer magazine[13]:

RG: Is it true that GP4 was planned for conversion to the XBOX console?

GC: Yes, the XBOX version of GP4 was even demonstrated to the press during a promotion day. I thought it looked very good and worked well. It was a casualty of the MicroProse studio closure, which was announced two weeks after GP4 was released on the PC. A couple of months work was needed to finish the XBOX version, so sadly it couldn’t be done.


 

4.      Reporting in XBOX magazines (print media)

The Official UK XBOX Magazine dedicated a two-page article to Grand Prix 4 in its first issue of March 2002[14]. However, this is more of a general description of Grand Prix 4, with no specific information about the XBOX version. The screenshots shown are the known work-in-progress images, which likely are from the PC version.

 

Also the “UK’s permier unofficial magazine for XBOX gaming” published to previews to Grand Prix 4 on XBOX, where in Issue 07 even an interview with Nick Court took place.


 

XBM, Issue 09, 2002[15]



 

 


 

XBM, Issue 07, 2002[16]Ein Bild, das Text, Rad, Reifen, Autoteile enthält.

Automatisch generierte Beschreibung


 


 


 

5.      remnants of the XBOX version on the PC version of Grand Prix 4

Those who are familiar with Grand Prix 4 know that there are several files in the installation directory with hints for the XBOX version.

In the resources folder of the Track WADs, you can also find two arcade displays in their XBOX versions. However, I doubt that xbox_dial.tga is actually the XBOX version of the rev counter. It seems to be more like an earlier version of the file. Confirmation for this hypothesis could be the absence of shadows in the font used for the position, laps, and time display (at the top of the screen), which was added in the final version. Several work-in-progress screenshots also show this font without shadows.

As for iconspage2_x.tex, it represents the replay menu of the XBOX version. The only difference from the PC version is that references to the F-keys have been removed. I assume that this menu could have been operated using the XBOX controller's directional pad.

Ein Bild, das Rad, Reifen, Motorsport, Fahrzeug enthält.

Automatisch generierte Beschreibung
PC version of GP4 with the (presumed) XBOX arcade displays

 

Under "fonts" you will find three files with the file extension "xbx". This file type is usually XBOX game saves that contain a preview graphic (icon) for display in the XBOX system menu.Ein Bild, das Text, Schrift, Zahl, Reihe enthält.

Automatisch generierte Beschreibung

Unfortunately, however, I did not manage to open the files, not even with the tool provided for this purpose (XTech's XBX Tools).

Ein Bild, das Text, Screenshot, Schrift, Zahl enthält.

Automatisch generierte Beschreibung

Based on the location, you might think that these are fonts. However, *.xbx is not a common format for XBOX fonts.

In the fonts-folder as well there are the text-files for the ingame-skymessages. You’ll find some skymessages that are exclusively for the XBOX version:

Ein Bild, das Text, Screenshot, Schrift, Algebra enthält.

Automatisch generierte Beschreibung

 

Under Grand Prix 4\MenuData\PC\GP2001\Images the files 317.gpi to 333.gpi can be found. These are graphics of the XBOX controller buttons that are displayed in the XBOX menu.

 

Further hints can be found in the menu files (main_menu.mem and GP2001.gst):


gp2001.gst

 


main_menu.men

 

Main_menu.men shows that there were apparently three prepared XBOX controller layouts (layout A-C) from which the player could choose.


 

Also in the GP4.exe itself there are some references to the XBOX version:

 

6.      Rumors

There is a rumor that a few years ago several disks with a so-called "Grand Prix 4 XBOX pre sample" were offered for around £2000 on an online sales platform (ebay?):

“last night I was messaging with some [xxx] friends who still play gp4 and [xxx], one of them, told me that he remembered that in 2017-18 he had found a seller on eBay who was selling a CD with a "pre sample" of GP4 for XBOX with a starting price of £2000. However, I can't find any trace of this auction 🤔. [xxx] always says that he found a site some time ago where someone wrote that about ten CD cases for XBOX had been printed to evaluate their quality and that the label was downloadable.”

Unfortunately, I could not find any further information, let alone confirmation, on this rumor.


 

7.      the end of the development of the XBOX version of Grand Prix 4

Shortly after GP4 was released on PC, rumors began to circulate that the MicroProse studio responsible for its development would be closing. These rumors were confirmed by Infogrames in September 2002.

Gamespot published the following news article on September 12, 2002:

“Infogrames has confirmed that the MicroProse UK studio responsible for Geoff Cramond's Grand Prix 4 will be shut down on September 20. The studio currently employs 27 people and was the last UK-based studio under the MicroProse label.

The only remaining US MicroProse studio is based in Hunt Valley, Maryland. MicroProse, once a major PC game publisher, was acquired by Hasbro in 1998 and was a part of Hasbro's later deal with Infogrames. When asked for comment, an Infogrames representative said, "MicroProse is a lesser label and has been for some time." Starting with the 2002 release of Neverwinter Nights, Infogrames turned to branding high-profile PC games under the Atari label.”[17]

 

Eurogamer.net on September 16, 2002 reported the following:

“The only remaining Microprose development studio in the UK, which most recently created Geoff Crammond's Grand Prix 4, is being shut down by owners Infogrames - with the doors shutting on the studio for the last time this Friday, September 20. The closure of the development house, which employs 27 people, poses serious questions about the future of Geoff Crammond's Grand Prix 4 on the XBOX, which has been delayed heavily despite the release of the game on the PC some time ago. We have so far been unable to reach anybody at Infogrames for comment, but sources suggest that the XBOX version of the game may now have been cancelled entirely. What this almost certainly represents is the death of the Microprose label, which was purchased by Infogrames as part of its acquisition of Hasbro properties. Although several leading-edge PC games from the publisher appeared under the Microprose label, the newly-revived Atari label now covers that area of the market, and it seems likely that Grand Prix 4 will have been the last game ever to carry the Microprose logo. Now the only remaining studio from the old publisher is based in Hunt Valley, Maryland in the USA. Interestingly, Infogrames today announced the creation of a new Formula One racing title and potential franchise on the PS2, entitled Grand Prix Challenge. The game will be developed at Infogrames Melbourne House, which was previously responsible for, er, Looney Tunes: Space Race. Is this just a pit stop for the much-loved Geoff Crammond franchise, or has it spun out of the race entirely?”[18]

 

Apparently, this information did not reach everyone. Because in the October 2002 issue, the Hungarian magazine Multiplay announced the XBOX version for November 2002.[19] I can no longer understand where they got this information from. At least I'm not aware that an official release date for November 2002 was ever given.


October 2002 Issue of Hungarian magazine “Multiplay”

But why did Infogrames refrain from releasing an almost finished game despite the studio's closure? The reasons may be manifold. But one essential question is: How "finished" was the XBOX version of GP4 really? Geoff himself said in 2010 that "a few more months" were needed to complete it. That may not sound like much from today's perspective. In a time when multiple F1 titles were released annually, it may have been the deciding factor in the cancellation. Let's not forget that F1 2002 was released by EA Games back in June 2002 on PC, XBOX, PS2 and Gamecube (!). Mind you, with actual season data from 2002. Sony's Formula One 2002 followed in November 2002 on PS2, also with current season data. I suppose this aspect is even more relevant for the stakeholders of console titles than for PC gamers. From an economic point of view, would it really have made sense to release a console title with 2001 season data after the real 2002 Formula 1 season was over? At a time when several console titles with more up-to-date data were already available.

 

Further, Infogrames already had "Grand Prix Challenge" in development (which, despite the slightly misleading name, has no relation to Geoff Crammond's Grand Prix series) when the XBOX version of GP4 was discontinued. Although "Grand Prix Challenge" only appeared on PS2, it also had season data from 2002, so two Formula 1 titles from the same house might still have competed unnecessarily.

undefined
Grand Prix Challenge, published by Infogrames on PS2 in November 2002

 

We also know that Infogrames was under a lot of financial pressure at the time.[20] The costs for the final development, the already at that time exorbitantly high license fees of the FIA and the big competition from other titles probably led to the fact that the financial risk for the completion and publication of Grand Prix 4 on XBOX was simply too big.

 

But what we also know today: In the years 2003 to 2006, Sony secured the exclusive rights to Formula 1 games. Accordingly, only Sony-developed Formula 1 games were released in those years, and only on the PS2. Looking back, Grand Prix 4 would have had a very good chance to become the only alternative for fans of real Formula 1 simulations on consoles. We will never know.


 

8.      figures and facts

Subject

Info

Source

Graphics (PAL)

Resolution: 640*480

25 fps /50 Hz

Full details

Preview by alphaf1

Preview by gpx.it

Menus

Identical to the PC version but no (or reduced) graphics options, most likely XBOX button symbols

Preview by gpx.it

GPI-files with XBOX button symbols in the PC-version of GP4

Controls

XBOX controller (“the duke”) with analog input for acceleration, brakes, and steering.

3 controller layouts to choose from

Preview by alphaf1


main_menu.men (file from GP4 PC-version)

Multiplayer options

Split screen (amount of players unknown)

Phil Gilbert interview

Release date

Sep 12th 2002

Infogrames website on Sep 1st 2002[21]

EAN-Code

3546430024546

Infogrames website on Sep 1st 2002

 



[21] https://web.archive.org/web/20020901033712/http://maabrigg.infogrames.de/productpage.php?productID=180