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- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: Volume 4, Issue 4 ATARI EXPLORER ONLINE March 28, 1995 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: ::
- :: ATARI .............. News, reviews, & solutions ............ ATARI ::
- :: EXPLORER ............ for the online Atari .......... EXPLORER ::
- :: ONLINE ................. Community .............. ONLINE ::
- :: ::
- :: Published and Copyright (c) 1993-1995 by Subspace Publishers ::
- :: All Rights Reserved ::
- :: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" ::
- :: Publisher Emeritus ........................... Michael Lindsay ::
- :: Editor/Publisher .................................. Travis Guy ::
- :: Assistant Editor GEnie......................... Ron Robinson ::
- :: Assistant Editor CompuServe................... Albert Dayes ::
- :: Assistant Editor Internet.................. Timothy Wilson ::
- :: Assistant Editor AOL.................. Dimitri M. LaBarge ::
- :: Assistant Editor Delphi.................... Mark Santora ::
- :: Unabashed Atariophile .............. Michael R. Burkley ::
- :: Atari Artist ............................. Peter Donoso ::
- :: User Group Coordinator .................... Ron Whittam ::
- :: Jaguar Editor ...................... Christian Svensson ::
- :: UK Correspondent .................. Darren "Dooz" Bates ::
- :: 8-bit Editor .............................. John Hardie ::
- :: ::
- :: Contributors: ::
- :: """"""""""""" ::
- :: Randy Magruder, David A. Wright ::
- :: ::
- :: Telecommunicated to you via: ::
- :: """""""""""""""""""""""""""" ::
- :: GEnie: ST/JAGUAR RT Library 38 ::
- :: AOL: VIDEO GAMES FORUM Hints, Tips and Tricks II Library ::
- :: CompuServe: ATARIGAMING Library 10, VIDGAME Library 15 ::
- :: Delphi: ATARI ADVANTAGE & WORLD OF VIDEO GAMES Libraries ::
- :: Fnet: AEO Conference, Node 319 ::
- :: AtariNet: AEO Conference, Node 51:1/10 ::
- :: ::
- :: FTP recent AEO issues from: rahul.net:pub/wilsont/AEO ::
- :: Search gopherspace under "aeo" for back issues ::
- :: ::
- :: World Wide Web: http://www.dl.ac.uk/MISC/ATARI/atari.html ::
- :: http://www.bucknell.edu/~svensson ::
- :: ::
- :: ::
- :: EMail Request address: AEO-by-EMail-request@maximized.com ::
- :: ::
- :: >>> To subscribe to AEO, send a message to the request ::
- :: >>> address, with the following line (no subject): ::
- :: >>> ::
- :: >>> subscribe aeo-by-email ::
- :: >>> ::
- :: >>> and your address will be added to the list. To ::
- :: >>> unsubscribe from AEO, send the following: ::
- :: >>> ::
- :: >>> unsubscribe aeo-by-email ::
- :: >>> ::
- :: >>> to the same request address, making sure you send ::
- :: >>> it from the same address you subscribed from. ::
- :: ::
- :: AEO is also in file format on the Jaguar Mailing List ::
- :: ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- Table of Contents
-
-
- * From the Editors ................................. David, David and David.
-
- * California 4Play ................. Mark Santora talks with the West Coast
- half of the BattleSphere Dream Team.
-
- * The Hype on Hyper Image ................ Sven shares a Dew with the young
- gang behind Jaguar Hover Hunter.
-
- * Jaguar Tackboard ......... Seventeen new titles on the Jaguar Development
- List (including some surprises!) - Atari Press
- Releases - Codes for Kasumi Ninja &
- Val d'Isere - Atari CS Offers.
-
- * Cuppa with the Dooz ................ Darren prepares for ECTS - Interview
- with Power Drive's Rage Software.
-
- * Surfing the Jagged Edge ........... News on WMCJ, FFL, D2K... has Dimitri
- had too much alphabet soup lately?
-
- * Troy Aikman NFL Football .......... Video football comes full circle with
- Atari thanks to Williams' new release.
-
- * Atari Artist ....................... News from the Meese - C-Lab Falcon -
- Reviews of Apex Media & Neon Suite -
- More News from Wizztronics.
-
- * Results from the 3rd Annual AEO Readers Survey ...... Vox Populi, Vox Dei.
-
- * The Unabashed Atariophile .................... PD and Shareware files for
- =your= Atari computer.
-
- * From a Saved Backup ......................... Profiles of nine online TOS
- developers/boosters.
-
- * Rare Gems .......................................... Quotes worth quoting.
-
- * Developing News ....................... ACE'95 in Toronto
- New ExtenDOSes
- TLC Support Change
- More CD Support from IAR
- Calamus SL Update
- Upgrade Calamus 1.09 to SL
- DMC's Line Art 1.5
- PhotoFX for Calamus SL
- 3D StereoMagic Module for Calamus
-
-
- * Shutdown ............................. Around the world and up your block.
-
-
- --==--==--==--==--
-
-
- ||| From the Editors ........... Atari Explorer Online: Jaguar Voyagers
- ||| Travis Guy
- / | \ GEnie: AEO.MAG Delphi: AEO_MAG Internet: aeo.mag@genie.geis.com
- -------------------------------------------------------------------
-
- Greetings! Thanks for picking up another issue of Atari Explorer
- Online Magazine. We're available a week later than originally
- planned, due to external events - one personal and several public.
-
- Well, it's the end of March, time for me to pick up and hook up my
- new Jaguar CD-ROM unit and pilot my War Griffin to victory, or
- dogfight in the skies over... somewhere, or to start on my quest to
- be The One, or to finally slide David Lee Roth's chestal area into
- place. Errrr, maybe not.
-
- But I'm not doing any of that. (Much to mine & David's mutual relief.)
- Why? Just because the software's not done yet. Oh it's close. This
- past weekend's ECTS showed off many Jaguar CD titles, but none of
- them were completed. My contacts inside Atari all point to a
- sufficient quantity of titles being completed in approximately a
- month's time to start pegging the arrival of the CD-ROM unit from the
- end of April to early May.
-
- Call it last minute jitters. Call it attention to detail. (NO pun
- intended.) Call it yet another waiting period. Call it whatever,
- whatever it is, it's not fun. It's not going to make anyone happy.
- But it's there. No amount of money can be thrown at it to make it go
- away. No whips can be cracked to lessen the time. Time is what it's
- going to take, and so far, time is all we're giving.
-
-
- //// Once Here, What Then?
-
- I've had a few EMails appear asking me what games I'm really looking
- forward to. Depending on when I answered them, and what was announced
- at that time, my list has changed. Let me see if I can come up with a
- Top Ten list of Jaguar CD games I'm personally looking forward to.
-
- In alphabetical order:
-
- Alien Vs. Predator 2 - In the early planning stages now, this game
- """""""""""""""""""" should wind up being what we all hoped last
- October's AvP -could- have been!
-
- Black ICE\White Noise - I'm a sucker for cyberpunk, I guess. This
- """"""""""""""""""""" adventure takes place 40 years in the future
- on city streets where everything has a price, even your reputation.
- The two words associated with this game should be, "Merry Christmas."
- Out around then.
-
- Defender 2000 - Jeff Minter, 700 megs of Jaguar CD storage. 700 megs
- """"""""""""" of Jaguar CD storage, Jeff Minter. BOOM! I've heard
- this one play and I want it already! Next to black-and-white Atari
- Football, Defender was my favorite old arcade game. Now with it being
- Minterized, who knows what wildness to expect? It's gonna be a long,
- hot summer.
-
- FIFA International Soccer - But that's an EA gam... yes it is.
- """"""""""""""""""""""""" According to Dooz, who was at ECTS, the
- papers have been signed, and several EA games are coming to Jaguar CD.
- This one has been a head turner ever since it debuted last year on
- 3DO. I'm not one for soccer myself, but I can recognize nice concept.
-
- Highlander - This trilogy is being produced by AvP's Purple Hampton,
- """""""""" and was shown at ECTS also. Imagine "Alone in the Dark"
- with backgrounds taken from an animated TV series and a polygon
- character derring-do. Should be one of the first finished JagCD games,
- so the wait won't be so long here.
-
- Magic Carpet - Nice game, no PC on my desk. That's what the Jaguar's
- """""""""""" for. It'll be interesting to see if the developers go
- the distance on this one. VR? Why not?
-
- Mortal Kombat III - Why ask why? Just be the first on the block.
-
- Need For Speed - Isn't that another EA ga... good eyes there, sport.
- """""""""""""" The first game I ever wanted to play so badly that I
- wrote the program myself was an "avoid/outrun the highway patrol" game
- on my TRS-80. All done in glorious monochrome text.
-
- SoulStar - A very slick shooter done up with SGI-rendered sprites and
- """""""" a programming team that's very keen on Jaguar. Out by
- summer they say, and a sure one to pick up.
-
- Varuna's Forces - I liked the concept of controlling a squad of
- """"""""""""""" soldiers from a central location as portrayed in
- Aliens. This game sounds like a finely done simulation of that. An
- early title as well.
-
-
- //// On With The Issue
-
- I did finish compiling the reader survey responses, and have started
- taking action on them. First up is Rare Gems. Rare Gems it seems, is
- well though of by many of you, and well disliked by many others. It
- was started on GEnie about a year ago by David Wright, a gentleman I
- respect for his wit and taste. I asked him for his permission to
- include it in AEO, explaining that AEO was an online Atari magazine
- and I thought that Rare Gems would add some wit to the proceedings.
-
- After reading the comments of many of you questioning the placement
- of Rare Gems in AEO (sample: "What do they have to do with Atari?"),
- my answer is: they're here to provide a little color, a laugh or two,
- perhaps a pause to think.
-
- They have been moved however, and no longer follow this editorial.
-
- Also following with comments made, I hope to be able to boost Atari
- computer coverage, and with the addition of an 8-bit editor, to even
- include something for the oldies out there. (I can say that, I'm one
- of you.)
-
- There's an exceptional Atari Artist in this issue, along with two
- extensive interviews with third-party Jaguar developers. (Dooz
- manages a short chat with a third himself in his pre-ECTS column.)
- Seventeen new Jaguar games grace the development list, there's a
- recap of the best of PD/Shareware softs, Dimitri brings us more news,
- Troy Aikman NFL Football is looked at in depth, and CatBoxes ship
- tomorrow, just as Jeff Minter settles in for an RTC on GEnie.
-
- Nothing's perfect, but all seems well here from the viewpoint of AEO
- Central.
-
-
- //// Drive Safely, Goodnight Everybody
-
- Best line on last night's Oscars. David Letterman to viewers,
- explaining the reason for doing a particular joke: "I just wanted to
- say in front of one billion people, 'Bite me'."
-
- Welcome to your window on the World Atari. See you next time with at
- least two new Jaguar reviews, and news aplenty.
-
-
- --==--==--==--==--
-
-
- ||| California 4Play
- ||| Interview by: Mark "Stingray" Santora
- / | \ GEnie: AEO.4 Delphi: SANTORA
- ----------------------------------------------------------------
-
- While recently in Los Angeles on business, I was able to get together
- with some of the 4Play programming team. 4Play is made up of Scott
- LeGrand, Doug Engel, Stephanie Wukovitz, and Tom Harker (of ICD).
- Scott LeGrand and Stephanie Wukovitz both live and work at UCLA in
- Westwood. After meeting for dinner, we went back to their apartment
- and got down to talking about their first Jaguar title, Battlesphere.
-
-
- [] AEO: Tell me about the setup for Battlesphere.
-
- SCOTT: One of my favorite games of all time is Star Raiders for the
- Atari 800. Star Raiders is the reason I bought an Atari 800 and I am
- pretty sure that it is the reason that Doug bought one as well. I just
- played it for months and months. There really hasn't been a good
- sequel to Star Raiders ever since it came out. There were a few things
- on the PC like LightSpeed and there is a game called Elite. It's kind
- of like Star Raiders but not really. It's more a role playing game in
- space. Then on the PC there is a game that we love called Tie Fighter.
- But we also like networking games. So, we thought what would we get if
- we took all of those games and ideas and threw'em together? A
- multiplayer Tie Fighter-like game. That's what the basic plot of
- Battlesphere is. Now unfortunately networking games haven't really
- caught on, yet - but I think that they are in the next few years. They
- are the next wave no matter what anyone in the industry thinks.
-
- STEPHANIE: Multiplayer games are very popular on the Net. Net-Trek for
- example.
-
- SCOTT: The problem is that not a lot of people have access to games
- like Net-Trek or any other of those types of games out there. They are
- very popular in their limited audience that they get to. So we decided
- that we would do a networking game with Tie Fighter graphics sort of
- follow the plot of Star Raiders. You're in a ship and have to take out
- an invading fleet of enemy ships coming for your starbases before they
- get you.
-
- One of the problems with writing a networking game is that while
- networking hasn't caught on yet, you also have to write a game that
- one person can play and have a good time. So our solution to that was
- to have a bunch of different scenarios within the game.
-
- 1st, an all out "Arena" type game, like Battlewheels in space.
- Everyone gets a ship in the beginning. They can fight networked or
- against computer ships. As they win battles they can take the winnings
- and upgrade their ship.
-
- 2nd, single player or co-op known as "Gauntlet." It is kind of like
- Missile Command in Space. You have 4 or more starbases and you have
- these arcade like waves of ships coming at the starbases. As you
- complete a level, you move onto the next one. Every couple of levels
- you will encounter level bosses. However if you do not like level
- bosses you can bypass them and leave the level immediately. But
- killing the boss will get you the big points.
-
- 3rd, "Alone Against the Empire." This level is the Star Raiders-like
- mode. Single player or Co-op networked. The universe is broken up into
- sectors and in each sector is either a starbase, an enemy armada
- coming for your starbases, or an enemy starbase. The enemy armadas
- head for your starbases and destroy them. Once your starbases are
- destroyed, the game is over and you lose. The enemy starbases can open
- worm holes to the enemy's home world and bring in reinforcements, so
- the idea is that if you don't kill the enemy starbases, the game will
- never end. It kind of resembles Star Raiders II when you have to go
- and destroy the planets.
-
- 4th mode is a Campaign Mode.
-
-
- [] AEO: How many players will Battlesphere play, maximum?
-
- SCOTT: Eight players, maximum. Any more than that and you are going to
- tax the hardware too much and bring down the frame rate.
-
-
- [] AEO: So, what do you plan the frame rate to be in the final
- product?
-
- SCOTT: If we can get 20fps with eight people networked, we'll be very
- happy. Right now in single player it is usually running at 30fps. If
- you stick like ten starbases on top of you, you are going to crash the
- frame rate down. And there are going to be situations like that in the
- gameplay and there are going to be people on the Net who say, "Oh what a
- horrible game because the frame rate drops." But we'll laugh, all
- games do this and you can't get away from it. Graphics engines have
- finite limits.
-
-
- [] AEO: What is the control going to be like?
-
- SCOTT: First thing is that you can play it one player with one
- controller. But if you don't have it networked and you have a friend
- and you want to play against him, one of the best ways to play Star
- Raiders was to have one person man the joystick while the other mans
- the keyboard. You could just scream commands at each other and curse
- each other out when something went wrong. So, what we are going to do
- is mirror all of the functionality of the keypad on both joypads
- simultaneously, so you can have a co-pilot manning all the tactical
- functions while you are piloting the ship around and firing. On top of
- that, the joypad on the second controller will optionally control a
- second crosshair. Both players will be able to fire lasers but the
- second player can fire the lasers in a direction where the ship isn't
- pointing so that you can fire at a ship that crosses your field of
- view without having to turn your ship.
-
-
- [] AEO: How long has Battlesphere been in development?
-
- SCOTT: Well, conceptually, it's been in development since August 1993.
- That's when we were still looking for backers for the game. We had a
- 20 page proposal that we sent to Atari and a bunch of other companies.
- And nothing really panned out until we got to Tom at ICD. We all got
- together and made it happen.
-
-
- [] AEO: How did 4Play come about into existence?
-
- SCOTT: Ah, you want the whole story. That's probably the most
- interesting thing I can tell you. About two years ago Doug Engel
- (Thunderbird) and I decided that we were going to write another video
- game. It was probably going to be a space battle game because I wrote
- a space battle game back in the eighties on a High School mainframe,
- which was an absolute compulsion for all those that played it - they
- planned their days around it.
-
- At the time Doug and I were wanting to do our game, the only new
- system that we knew was coming out was the 3DO. So, I went and got all
- the information on how to become a developer for the 3DO. Around July,
- Atari announced the Jaguar. We were heading for the 3DO at this point,
- but we started looking into the Jaguar. We figured we might as well
- find out about it. Atari was looking kind of dead but we figured, "Who
- knows?" The more we found out about the Jaguar the better it looked.
- Then we needed someone to fund us and support our development. So we
- started advertising on the 'Net that we were interested in Jaguar
- Development. And that is how we met Tom Harker - who heads ICD and has
- been dealing with Atari since forever. We all got together and set
- ourselves up and it went from there.
-
-
- [] AEO: Had you been using Atari products before your involvement with
- the Jaguar?
-
- SCOTT: All of us in 4Play have been Atari users for a very long time.
- Both Doug and I go back to the original 2600. I have one of the ones
- from Sears in 1977 with a big piece of wood inside of it. $180. After
- that, we both had Atari 800's and started programming. I did a game
- for the 800 called "Death Run." When I moved to the ST, I did a
- program for the ST, way back there, called "Genesis Molecular
- Modeling." Doug did a bunch of stuff, too. He designed the Tweety
- Board for the ST, an unreleased game for the ST called "Mechanaught"
- and he did an 800 game called "Rocks."
-
-
- [] AEO: Stephanie, what is your involvement in 4Play?
-
- STEPHANIE: Most of it is music. A little bit has to do with
- algorithms. If Scott has a question he can come ask me, but
- unfortunately at this time, music is all I can really do with classes
- and all.
-
-
- [] AEO: Do you have any say in game design or ships??
-
- STEPHANIE: Sure. Doug does the design but when we get them, I can say,
- "this should be blue." Or, "I don't like that fin there." Doug does
- such quality work that it isn't really a problem.
-
- SCOTT: We just throw an idea at Doug and out comes beautiful artwork
- or a beautiful ship. He has basically done all the artwork. Doug also
- does coding. He has done the networking code and the music code and
- some of the initial code as well.
-
-
- [] AEO: Why did you choose to use the PC development Platform versus
- the Atari Platform?
-
- SCOTT: The situation is that the 486 is a lot faster than the Falcon.
- So when you are doing a lot of compiles, it is a lot more convenient
- on the 486 because the compilations will take a minute versus five
- minutes on the Falcon. Not that I don't like the Falcon, it is a
- wonderful machine with great audio.
-
-
- [] AEO: How is programming the Jaguar?
-
- SCOTT: It does take a little bit to learn the hardware, but once you
- learn it, it is a great little system to play with. It is very
- flexible and there isn't anything to get in your way. Whatever you can
- push the hardware to do it OK. That's what I really like about the
- Jaguar.
-
-
- [] AEO: How long did it take you to get comfortable with the Jaguar?
-
- SCOTT: A couple of months. Not extremely long.
-
-
- [] AEO: Have you pushed the hardware to its limits?
-
- SCOTT: No. Battlesphere is too committed at this point, but if we were
- to re-write it from the ground up we could easily up the frame rate
- higher. Not that there is a problem with the frame rate now. On our
- future Jaguar games, they will be better than Battlesphere as far as
- the coding. I know a lot more now than I did a year ago.
-
-
- [] AEO: Do you think the 68000 in the Jaguar hampers its performance?
-
- Not at all, it can be literally turned off if desired. We prefer to
- use it as a smart controller to read the joysticks and a couple of
- other menial tasks....
-
-
- [] AEO: What is the resolution and color level of Battlesphere?
-
- SCOTT: It runs in 320x240 resolution. I think on a TV there isn't any
- point to going higher on a video game system. It uses the 16-bit CRY
- color system.
-
-
- [] AEO: How long would you expect average Jaguar development to take
- after getting past the learning curve?
-
- SCOTT: About the end of March last year is when I really started to be
- able to code the thing, instead of doing demos, and the first polygon
- codes started appearing. I would guess that it will take just under a
- year and a half to finish the game. We work days, and do programming
- as our second job.
-
-
- [] AEO: How is it working with Tom and ICD?
-
- SCOTT: It's great. Tom knows Atari better than anyone in the world.
- If we need to get something, Tom is the man to go to. Tom is an Atari
- veteran and has a really good reputation throughout the Atari
- community.
-
- STEPHANIE: When we needed the second Falcon for music, he got it for us.
-
-
- [] AEO: Will there be any easter eggs in the game?
-
- SCOTT: Well, we will probably have an invincibility code of some sort.
- But we are not going to rely on keypad combinations for them. We want
- to make people go looking for the easter eggs. We will drop subtle
- little hints that if a player flies off in a certain direction he
- might see something interesting. Luckily, we are the producers of our
- own game so we decide what we want to put in it.
-
-
- [] AEO: How would you say the Jaguar stands up to the Saturn,
- PlayStation, and 3DO?
-
- SCOTT: I personally think the 3DO is dead. It costs too much at $400,
- even if it does drop to $300, it still wont make make it. Even if they
- do have the $200 add on upgrade (a'la 32x) for it which brings it up
- to the performance level of the PSX - that'll make it $600 for the
- game system and I don't think that will fly.
-
- The Saturn is going to open at $350-$450 according to the Wall Street
- Journal, and unless they change that I don't see it going anywhere.
-
- I think the PSX is going to fly when it does get to the US. I think it's
- a really nice system. If they meet the rumors and sell it for $300,
- they've got some serious quality there. Luckily Atari has dropped the
- price on the Jaguar to $150 or else the PSX would have killed them, but
- I don't think so now. I think you could do Ridge Racer or Tohshinden on
- the Jaguar CD, but it's certainly not what I've done in my first
- generation effort. Certainly, I think Francois is right about being
- able to match Tohshinden - but it would be a lot of work.
-
-
- [] AEO: Do you think that Virtual Fighter 2 is possible on the Jaguar?
-
- SCOTT: Virtua Fighter 2 is a little more complex than Tohshinden.
- Tohshinden relies a lot on gouroud shading. Virtua Fighter 2 is mostly
- textures and that would be more difficult. At worst, you could lower
- the resolution which at worst would be like Jag Doom, which I think
- looks fine.
-
-
- [] AEO: Do you think Atari rushed the Jaguar to market too early?
-
- SCOTT: That's a tough question. Atari faced a Catch 22. Either they
- fade into oblivion or they get a new system to the market. So, they
- got the system to market. They had to get the system on the market to
- attract the developers. If the system hadn't been out there would be
- no developers. If it had been released say last summer, we would have
- seen Cybermorph in 1994 rather than Cybermorph in 1993. But now we
- have a lot of developers who have signed onto develop real projects.
- I think what happened with Atari is that they didn't have any money or
- they weren't willing to spend the money; but after the settlement with
- Sega probably a lot of things got into motion and it is now starting
- to come out like the Mortal Kombat 3 deal.
-
-
- [] AEO: There are a lot of big publishing companies out there like
- Electronic Arts that have been in the business for so long
- that some of their stuff is starting to feel tired. Do you
- consider the Jaguar with its unique processing set up and "to
- the metal" programming techniques to be the type of system
- where the next generation of programmers and hackers would
- embrace it?
-
- STEPHANIE: Well, the people from Hyper Image Productions are doing a
- game called Hover Hunter and it looks really nice. They seem to be
- able to do incredible things with the Jaguar. I don't know if you
- would call them the next generation of "hackers," but they are really
- good. They seem to be having a real blast programming the Jaguar.
-
- SCOTT: Yeah, their game is looking really nice. For the next
- generation of programmers, the Jaguar is a very nice system, but
- because of the architecture, it does take some time to learn.
-
-
- [] AEO: Stephanie, are you planning on moving into coding after
- Battlesphere?
-
- STEPHANIE: Yes, but Graduate School tends to get in the way of
- learning the Jaguar. I'm learning a little at a time.
-
-
- [] AEO: What are you studying?
-
- STEPHANIE: Right now I'm going for my Ph.D.. As an undergrad, I went to
- Penn State as a math major. I went to Cornell Graduate School for two
- years studying Pure Mathematics and Computer Science but I decided
- that I would rather be working on applied projects and got involved
- with someone here at UCLA who had met Scott. When Scott told him about
- me, I got together with that person and now I am working with him in
- his lab as a bio-chemistry stenographer. I program more during the
- day than I do at home. I hope to have my Ph.D. done in June 1997. I am
- currently investigating the mathematical rules governing how proteins
- form crystals, and in general applying mathematics to chemistry and
- molecular biology.
-
-
- [] AEO: Scott, I know you have your Ph.D., but what is your scholastic
- background?
-
- SCOTT: B.S. Biology, Siena College.
- Ph.D. Biochemistry, Penn State University.
- Currently a postdoctoral fellow at UCLA.
-
-
- [] AEO: With Doug and Scott, and eventually Stephanie programming,
- does 4Play plan on possibly doing more than one project at a
- time?
-
- SCOTT: I am against that myself. I think that it's good to stay small
- and focused on one project. And this game is sort of an obsession to
- us. We spend eight hours a day at our job and then come back home get
- something to eat, and code for six to eight hours.
-
- STEPHANIE: I'm against that as well. You end up with quality over
- quantity.
-
-
- [] AEO: Any ideas on the type of music?
-
- STEPHANIE: I have some ideas. I come home and play the keyboard for a
- while. But I'm limited since we are using a cart. I'm forced to use
- MOD files. Eventually, if we do a CD game, I think I will enjoy that
- more. If we can sound as good as Tempest 2000, I'll be happy. Most of
- the music will be done in the next two weeks between the school
- breaks, so it won't be holding the game up.
-
-
- [] AEO: Are you designing the sound F/X?
-
- STEPHANIE: No. But I will be doing the computer voice. Scott and Doug
- have been friends for a long time and have some very specific ideas
- about the F/X. Some of them are in jokes.
-
- SCOTT: Some of our effects are taken from a tape we made back when we
- were thirteen. We would stick firecrackers into things, like R2D2's
- leg, and blow it up.
-
-
- [] AEO: When do you expect release on Battlesphere?
-
- SCOTT: Well, we announced 2nd Quarter 1995, but we are hoping for the
- end of June. Remember, we do this after our day jobs.
-
-
- [] AEO: Any specific limitations to the cartridge format?
-
- SCOTT: Well, obviously we are stuck with MODs instead of Red Book
- audio. But we have plenty of room for explosions and textures and F/X.
- That's what I consider to be the video game experience. Just try to
- make a really good interface for the player and give him a real show.
- We'll bump the cart up to a 4 Meg cart when we need to. But right now,
- while we code there isn't much need for it.
-
-
- [] AEO: What form of networking will Battlesphere support through the
- Catbox?
-
- SCOTT: The Catbox supports CatNet and an RS232 interface. You should
- will be able to shove any standard Hayes compatible modem onto the
- Catbox and use the software in the program to call another Jaguar. We
- wanted to do that because from the beginning, Battlesphere was designed
- to be networked. Since I have always been a fan of networking, as soon
- as we got the Jaguar, Tom and Doug, who are very good with hardware,
- we had them working on an interface. That's how the Catbox emerged.
- Along the lines of developing the networking and modem interfaces, Tom
- decided it would be good to put audio and video options on there to
- give it some wider appeal. Then we found out the 3DO had headphone
- jacks and volume control. So, that ended up on the Catbox as well.
-
-
- [] AEO: Are you happy with the final Catbox?
-
- SCOTT: Oh yeah, I think it's great.
-
-
- [] AEO: Are you going to support the Voice Modem as well?
-
- SCOTT: Yes. Two player.
-
-
- [] AEO: Do you have a Voice Modem for testing?
-
- SCOTT: We don't have it at this time. But it is perfectly good enough
- to debug modem code using the Catbox and a Hayes modem. Those will
- most likely be more wide spread than the Voice Modem finally gets out
- there. But, I don't know what the story is with it.
-
-
- [] AEO: Do you foresee yourself moving to CD-ROM?
-
- SCOTT: If the Jaguar does well with the CD, than we will. There will
- be some sort of expansion module into Battlesphere that we will use if
- we sell enough copies of Battlesphere to make it a success. By using a
- CD expansion, you can load the ships off of the Cart faster than the
- CD-ROM and that will cut the access time. Then we will include more
- music and different missions, like they've done with X-Wing and
- Tie-Fighter.
-
-
- [] AEO: Do you think the Jaguar is capable of doing a Tie-Fighter?
-
- SCOTT: Oh yeah. Easily. Our polygon engine rocks.
-
-
- [] AEO: How good is it? How many polygons are you getting?
-
- SCOTT: That's a really bad thing to ask. The way many benchmark a
- polygon engine is that they put a lot of really tiny objects on the
- screen, like 10x10 pixel polygons. Then they spin them around and
- that's how you get your rendering rate. What I think the way that you
- measure a polygon engine should be, is that you play a game and see
- when it slows done. Our game doesn't slow down much at all, even when
- the ships are big. That's more of a measure of a polygon engine to me.
-
-
- [] AEO: How would you rate it to the Checkered Flag engine or the Club
- Drive engine or the Cybermorph/Battlemorph engine?
-
- SCOTT & STEPHANIE: (laugh) [a lot] Cybermorph has a pretty decent
- engine in it - a lot better than Checkered Flag or Club Drive. I would
- think that ours is faster than Cybermorph by about a factor of two;
- but then again, Cybermorph has a land and we don't. I haven't seen
- Battlemorph.
-
-
- [] AEO: What is your favorite game on Jaguar?
-
- STEPHANIE: Definitely Tempest 2000. I am not a big fan of the Doom
- Style games. Doom looks really nice as does Wolfenstein 3D and Alien
- vs. Predator. But Tempest 2000 is just a very different game, and it
- is really nicely put together. I love the music.
-
- SCOTT: Iron Soldier. I just love getting in a Robot and smashing
- everything to hell. Very male I suppose. It is just a really well done
- game and the first "robot" game that actually fun to play as opposed
- to the Battletech games on the PC and Metal Head on the 32x. Metal
- Head lacked the feeling of immersion and lacked walking motion. It
- also had a pretty low frame rate. Metal Head reminded me of
- Wolfenstein 3D except you are in a robot. Wow. [understated] Tempest
- 2000 comes in a close second to Iron Soldier though.
-
-
- [] AEO: What is your least favorite game that you've played on Jaguar?
- Without getting mean. Actually, sure get mean if you want.
-
- STEPHANIE: I haven't played them all, but looking at them all Club
- Drive seems to miss something.
-
- SCOTT: Air Cars.
-
-
- [] AEO: With Scott and Stephanie here on the West Coast, how do Tom
- and Doug fit into all of this?
-
- SCOTT: Doug is in Albany, New York and Tom is in Rockford Illinois, So
- we call ourselves the West Coast, East Coast, and Mid West offices of
- 4Play. That makes it sound really official. We communicate by phone
- and GEnie and the Internet regularly. Right now we are into setting up
- Internet nodes at our address so we can use that to send stuff back
- and forth whenever we want. Those aren't up yet though.
-
-
- [] AEO: Will 4Play have it's own World Wide Web page?
-
- STEPHANIE: Eventually. Yes.
-
-
- [] AEO: How difficult is it to put together another controller for the
- Jaguar like a rotary controller for Tempest or a flight stick?
-
- SCOTT: Not that difficult. All you have to do is find someone who is
- willing to do it.
-
-
- [] AEO: What do you think of "Controller 2" from Atari? Will the set
- up in Battlesphere take advantage of the newly mapped buttons on the
- keypad?
-
- SCOTT: I'm not a really big fan of fighting games, so I'm not the right
- person to ask that. I like Virtual Fighter and Mortal Kombat, but
- that's it. We set up Battlesphere's control on the keypad to take
- advantage of it. The 1,4,7,* will be engine power. That makes sense.
- The middle column will be for target selection and the last for weapon
- selection. You can also access the weapon selection through the red
- buttons, but you most likely will be able to prioritize the strips for
- your liking. There will also be other options like pressing "C" and a
- keypad button for communications, they are all logically related to
- one another. There are a total of about 36 different options on the
- keypad.
-
- Playtesters will get copies of it around the E3 show.
-
-
- [] AEO: On GEnie a while back there was a big discussion about pausing
- the game in network mode. What was the final decision on that?
-
- SCOTT: There is going to be a pause. Team captains will be the one to
- pause.
-
-
- [] AEO: Are you thinking of supporting the Lynx as a smart controller?
-
- SCOTT: If the Lynx had ever taken off - and it is a great system, I
- own two - I would support it. But I don't think that there are enough
- people out there with Lynx's to support the development of the Lynx
- cart to run with Battlesphere. It would drive the cost of the package
- up way too high. I would guess around $100.
-
-
- [] AEO: What was a moment in the last five years of video games where
- you said "WOW" about something?
-
- SCOTT: Well, I used to love the stuff coming out of Atari Games. I
- loved Hard Drivin' because it had the first responsive controller.
- Then they started making fighting games and I've only really liked
- Primal Rage since. I also liked Street Fighter II because it was a
- fighter with good control, finally. Until then I really never played
- fighters. I also loved Doom because of the 3D interface.
-
- STEPHANIE: A lot of the stuff Sega has been putting out impressed me.
- I got to try R360, and I thought that was great. I also got to try
- Desert Tank and it's really neat.
-
-
- [] AEO: What do you think of the Virtuality Helmet that Atari is going
- to put out?
-
- SCOTT: I don't know. I don't think you can do a good headset for under
- $1000 right now. I think it is just going to look like two up close
- Lynxes. I'd love to support, but I don't have a lot of faith in a good
- VR helmet for under $200.
-
-
- [] AEO: What do you like to do when you're not working on anything?
- Hobbies, TV, Books....
-
- STEPHANIE: We both very much like Babylon 5 - That's been a lot of
- inspiration of the music in the game - and the X-Files. I read a lot
- of hard core science fiction; no fantasy. I tend to change on my
- favorite writers. I went through a Greg Bear phase, then David
- Brinser. I cook.
-
- SCOTT: I love to play video games. I have since I touched a computer
- in 1971 and played a game called Colony which probably no one
- remembers. I have done everything I could since that point to get near
- video games. I guess I'm getting more selective in my old age as I
- like VR games. I also like Daytona a lot. My favorite authors right
- now are Bruce Sterling and David Brinser. I like watching all the
- weird people on Usenet. If you really want to see the weirdness on
- Usenet you have to go over to alt.alien.visitors. It's very
- entertaining. We've been on the Net since 1987-88. We actually met on
- the net.
-
- [] AEO: Do you see 4Play expanding in the future?
-
- SCOTT: We do have a lot of those concepts were playing with and it
- might be nice to farm some out. Keep it small and intense.
-
-
- [] AEO: What is your next project?
-
- SCOTT: We don't know what our next game is going to be. We all have ideas
- on what we would like to do next. Personally, I have about ten
- concepts flushed out and none of them have never really been done in
- the arcades or anywhere else. But we haven't decided, yet. We want to
- get this one done first, and make sure it rocks.
-
- [] AEO: Well, good luck on all your endeavors! Thanks for the
- hospitality.
-
- --==--==--==--==--
-
-
- ||| The Hype on Hyper Image
- ||| Interview by: Christian Svensson
- / | \ GEnie: EXPLORER.5 Internet: svensson@bucknell.edu
- ----------------------------------------------------------------
-
- [] AEO: Who are the members of Hyper Image and what are they
- responsible for there?
-
- Jeremy: There are lots of people who help make Hyper Image go, the
- main contributors include the following people:
-
- Paul is responsible for directing the design of our projects, Jeremy
- is responsible for external relations and directing the technical
- aspects of our projects. Otavio handles engine prototypes and
- implementation, Matias is responsible for both design and art,
- Sterling is responsible for translating it all into English for us.
- Andy Carlson is responsible for the soundtrack for Hover Hunter. Bill
- is Hyper's right hand man ;)
-
- [] AEO: How did each of you get into computers and eventually the
- gaming industry? Sort of a little history section. Things like
- education, gaming interests, etc.
-
- Jeremy: I started programming around age seven on Commodore PET's,
- Apple II's, and Timex Sinclair 1000's. My latest gaming breakthroughs
- include Breakout and Race for the TI-85 graphics calculator ;) My
- first real programming job was programming SGI's for the DOD. None of
- any programming skills I have can be attributed to my formal education
- at University of Maryland.
-
- Paul: He lies. The OS class Jeremy? Otavio and I are brothers, and our
- mom was heavily into computers from around the time the Apple II's
- came out. From then on, we were both quite into computers: Otavio for
- the programming, me for the graphics/special effects, and both of us
- for the games.
-
- [] AEO: Is Jaguar development Hyper Image's first foray into gaming
- development?
-
- Jeremy: Yes, this is our first effort as a team.
-
- [] AEO: What prompted you to begin Development on the Jag? Are you
- licensed developers for any other platforms presently?
-
- Jeremy: At the time of our signing on the Jaguar, it was, and still is
- one of the most technically impressive platforms. We are currently
- licensed to develop on the Jaguar, Sony Playstation and the 3DO. We
- are also currently investigating other platforms.
-
- [] AEO: What is your perception (be honest) of Atari and their
- efforts to:
-
- 1. Aid 3rd party developers on their projects?
-
- Jeremy: Atari has been very supportive of us; technical support has
- been great, and the development environment continues to be very
- diverse, they support different OSes and are pretty cool about looking
- towards the future with their tools. They do listen to their
- developers feedback which is very cool.
-
- 2. Successfully market and distribute the Jaguar?
-
- Jeremy: I've been relatively impressed with their market penetration,
- seeing Jag commercials on primetime MTV, and systems in Toys'R'Us is
- pretty cool. You have to admit, the Doom commercial is just too cool
- ;) The posters are also a nice touch ;)
-
- 3. Solicit additional third party developers and licensees?
-
- Jeremy: Uhhh... like ask Paul or something... I dunno.
-
- Paul: Like I know... we went after them.
-
- 4. Develop impressive (from a marketing stand-point) and
- powerful (from a developer standpoint) hardware and
- peripherals?
-
- Jeremy: The reason we initially chose the Jaguar was due to the fact
- that it was the only system available that could handle what we wanted
- to do. Since we signed on, there are lots of other powerful systems
- that have hit the market. We are definitely interested in looking at
- the new systems, however we will continue to support the Jaguar,
- because we think it is a very powerful system with tons of untapped
- potential.
-
- Paul: I want to say, in general about Atari, everybody knows they are
- not where the big bucks are right now, and they have their problems,
- but they are the absolute best company to work with as far as freedom
- to do what we want with our project. They support innovation and fresh
- ideas, not just games done by the book. If it wasn't for Atari's open
- arms, we would not be where we are today.
-
- [] AEO: Hover Hunter is your current project. Can you provide a
- description of the game for us?
-
- Jeremy: Uhhh, Paul?
-
- Paul: You are sitting in the cockpit of a super high-tech hovertank,
- and you fly over a variety of landscapes in a series of missions.
- There will be big loud explosions, high speed, lots of weapons, lots
- of other hovercraft, beautiful landscapes, slick heads-up displays,
- and the option for networked battles. What more could anyone want in
- an action/simulator? =] I am really not good at describing the game,
- because the parts of a game that are important to me have to be seen
- or played. I recommend everybody check out http://www.hyperimage.com,
- and everybody buy Hover Hunter when it comes out. =] (The screen shots
- are available via anon ftp also, and hopefully we'll be putting more
- up soon, via ftp.hyperimage.com.)
-
- [] AEO: How was overcoming the "learning curve" of the Jag's hardware?
- Do you think it may possibly cause delay of Hover Hunter?
-
- Jeremy: I don't think that the learning curve of the Jaguar was too
- big of a factor in the time it is taking to develop Hover Hunter. The
- technical aspects of Hover Hunter are by far the easier aspects, and
- don't account for the bulk of the development time.
-
- [] AEO: Will Hover Hunter utilize the JagModem at all or only Jagnet?
-
- Jeremy: Hover Hunter will definitely be supporting head to head serial
- linking of two Jaguars. We have several CatBoxes, and I have every
- plan to support multiplayer networking. Supporting the JagModem is
- still a possibility, however we have no specific plans to support it
- at this time. We are currently on schedule for a summer release,
- however its final release date depends on our publisher.
-
- [] AEO: Were there any interesting stories/anecdotes that you could
- tell us about that happened in the course of Hover Hunter's
- development?
-
- Jeremy: Well, we did make a pretty kewl networked version of "64-bit
- Cyber Deluxe Pong Kombat" for the Jaguar. And I suppose most people
- would find our daily Mountain Dew consumption pretty disgusting. (We
- have at least two literal "walls" of empty cans that we've been
- building, gotta remember to call Pepsi up for a sponsorship ;)
-
- Paul: That's "Deluxe X-tra Cyber Super 64-bit Pong Kombat".
- unfortunately, the stuff we find really funny we wouldn't want to
- announce to the world for various reasons. We did start in a two-
- bedroom apartment with four people in it, and have now moved up to a
- four-bedroom house with eight people in it.... Ummm... MOUNTAIN DEW!!!
-
- Jeremy: Someday my bed will be more than four feet from my work. ;)
-
- [] AEO: Given the Jaguar's exclusive networking capabilities, is it
- possible that Hover Hunter will be showing up on any other
- consoles in a non-networkable format?
-
- Jeremy: Hover Hunter will be a really cool game, with extremely
- diverse gameplay. Network play will definitely enhance the game,
- however I believe that the game will be able to stand on its own with
- no problems.
-
- Paul: Good dodge, Jer... I say: anything is possible, but we have no
- plans right now.
-
- [] AEO: At the WCES, it was rumored that both Novalogic and Nintendo
- offered obscene amounts of money for Hyper Image to
- discontinue Jag development and start development with one or
- both of these companies.... Is this correct? (I heard the
- Novalogic guys were drooling all over themselves when they saw
- your demo... couldn't have been a pretty sight to see grown
- men and women drool :)
-
- Jeremy: Ack! The rumor mill is a strange thing. I believe that someone
- from Novalogic did check out our demo (the Jaguar area had lots of
- traffic!), but there was absolutely no offer from them of that nature.
- Incidentally, although I believe their heightfield technique is
- different from ours (ours takes advantage of the Jag's bus and
- blitter) I'm still trying to figure out how they manage it on the
- SNES! More seriously, the Nintendo rumors are absolutely false. Hover
- Hunter did draw interest from lots of people but there were no
- "obscene amounts" offered by Nintendo :(
-
- [] AEO: After Hover Hunter, what is next for Hyper Image? More Jag
- development (I hope)? Any gaming concepts waiting in the
- wings?
-
- Jeremy: Umm, confidential for now :( But that CD is looking pretty
- cool...
-
- [] AEO: What are some of your favorite games (present, classic,
- whatever)? This is something I ask all of my interviewees
- mostly for my own curiousity....
-
- Jeremy: Riiiiidge Racer, Toshinden, DOOM, Moria (kinda like Nethack),
- Battle Tetris Gaiden (even though I always get my butt kicked),
- Karateka and any version of Breakout.
-
- Paul: current: Ridge Racer(PSX), bomberman, Virtua Fighter 2,
- Aliens-TC (an =incredible= DOOM conversion). General: Tempest 2000!!,
- tetris - specifically tetris battle gaiden, a japanese famicom game
- where you can cast spells on your opponent =], Thunder Force II,
- Metroid (all of them), Race Drivin'. Personal favorites that have
- influenced the design of Hover Hunter: DOOM!, Wing Commander / X-wing,
- Cybersled, Syndicate, Red Planet / Battletech.
-
-
- [] AEO: Is there anything else you would like to say in closing to our
- readers? Hyping Hover Hunter or other upcoming games, a
- prediction of the future for yourselves and/or Atari?
-
- Jeremy: Nice CD unit, pretty CD unit. 700+ megs of 64-bit networkable
- Pong Instinct, but you have to stack your four televisions in a cube
- configuration, for a larger than life combined playfield...
-
- Paul: Hover Hunter will kick ass. If we don't have fun playing it we
- won't release it. I think Battlesphere will do the same. I =know=
- Ultra Vortex is cool, and I don't think theres a doubt in anyone's
- mind about D2K. =]
-
- Atari's future? who knows...? I don't have a better crystal ball than
- anybody else. If they can keep getting the Jag price WAY below
- everybody else, and get some more really kickin titles, they should do
- pretty well.
-
- Our future? We will continue to make THE most incredible, well-
- designed, well-programmed, fun-to-play games we possibly can, for as
- long as we can. Each of us has ideas for really cool games we would
- like to do, and I think we can do all of them in the near future.
- Until the ultimate game in the universe is done, we're not planning on
- quitting.
-
- My future? Why, world domination, of course. come along, Pinky, we
- have much work to do....
-
- Jeremy: Ok Brain....
-
-
- --==--==--==--==--
-
-
- ||| Jaguar Tackboard
- ||| Confirmed information about Atari's Jaguar
- / | \ Compiled from online and official sources
- -----------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Independent Association of Jaguar Developers
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The IAJD (Independent Association of Jaguar Developers) has started
- accepting members on GEnie. The IAJD is a private group where
- confidential discussions can be freely held. (Category 64 of the ST
- RoundTable is the IAJD meeting place.) Consequently, membership in the
- IAJD is limited to Jaguar developers who are registered with Atari
- Corp. To apply for membership, send EMail to ENTRY$ on GEnie (or
- <entry$@genie.geis.com> if you're not on GEnie). Regular EMail
- correspondence with the IAJD should be sent to IAJD$ (again, or
- <iajd$@genie.geis.com> if you're not on GEnie).
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Internet Jaguar Mailing List
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Anyone with Internet EMail access can join the discussions on the
- Jaguar mailing list. To "subscribe" to the list, send an EMail to
- the following address: <listserv@ctrc.fs.saci.org>
-
- Leave the subject line blank. In the body of the EMail, include this
- line:
-
- subscribe jaguar-l FirstName LastName
-
- (Where "FirstName" is your first name and "LastName" is your last
- name.)
-
- To send mail to be read on the Jaguar list, address your letter to:
- <jaguar-l@ctrc.fs.saci.org>. It will go to the list server and be
- sent to the over 250 readers of the list.
-
- IMPORTANT: If your mail server charges you by the character or by the
- letter, please be aware that the Jaguar list can generate dozens, and
- up to a hundred EMails in a day.
-
-
- =-=-=-=-=-=-=-=
- //// Jaguar FAQ
- =-=-=-=-=-=-=-=
-
- Robert Jung <rjung@netcom.com> maintains the Jaguar FAQ (Frequently
- Asked Questions) file, an updated list of Jaguar specs and facts. The
- Jaguar FAQ is posted to rec.games.video.atari on Usenet around the
- first of every month, and can also be found via FTP, address:
- ftp.netcom.com, in Andy Eddy's /pub/vidgames/faqs directory.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// AEO Development List 2.04
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- //// Editor: The following list of game titles has been confirmed to
- the best of AEO's ability as of March 27, 1995. Entries in the "S"tatus
- column reflect any "e"rrors, "u"pdates, "n"ew titles, titles that are in
- "P"roduction, or "?"uestionable listings since the last AEO list.
- Entries in the "M"edia column reflect whether the title is "C"D-ROM or
- "H"ardware. (Blank entries are assumed to be cartridge software.)
-
- ETA dates are dates that have been provided by the developer. AMMV.
-
- //// Titles in Development
-
- Rating/
- S M Title ETA Developer Publisher
- """ """"" """ """"""""" """""""""
- P AirCars 4/95 MidNite MidNite
- n C Alien vs. Predator 2 - Atari
- Arena Football League - V Real Productions V Real
- C Artemis Mid96 Springer Spaniel Springer
- C BIOS Fear - All Systems Go
- C Baldy Q2/95 Atari Atari
- Batman Forever Q3/95 Atari Atari
- u C Battlemorph Q2/95 Attention to Detail Atari
- u Battlesphere Q3/95 4Play
- Battlewheels 1995 Beyond Games Beyond Games
- u C Black ICE\White Noise Q4/95 Atari Atari
- u C Blue Lightning Q2/95 Attention to Detail Atari
- n C Brain Dead 13 - Readysoft Readysoft
- C Brett Hull Hockey Q2/95 Atari
- u Burnout (not Super Burnout) 5/95 Virtual Xperience Atari
- Casino Royale 4/95 Telegames Telegames
- P H Cat Box 3/95 Black Cat Design
- C CD League Bowling Q2/95 V-Real Productions
- Center Court Tennis ? Zeppelin Games
- Charles Barkley Basketball Q2/95 Atari
- u C Commando - Microids
- Conan - Arcade Zone
- C Creature Shock Q2/95 Argonaut Software Virgin
- 'Dactyl Joust Q2/95 High Voltage Atari
- Defender 2000 8/95 LlamaSoft Atari
- u C Demolition Man 6/95 Virgin Interactive Atari
- n C Deus ex Machina 12/95 Silmarils
- Dino Dudes 2 ? Imagitec Design Atari
- u Double Dragon V 4/95 Williams Enter. Williams
- u C Dragon's Lair Q2/95 ReadySoft ReadySoft
- Droppings ? Delta Music Systems
- Dungeon Depths ? MidNite
- ? Evidence ? Microids
- F1 Racer - Domark Group Ltd.
- n C FIFA International Soccer - Electronic Arts
- Fight For Life Q2/95 Atari Atari
- P Flashback 3/95 Tiertex Ltd. U.S. Gold
- n Flip Out - Gorilla Systems
- n Formula 1 - Teque
- n Frank Thomas Baseball Q4/96 A
- C Freelancer 2120 - Imagitec Design Atari
- Galactic Gladiators ? Photosurrealism
- Hardball 3 7/95 Atari Atari
- u C Highlander 5/95 Atari Atari
- C Highlander II - Atari Atari
- C Highlander III - Atari Atari
- Horrorscope Q2/95 V-Real Productions
- C Hosenose and Booger ? All Systems Go
- Hover Hunter Q2/95 Hyper Image Hyper Image
- P Hover Strike 4/95 Atari Atari
- Hyper Force Q2/95 Visual Impact
- Indiana Jags - Virtual Xperience
- P International Sensible Soccer 3/95 Williams Brothers Telegames
- n C Ishar Genesis 12/95 Silmarils
- C Jack Nicholas Cyber Golf ? Hand Made Software Atari
- James Pond 3 Q2/95 Telegames
- ? Kick Off 3 ? Anco Software Ltd.
- Legions of the Undead Q2/95 Rebellion Software Atari
- ? Lester the Unlikely ? DTMC
- C Litil Divil - Gremlin Interactive
- C Lobo ? Ocean Software Ltd.
- C Magic Carpet - Bullfrog
- Mad Dog McCree ? American Laser Games
- ? Mountain Sports ? DTMC
- n C Mortal Kombat III Q2/96 Williams
- H MPEG - Atari Atari
- n NBA Jam TE Q4/95
- Nanoterror ? Delta Music Systems
- n C Need For Speed - Electronic Arts
- Nerves of Steel ? Rainmaker Software
- ? C Neurodancer ? PIXIS Interactive
- ? Phear ? H2O Design Corp.
- P Pinball Fantasies 4/95*8*Spider Soft C-West
- u Pitfall 2: The Mayan Adventure Q3/95 Activision
- u Power Drive Rally 6/95 Rage Software Time-Warner
- C Powerslide 1995 Williams Brothers Telegames
- C Primal Rage Q4/95 Time-Warner
- Rainbow Warrior ? 3D Games
- u RayMan 5/95 UBI Soft UBI Soft
- C Redemption Q2/95 Atari Atari
- Return of Magic Q4/95 Virtual Artistry
- u C Return to Zork - Activision
- Rise of the Robots Q4/95 Williams Brothers
- C Robinson's Requiem H2/95 Silmarils Atari
- Ruiner Q2/95 High Voltage Atari
- Skyhammer Q2/95 Rebellion Software Atari
- u Soccer Kid Q2/95 Krisalis Software Ocean
- C Soulstar 5/95 Core Design Atari
- u C Space Ace - ReadySoft ReadySoft
- u Space War 2000 5/95 Atari
- Super Off-Road ? Telegames
- Supercross 3D 6/95 Atari
- n T-Mek - Time-Warner
- C Thea Realm Fighters Q3/95 High Voltage Atari
- Tiny Toons Adventures Q2/95 Telegames Atari
- Ultimate Brain Games 4/95 Telegames
- u Ultra Vortex 5/95 Beyond Games Beyond Games
- Valus Force ? JVC
- u C Varuna's Forces 5/95 Accent Media
- u C Vid Grid Q2/95 Atari Atari
- H Video Jukebox ? All Systems Go
- Virtual Warriors ? Rainmaker Software
- C Virtuoso 1995 Williams Brothers Telegames
- Waterworld ? Ocean Software Ltd.
- Wayne Gretzky NHL Hockey Q4/95 Time-Warner Time-Warner
- u White Men Can't Jump Q2/95 High Voltage Atari
- Wild Cup Soccer 1995 Telegames
- n C Wing Commander III - Electronic Arts
- World Class Cricket 4/95 Telegames
- ? World Cup ? Anco Software Ltd.
- Zzyorxx II - Virtual Xperience
-
-
- //// Unnamed Titles in Development
-
- S M Title ETA Developer Publisher
- """ """"" """ """"""""" """""""""
- H Jaguar / PC card ? Sigma Designs Sigma
- 3D shooter ? iThink
- Football - Atari
- H IR controller station - All Systems Go
- Miniature Golf ? DTMC
- Racing - Gremlin Graphics
- Fighter - Level 7
- C Sports - AM1 Atari
- n Movie tie-in -
- n Kart racer - Cyberdreams
- n VR title 12/95 Virtuality
- n VR title 12/95 Virtuality
-
-
- //// Current Releases
-
- M Title Rated Company Publisher
- " """"" """"""" """"""" """""""""
- Alien vs. Predator 9 Rebellion Atari
- Brutal Sports Football 7 Millenium/Teque Telegames
- Bubsy 6 Imagitec Design Atari
- Cannon Fodder 7 Virgin Interactive C. West
- Checkered Flag 5 Rebellion Atari
- Club Drive 7 Atari Atari
- Crescent Galaxy 3 Atari Atari
- Cybermorph 7 Attention to Detail Atari
- Doom 9 id Software Atari
- Dragon 7 Virgin Interactive Atari
- Evolution Dino-Dudes 6 Imagitec Design Atari
- Iron Soldier 10 Eclipse Atari
- Kasumi Ninja 8 Hand Made Software Atari
- Raiden 6 Imagitec Design Atari
- Syndicate - NEW Bullfrog Ocean
- Tempest 2000 10 LlamaSoft Atari
- Theme Park - NEW Bullfrog Ocean
- Troy Aikman NFL Football 7 NEW Telegames Williams
- Wolfenstein 3D 8 id Software Atari
- Val d'Isere Skiing... 5 Virtual Studio Atari
- Zool 2 7 Gremlin Graphics Atari
-
-
- Pts Stars AEO Ratings
- """ """"" """""""""""
- 10 ***** GAMING NIRVANA!!! - You have left reality behind... for good.
- 9 ****+ Unbelieveable GAME!! - Your family notices you're often absent.
- 8 **** Fantastic Game!! - You can't get enough playtime in on this.
- 7 ***+ Great Game! - Something to show off to friends or 3DOers.
- 6 *** Good game - You find yourself playing this from time to time.
- 5 **+ Ho-hum - If there's nothing else to do, you play this.
- 4 ** Waste of time - Better to play this than play in traffic.
- 3 *+ Sucks - Playing in traffic sounds like more fun.
- 2 * Sucks Badly - You'd rather face an IRS audit than play this.
- 1 + Forget it - ... but you can't; it's so badly done, it haunts you.
- 0 - Burn it - Disallow programmer from ever writing games again.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// Atari Press Releases
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
-
- //// Jaguar to get Mortal Kombat III
-
- CONTACT: Ron Beltramo Terry King
- Atari Corporation Williams Entertainment Inc
- 408/745-8852 903/874-2683
-
- For Immediate Release
-
- "MORTAL KOMBAT III" WILL BE AVAILABLE ON THE ATARI JAGUAR
-
- SUNNYVALE, Calif., March 13 - Atari Corp. and Williams Entertainment
- Inc. are pleased to announce that Atari will be publishing "Mortal
- Kombat III" for the Atari Jaguar 64-bit multimedia system. "Mortal
- Kombat" is one of the most frequently requested video game titles from
- Jaguar enthusiasts.
-
- "Letters have been pouring in daily telling us that gamers want
- `Mortal Kombat' for the Atari Jaguar," indicated Sam Tramiel,
- president of Atari Corp. "We at Atari are dedicated to the mission of
- giving the enthusiastic Jaguar game players exactly what they are
- looking for and `Mortal Kombat III' will give them the latest version
- of the `Mortal Kombat' series of arcade hits."
-
- "Mortal Kombat III" is the third in a series of outstanding coin-op
- games incorporating true-to-life graphic images into a challenging
- fighting experience. Williams Entertainment Inc. is the home video
- subsidiary of WMS Industries Inc., the company that created "Mortal
- Kombat" and "NBA Jam" for the arcades.
-
- "Mortal Kombat III" for the Atari Jaguar will feature true-color
- graphics and all the sounds and action of the arcade version of
- "Mortal Kombat III." Planned release will be within the second quarter
- of 1996.
-
- Williams Entertainment already has other popular video game titles
- scheduled for release on the Jaguar platform. "Troy Aikman Football"
- is currently available to be followed up shortly by "Double Dragon V."
- Electronic Gaming Monthly says of "Troy Aikman Football," "... the
- Jaguar version is the best yet." Saturday morning cartoon fans will
- recognize the fighting lineup in "Double Dragon V" with eye-popping
- animated action.
-
- Other software hits being developed in partnership between Williams
- Entertainment and Atari Corp. include new adaptations of classic games
- such as "Joust" and "Defender." "Defender 2000" is being developed
- with three distinct play modes (the classic favorite, "Defender Plus,"
- and "Defender 2000") for the Jaguar by Jeff Minter of "Tempest 2000"
- fame. According to Bill Rehbock Atari's VP of Software Business
- Development, "`Dactyl Joust' will bring the classic game alive as a
- first person perspective, fully texture-mapped Joust in a realistic,
- three dimensional environment." Atari will market these games for the
- 64-bit Jaguar system while Williams Entertainment will license and
- market them for high performance PCs.
-
- These distinct agreements between Atari Corp. and Williams
- Entertainment are indicative of the strong relationship these two
- companies have established. Williams Entertainment is one of the first
- third-party licensees to begin working with Atari on the Jaguar 64-bit
- platform and remains a strong supporter of the system with top
- software titles.
-
- Atari Corp. markets interactive multimedia entertainment systems,
- including Jaguar, the world's first and only 64-bit system and the
- only video game system manufactured in the United States. Atari is
- headquartered at 1196 Borregas Ave., Sunnyvale, CA 94089.
-
- Jaguar is a trademark of Atari Corp. Atari is a registered trademark
- of Atari Corp. Other products named may be trademarks or registered
- trademarks of their owning occupancies.
-
-
- //// Atari Corp. Fourth Quarter 1995 Earnings
-
- CONTACT: August J. Liguori Sam Tramiel
- Atari Corporation Atari Corporation
- 408-745-2069 408-745-8824
-
-
- ATARI CORPORATION ANNOUNCES RESULTS FOR THE YEAR AND FOURTH QUARTER
- 1994
-
- SUNNYVALE, Calif., March 13 - Atari Corporation reported today its
- results for the year and fourth quarter ended December 31, 1994.
-
- For the year ended 1994, NET SALES were $38.4 million as compared to
- $28.8 million for the year ended 1993, an increase of 33%. Increased
- sales were a result of the sales of Jaguar, the Company's 64-bit
- multi-media interactive entertainment system and related software.
- Primarily as a result of settlements of patent litigations, the
- Company reported NET INCOME for the year 1994 of $9.4 million as
- compared to a NET LOSS for 1993 of $48.9 million.
-
- For the fourth quarter 1994, NET SALES were $14.9 million as compared
- to $8.5 million for 1993, a 75% increase. Primarily due to significant
- marketing expenses of $8.0 million and an inventory valuation
- adjustment of $3.6 million, the Company incurred an operating loss of
- $12.6 million in 1994 as compared to $21.9 million operating loss for
- the fourth quarter of 1993. As a result of the Company's ongoing
- research and development, the wholesale price of Jaguar was reduced in
- the first quarter of 1995 to allow retailers to sell Jaguar at a price
- of $159.99. Accordingly, the Company has adjusted the value of its
- existing inventory and anticipated purchases through the period until
- cost reductions become effective. During the fourth quarter of 1994,
- the Company closed its transactions with Sega Enterprises Ltd. which
- resulted in an income item of $29.8 million after contingent legal
- expenses and the sale of approximately 4.7 million shares of the
- Company stock for $40.0 million. As of December 31, 1994, the Company
- had $81.0 million in cash and marketable securities and shareholders'
- equity of $67.1 million. As a result of the items previously
- discussed, the Company reported for the fourth quarter of 1994, NET
- INCOME of $17.6 million as compared to a NET LOSS of $22.6 million for
- 1993.
-
- Commenting, Sam Tramiel, Atari Corp. president, said, "We are very
- pleased to offer Jaguar for $159.99, thereby making new 64-bit
- technology competitively priced against older 16-bit systems.
- Although we are disappointed that our expectations for Jaguar were not
- met in the fourth quarter due to delayed game software, we believe we
- have taken corrective actions to ensure an ongoing stream of software
- through 1995 and beyond. Today, we have announced a publishing
- arrangement with Williams Entertainment for 'Mortal Kombat III' and
- will be announcing another significant arrangement with a major
- software publisher shortly. Those titles, along with some of Jaguar's
- current hit titles such as 'Tempest 2000,' 'Alien vs. Predator,' 'Doom'
- and 'Val d'Isere Skiing' will be added to the list of titles that will
- be available for Jaguar."
-
- ATARI CORPORATION
- Condensed Consolidated Statements of Operations
- (in thousands, except per share)
-
- Three Months Ended Twelve Months Ended
- Dec 31, Dec 31, Dec 31, Dec 31,
- 1994 1993 1994 1993
- Net Sales $14,921 $8,525 $38,444 $28,805
- Operating Income (loss) (12,595) (21,861) (24,047) (47,499)
- Exchange Gain (loss) (5) (709) 1,184 (2,234)
- Other Income (Expense) Net 77 288 484 854
- Settlement of Patent
- Litigation 29,812 -- 32,062 --
- Interest (Expense) Net
- of Interest Income 316 (291) (289) (251)
- Income (Loss) Before
- Income Taxes 17,605 (22,573) 9,394 (49,130)
- Credit for Income Taxes(a) -- -- -- (264)
- Net Income (loss) $17,605 $(22,573) $9,394 $(48,866)
- Earnings Per Common and
- Equivalent Share:
- Net Income (loss) $0.30 $(0.39) $0.16 $(0.85)
- Weighted Average number
- of shares used in
- computation 59,460 57,177 58,962 57,148
-
- (a) No income tax expense as a result of the utilization of the
- Company's Net Operating Loss Carryforward and Deferred Tax Assets.
-
-
- //// New Jaguar Pricing
-
- CONTACT: Ron Beltramo
- Atari Corporation
- 408/745-8852
-
- For Immediate Release
-
- ATARI ANNOUNCES MASS MARKET PRICE FOR 64-BIT JAGUAR
-
- SUNNYVALE, Calif., March 21 - Atari Corporation today announced that
- the 64-Bit Jaguar Interactive Multimedia system will have a suggested
- retail price of under $160. This Atari Jaguar system will be called
- the "64-Bit Power Kit" and includes the Jaguar console, a controller,
- power adapter and video cable (game cartridge not included). "64-Bit
- Power Kit" packages will be specially marked to highlight the
- "Mega-Power, Maximum Value" that the new price point represents.
-
- "With this new Jaguar price, and the great software now available in
- stores - with more to come - the Atari Jaguar will lead the next
- generation of video games into the homes of America. This price puts
- the 64-Bit Jaguar within the grasp of a broad market looking for the
- most advanced system at an affordable price," said Sam Tramiel,
- President of Atari.
-
- Technological advances have allowed Atari to take this aggressive
- pricing action, as the cost of components has been reduced through a
- planned chip set integration and further design advances.
-
- Tramiel further stated, "We are very excited to provide these great
- values, and look forward to strong sales for both the 64-Bit Jaguar
- Hardware and Jaguar software. The current library includes such major
- hits as 'Tempest 2000,' 'Alien Vs. Predator,' 'Doom,' 'Troy Aikman
- Football,' 'Val D'Isere Skiing' and 'Iron Soldier'. As the Jaguar
- software library increases with great titles like 'Fight For Life,'
- 'Hover Strike,' 'Rayman' and 'Super Burnout', we expect solid hardware
- sales growth. Our Retail Dealers are equally excited about the new
- pricing, and anticipate that a broad base of consumers will rush to
- the store to buy the Jaguar."
-
- To launch the new Jaguar unit, Atari will deliver a targeted marketing
- campaign to build awareness of the new Jaguar system value and the
- great current games (and pending new titles). Advertising is scheduled
- to commence in the spring. Special in-store merchandising materials
- have been developed to reinforce the Mega-Power/Maximum Value message
- and encourage the consumer to "Do the Math."
-
- Atari Corporation markets the Jaguar, the world's first and only
- 64-Bit interactive multimedia entertainment system. Atari is
- headquartered at 1196 Borregas Avenue, Sunnyvale, California 94089.
-
- NOTE: Jaguar is a trademark of Atari Corporation. Atari is a
- registered trademark of Atari Corporation. Other products named may be
- trademarks or registered trademarks of their owning companies.
-
-
- //// Atari/Acclaim Deal
-
- Contact: Ron Beltramo,
- Atari Corporation
- (408) 745-8852
-
-
- FOR IMMEDIATE RELEASE
-
-
- ATARI AND ACCLAIM JOIN FORCES IN MAJOR SOFTWARE DISTRIBUTION
- AGREEMENT
-
- Sunnyvale, CA, March 22, 1995 -- Atari Corporation and Acclaim
- Entertainment, Inc. are proud to announce an agreement which
- will bring the most popular contemporary video game titles to
- the 64-bit Atari Jaguar Multimedia system. The new alliance
- includes three stellar Acclaim titles that Atari will distribute:
-
- * NBA Jam - Tournament Edition
- - planned release: fourth quarter, 1995
-
- * Frank Thomas 'Big Hurt' Baseball
- - planned release: fourth quarter, 1995.
-
- * The third title will be announced later this year for release in
- early 1996.
-
- "Atari's focus will continue to be to deliver great software on the
- world's best video game system available. The agreement with Acclaim
- is substantial milestone in our commitment to the Jaguar gamer,"
- stated Sam Tramiel, CEO of Atari Corporation. "We are delighted to
- work with Acclaim and to include these titles in the expanding
- library of Jaguar sports and action games."
-
- NBA Jam - Tournament Edition
-
- With more than 100 NBA players, cross-court slam dunks,
- new codes and secret characters, Jaguar gamers will not
- only play basketball, they'll feel it with this
- fast-paced action experience that features incredible
- graphics.
-
- Frank Thomas 'Big Hurt' Baseball
-
- Two-time MVP Frank Thomas headlines this innovative title
- that will feature Thomas' actual baseball movements using
- Acclaim's motion capture technology.
-
- Atari Corporation markets interactive multimedia entertainment
- systems and software including Jaguar, the world's first and only
- 64-bit system, and the only video game system manufactured in the
- United States. Atari is headquartered at 1196 Borregas Avenue,
- Sunnyvale, California 94089.
-
- Acclaim Entertainment, Inc. with offices in Canada, France, Germany,
- Japan, Spain and the United Kingdom, is a leading worldwide
- entertainment publisher of software and peripherals for major video
- game hardware systems, personal computer and CD-ROM software,
- coin-operated arcade games, and comic books. Acclaim also operates
- motion capture and blue screen studios and A.D.I., a global sales and
- distribution company for products from a variety of entertainment
- publishers, including Acclaim, Digital Pictures and Marvel Software.
- Acclaim, which recently formed a new company with
- Tele-Communications, Inc. is publicly traded on the NASDAQ National
- Market System under the Symbol AKLM.
-
- ###
-
- Jaguar is a trademark of Atari Corporation. Atari is registered
- trademark of Atari Corporation. Other product named may be
- trademarks or registered trademarks of their owning companies.
-
-
- //// Tempest 2000 CD
-
- Contact: James Grunke Ron Beltramo
- Atari Corporation Atari Corporation
- 408/745-2014 408/745-2000
-
- For Immediate Release
-
- TEMPEST 2000 SOUNDTRACK NOW AVAILABLE ON COMPACT DISC
-
- SUNNYVALE, CA (March 27, 1995) -- Atari Corporation has remastered
- and issued on compact disc (CD) the soundtrack of its best-selling
- video game "Tempest 2000". The special edition audio compact disc is
- available at select Atari retailers and from Atari's Customer Service
- Department. The game music has proven to be a favorite among dance
- and rave audiences worldwide.
-
- "Game players liked the soundtrack to 'Tempest 2000' so much, they
- asked us to issue it on audio CD," said James Grunke, Director of
- Music and Audio at Atari Corporation. "The music composed for video
- games and the musicians who perform it are gaining increasing and
- well-deserved recognition. We believe that the Tempest soundtrack is
- a masterpiece and a milestone in video game music."
-
- "Tempest 2000 Soundtrack" contains a total of 12 tracks based on the
- music from different stages of the "Tempest 2000" video game.
- Hallucinatory, hypnotic, and sometimes harrowing, the "Tempest 2000
- Soundtrack" includes new and expanded versions of the game music, as
- well as new compositions. The 12 selections are as follows:
-
- 1. Thermal Resolution 3:59 7. Future Tense 5:54
- 2. Mind's Eye 4:52 8. Digital Terror 5:07
- 3. T2K 5:23 9. Hyper Prism 4:26
- 4. Ease Yourself 7:52 10. Glide Control 5:12
- 5. Tracking Depth 5:04 11. Ultra Yak 4:00
- 6. Constructive 12. 2000 Dub 7:31
- Demolition 4:05
-
- The CD is produced and published by Atari Corporation. The executive
- producer of The Soundtrack is John Skruch. The production director is
- James Grunke. The "Tempest 2000 Soundtrack" CD features music
- originally composed by musicians from Imagitec Design, Inc., West
- Yorkshire, U.K..
-
- For more information or to order a copy, write "Tempest 2000
- Soundtrack", Atari Corporation, P.O. Box 61657, Sunnyvale, CA
- 94089-1657. The compact disc is priced at $12.99 plus $3.50 shipping
- and handling. Inquiries from distributors and radio stations are
- welcome.
-
- Atari Corporation markets interactive multimedia entertainment
- systems, including Jaguar, the world's only 64-bit game system, and
- the only video game system manufactured in the United States. Atari
- is headquartered at 1196 Borregas Avenue, Sunnyvale, California
- 94089.
-
- ###
-
- Jaguar is a trademark of Atari Corporation. Atari is a registered
- trademark of Atari Corporation. Other products named may be
- trademarks or registered trademarks of their owning companies.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Cheats & Codes
- =-=-=-=-=-=-=-=-=-=
-
- //// Kasumi Ninja "Sensible Fighter #1" Mode
-
- Note: This requires two controllers plugged in to your Jaguar.
-
- Note: You should already have entered a Gore Code; if not, pick a very
- easy one to remember, like "111111".
-
- [] Go to the "options" screen.
- [] Access the "change code" option.
- [] You will see the dialog box asking you to enter a code.
- [] While holding the "A" & "C" buttons on Player #2's controller,
- enter "7" "4" "3" "8" "7" "2" on Player #1's controller.
- [] The words "Wrong code" will appear (unless that is your Gore Code),
- and you will hear a "swoosh" as confirmation.
- [] Exit from the "options" screen.
-
- Go ahead and start any one or two player game. Player 1 will appear as a
- =very= tiny fighter. Collision detection and thrown weapons will act the
- same as for a full-sized fighter. (Senzo's head stomp looks perfect,
- however.)
-
-
- //// Val D'isere "Black Options"
-
- At the main option screen where you select your race and number of
- players, enter the following: 4,0,8,5,7,4,1,4. (The music will toggle
- when you press the "0" key.) This will bring you to a SECOND, black
- option screen. This is a listing of what is available.
-
- 0 = Music On/Off
- 1 = Podium Screen
- 2 = End of Ride Screen
- 3 = Gold Cup Screen
- 4 = Silver Cup Screen
- 5 = Bronze Cup Screen
- 6 = All Runs Open (Free Ride)
- 7 = Show Game Over Screen
-
- Select A Challenge - Fire A and number
- Select A Race - Fire B and Number
- Select Music - Up/Down on Joypad
- Select Sound F/X - Right/Left on Joypad
- Same Sound F/X - Fire C
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Offers from Atari Customer Service
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- //// Iron Soldier Posters
-
- Atari Corporation has started mailing out copies of its cinema-quality
- Iron Soldier promotional poster. For those who don't know about Iron
- Soldier, the phenomenal new 64-bit Jaguar game due to arrive in stores
- as early as this week, you are in for possibly the most incredible
- game of 1994. As the pilot of a mammoth robot, you have been assigned
- one of many challenging missions... sometimes to protect and often to
- destroy. Look down at your feet as you walk, but not too long, there
- are virtually real helicopters, tanks and convoys out to get you
- within the crowded cities and open countryside.
-
- Mr. Greg LaBrec was so highly praised for his work on the Alien Vs.
- Predator Poster that he has been inspired to produce an awesome poster
- for Iron Soldier. The poster looks just like a poster you would see at
- a theater and is intended for retail store windows and promotions.
-
- If you want one of these great Iron Soldier posters, I'll send you one
- FREE if you prepay Atari's minimum shipping and handling charge of
- $4.95. That covers the tube, postage and the raw costs to get it out
- the door.
-
- Here's how to request an Iron Soldier poster (or an Alien Vs. Predator
- poster)...
-
- Send $4.95 ($6.95 U.S. funds for Canada) in the EXACT amount. Payment
- may be received in Money order, check, MasterCard or Visa. Please
- remember to include mailing name and address, online address and
- daytime phone number.
-
- REQUESTS BY EMAIL with CREDIT CARD:
-
- 75300.1267@compuserve.com
-
- -or-
-
- jaguar$@genie.geis.com
-
- REQUESTS BY BBS with CREDIT CARD:
-
- private SysOp mail on
- CATscan @ 209/239-1552
-
- REQUESTS BY FAX with CREDIT CARD:
-
- 408/745-2088
-
- REQUESTS BY MAIL: (checks payable to Atari)
-
- Don's Crazy Iron Soldier Poster Sellout
- P.O. Box 61657
- Sunnyvale, CA 94089-1657
-
- (offer good while quantities last and limited to North American
- mailing addresses only.)
-
- Note that the posters are delivered to Atari one per tube. I cannot
- double up posters. Everyone can request as many tubes they like at
- $4.95 S&H per tube, but please do not request for more than one per
- mailing tube.
-
-
- //// Tempest 2000 Audio CD
-
- The Tempest 2000 Audio CD has already received rave reviews. Don't care
- for our puns? Drown us out by cranking up on this pulse-pounding,
- techno-rave CD, that marks Atari's first ever video game soundtrack.
- They're in stock, and ready to go right now.
-
- [] Song List
-
- 1. Thermal Resolution 3:59
- 2. Mind's Eye 4:52
- 3. T2K 5:23
- 4. Ease Yourself 7:52
- 5. Tracking Depth 5:04
- 6. Constructive Demolition 4:05
- 7. Future Tense 5:54
- 8. Digital Terror 5:07
- 9. Hyper Prism 4:26
- 10. Glide Control 5:12
- 11. Ultra Yak 4:00
- 12. 2000 Dub 7:31
-
- [] How Much?
-
- The Tempest 2000 Audio CD is priced at $12.99, and if you order now,
- $3.50 for shipping and handling. (California residents, add the 8.25%
- state sales tax.) That comes to a total of $16.49. ($17.56 in CA.)
- Mastercard, Visa and money orders accepted. (Checks and money orders
- should be made payable to Atari Corporation)
-
- [] Where To?
-
- To order, US Mail your order to:
-
- Thomas' Terrific Tempest Tunes Deal
- Atari Corporation
- P.O. Box 61657
- Sunnyvale, CA 94089-1657
-
- OR contact Don via the Internet on GEnie at:
-
- jaguar$@genie.geis.com
-
- OR via the Internet on Compuserve at:
-
- 75300.1267@compuserve.com
-
- OR via private E-Mail (to the SysOp) on:
-
- CATscan BBS ........ 209-239-1552
-
- OR fax your request to:
-
- Atari Customer Service Fax ..... 408-745-2088
-
- The CD is produced by AtariMusic; a division of Atari Corporation. The
- executive producer is Mr. John Skruch. The director of audio is Mr.
- James Grunke.
-
-
- //// New Dealer Demo Video
-
- Atari has a brand new VHS preview tape and it's better than ever! Over
- 30 Jaguar titles have been captured on video tape. This tape has been
- meticulously produced under the direction of Mr. Greg LaBrec using
- state-of-the-art direct-to-tape equipment and techniques. The action
- sequences selected were provided by the game producers or the guidance
- of the third party developers. Okay, okay... forget the hype... it's a
- darn cool tape and it has a cool plastic box and label too.
-
- This November 14th edition video updates the previously released
- software preview videos with exciting captures to show off last
- minute changes to games that are now in production. There are
- incredible sequences featuring action games such as Iron Soldier and
- high-resolution fantasy games such as Rayman by Ubi Soft.
-
- Although this tape has been developed primarily for the use of Jaguar
- retailers, I have twisted marketings arm and they (actually he) have
- agreed to sell copies to our faithful online Jaguar fans.
-
- Want more info? Here's the video menu...
-
- Approx.
- Tape
- Pos. SEGMENT AVAIL. IN STORES
- ===========================================================
- :20 TEACHER SPOT
- :49 Doom EARLY DECEMBER
- 2:34 Dragon: The Bruce Lee Story LATE NOVEMBER
- 4:00 Checkered Flag EARLY DECEMBER
- 5:45 Iron Soldier MID DECEMBER
- 7:42 Zool 2 LATE DECEMBER
- 8:57 Kasumi Ninja LATE DECEMBER
- 10:25 Club Drive LATE NOVEMBER
- 11:56 ALIEN VS. PREDATOR SPOT
- 12:27 Alien Vs. Predator AVAILABLE NOW
- 15:34 Ultra Vortex (Beyond Games) DECEMBER
- 17:06 Val D'Isere Skiing and Snowboarding EARLY DECEMBER
- 18:49 Bubsy LATE DECEMBER
- 20:05 Double Dragon V (Williams) DECEMBER
- 21:30 Flashback (US Gold) DECEMBER
- 22:49 Brutal Sports Football (Telegames) DECEMBER
- 23:50 Sensible Soccer (Telegames)
- 25:03 TEMPEST 2000 SPOT
- 25:34 Tempest 2000 AVAILABLE NOW
- 26:58 Wolfenstein 3d AVAILABLE NOW
- 28:06 Cybermorph AVAILABLE NOW
- 29:20 Raiden AVAILABLE NOW
- 30:32 Evolution: Dino Dudes AVAILABLE NOW
- 31:35 Trevor McFur in the Crescent Galaxy AVAILABLE NOW
- 32:50 Syndicate (Ocean) DECEMBER
- 33:47 Theme Park (Ocean) DECEMBER
- 34:35 Air Cars (Midnight) DECEMBER
- 35:39 Troy Aikman NFL Football (Williams) DECEMBER
- 36:34 Cannon Fodder (Virgin) DECEMBER
- 37:43 Dragon's Lair (Readysoft)
- 38:31 Hover Strike
- 39:20 Fight For Life
- 40:00 Burn Out
- 40:43 Rayman (ubi Soft) DECEMBER
- 41:52 VLM (Virtual Light Machine) DECEMBER
-
- Okay, okay... here's the deal. The cost is $8.95 plus $4.95 shipping
- and handling. That's a total of $13.90 ($14.64 in California) ($15.90
- in Canada). Mastercard, Visa and money orders accepted (Checks and
- money orders should be made payable to Atari Corporation. NOT IN MY
- NAME! <g>. I can ship to any location in North America including U.S.
- and Canada. To order, send your order to:
-
- Atari Corporation
- P.O. Box 61657
- Sunnyvale, CA 94089-1657
-
- OR contact me via Internet or on GEnie:
-
- jaguar$@genie.geis.com
-
- OR contact me via Internet or on Compuserve:
-
- 75300.1267@compuserve.com
-
- OR send me private E-Mail (to the SysOp) on:
-
- CATscan BBS ........ 209-239-1552
-
- or fax your request to:
-
- Atari Customer Service Fax ..... 408-745-2088
-
- I also have Alien Vs. Predator posters remaining. There is one for
- each shipping and handling fee of $4.95 ($6.95 in Canada). These are
- cinema-size posters and I've already heard back from gamers who have
- had theirs laminated, mounted and framed.
-
- By the way, you can help a LOT even if you don't want to order the
- tape or request a poster by passing this offer electronically to
- another Forum, Roundtable or BBS or make a hard copy and give to
- friends. Thanks!
-
- --Don Thomas
- Atari Corporation
-
-
- --==--==--==--==--
-
-
- ---------------------------------------------------------------------------
- -- --==--==-- GEnie Sign-Up Information --==--==-- --
- -- --
- -- 1. Set your communications software for half duplex (local echo) --
- -- at 300, 1200, or 2400 baud. --
- -- --
- -- 2. Dial toll free: 1-800-638-8369 (or in Canada, 1-800-387-8330). --
- -- Upon connection, enter HHH. --
- -- --
- -- 3. At the U# prompt, enter XTX99436,GENIE then press <Return>. --
- -- --
- -- 4. Have a major credit card ready. In the U.S., you may also use --
- -- your checking account number. --
- -- --
- -- For more information in the United States or Canada, call 1-800- --
- -- 638-9636 or write: GEnie, c/o GE Information Services, P.O. Box --
- -- 6403, Rockville, MD 20850-1785. --
- -- --
- -- --==--==-- Atari's Official Online Resource! --==--==-- --
- ---------------------------------------------------------------------------
-
-
- --==--==--==--==--
-
-
- ||| Cuppa with the Dooz
- ||| By: Darren Bates
- / | \ Internet: dooz@batesg.demon.co.uk
- ----------------------------------------------------------------
-
- [Editor: This column was written to run last week, before ECTS.
- Dooz has already been there and returned, and will have a -full-
- report in the next issue, covering such things as the signing of
- the Atari/EA deal, and the first public discussion of Alien vs.
- Predator 2 CD!]
-
- Well folks, another few weeks have past, and the Jaguar scene is
- really beginning to heat up. The quiet period is just about over, and
- you'd better prepare for some major titles. The UK teams are really
- busy producing quality games for your Jaguars, and soon you will be
- able to see for yourselves.
-
- As mentioned in past AEO issues, the European Computer Trade Show
- (ECTS) is bearing down on us here in the UK. Only a few days to go
- until Atari put on their biggest UK show appearance so far. On Atari's
- floor space will be the Jaguar CD unit getting its official launch.
- Darryl Still of Atari UK is hoping to have half a dozen CD games on
- display, a few of which may be totally complete, the others being only
- a few weeks away from completion.
-
- BattleMorph, Blue Lightning, Varuna's Forces, Soulstar, Defender 2000
- and perhaps a few more which I won't mention just yet, should all be
- making appearances which should rock the ECTS. Don't forget the humble
- cartridge games which will also be there in full force. Rayman will be
- featuring heavily at the show, as will Fight for Life, Hover Strike,
- Spacewar 2000, Power Drive Rally (read about this one later on!),
- BattleSphere, Burnout and White Men Can't Jump... to name just a few.
- Is this looking good or what?
-
- Obviously, AEO will be there to report all the latest Atari news, and
- perhaps even come up with a few surprises! Look out for the next AEO.
-
- Ubisoft, Time Warner Interactive, 21st Century Entertainment, Elite,
- Ocean, Virgin and many other software companies will also be there to
- spill the beans. I'll be listening.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Shift Into Power Drive
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- As mentioned above, Power Drive Rally is coming out for the Jaguar,
- and what a corker it is too. It seems the Jaguar could do with a good
- racing game, and this is the one to fill that position. Therefore we
- spoke to the lead programmer himself, Peter Johnson of Rage (and what
- a nice chap he is too).
-
- AEO : Peter, we've all heard about Power Drive coming out for the
- Jag, some have even seen the preliminary version at the WCES.
- How far has it come since then?
-
- Peter : The game is now virtually complete. I have yet to do the
- coding for the damage and repair to the cars that is an
- integral part of the game. The rest of the game is all done,
- bar some bug-testing and the normal quality procedures. I
- anticipate the coding should be complete in about four weeks
- or so.
-
- AEO : It's always interesting to ask programmers how they fared with
- the Jaguar architecture. How did you get on with your first Jag
- project? What are your opinions of the machine?
-
- Peter : It's an excellent piece of equipment actually, with a lot of
- raw processing power. As it is my first Jag game, I am still
- learning about its capabilities. If I had to do Power Drive
- again on the Jag, I would probably go about it a different
- way. My coding relies heavily on the object blitter chip which
- controls just about everything in the game. I would not rely
- so much on the one processor if I did it again.
-
- AEO : So exactly what is the object processor doing during the game?
- Surely it does not take to much processing power to control a
- driving game like this?
-
- Peter : You'd be surprised! The blitter has to control up to six
- layer of independant graphics. There is the background (i.e.,
- flowing rivers), the track itself, the car, the dashboard
- overlay, the shadow layer (which produces some excellent
- shading effects) and also the environment layer which is
- relative to which weather condition you are playing in. All
- that, as well as tracking collision detection, damage to all
- areas of the vehicle and more takes up quite a bit of work.
-
- AEO : Sounds good! Tell us more about the game itself, what color
- modes are you using throughout the game?
-
- Peter : The presentation screens are in either 16-bit or 24-bit color.
- It's been redrawn since the other console versions to take
- advantage of the Jaguar's palette and screen resolutions. The
- track graphics are in 256 color mode, which is more than
- adequate to produce some very realistic and detailed scenery.
- The dashboard overlays are in 16-bit color which show current
- speed, gear, revs and the like. The onscreen gearknob is
- rendered in 3D Studio.
-
- AEO : The quality of the graphics is obviously not in doubt Peter.
- What sort of sound effects can we expect in the game. Are there
- any improvements in this area too?
-
- Peter : Of course! Do you think we'd waste that awesome Jaguar
- soundchip?
-
- AEO : How dare I even think it!
-
- Peter : The in-game music has been re-orchestrated, but not in a big
- way. In my opinion, the sound effects are the most impressive
- part, along with a running commentary from your co-driver who
- announces each corner as they approach. It's something the
- 16-bitters just could not handle with such ease as the Jag
- does. The speech makes the game that extra bit special.
-
- AEO : It seems that you've covered most the bases. How about the
- playability and longetivity of the game? Is it any differnt to
- the older versions?
-
- Peter : Well, the game has 28 tracks, which is less than the 16-bit
- versions, which had up to 48 tracks. Don't take that as a down
- point though, as the Jaguars tracks are up to four times as
- big! There are six cars to use throughout the game, if you've
- got the green to get them, and there is a detailed repair and
- enhance garage section, where your car can be altered in many
- ways to improve its performance.
-
- AEO : I don't think I need any more convincing about this game (creep,
- creep), but just for the readers, can you shout out the frame
- rate so they get the message?
-
- Peter : (Shouting) OK, it's 50 frames per second! Smooth, eh? With a
- game like this, you can't spoil it with a crappy frame-rate.
- The plan from the start was to make this smooth as silk
- underpants.
-
- AEO : Thanks very much Peter, I think we've got their attention out
- there now.
-
- Well, suffice to say that AEO has nabbed another exclusive on one of
- the top future Jag games. Power Drive Rally should hit the stores in
- June, and should be one to look out for.
-
- I'm not going to disclose any more news for now, the ECTS will be the
- biggest bearer of news for a long time, so I suggest you tune in next
- issue!
-
- Seeya
-
-
- --==--==--==--==--
-
-
- ||| Surfing the Jagged Edge
- ||| By: Dimitri Mark LaBarge
- / | \ GEnie: AEO.6 CIS: 71501,3353 AOL: dimitril
- -----------------------------------------------------------------
-
- Greetings Atariphiles, young and old and new alike... and my goodness,
- there are more than a few new ones of you out there, aren't you?
- Yessir, all of a sudden we find ourselves with a mighty attractive
- $149 core system, and Syndicate, Troy Aikman Football, and Theme Park
- newly gracing your local shelves. Is it any wonder that retailers
- continue to report good sales for our cat? The news just continues to
- improve and improve and improve... and now let me finish typing and
- get to the real news, as constant playing of TA Football has worn my
- joints into raw little croutons.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// CatBoxes Ahoy!
- =-=-=-=-=-=-=-=-=-=
-
- With the arrival of the first batch of cases, Tom Harker proudly
- announced that starting March 29, ICD/Black Cat Design would begin
- shipping CatBox - the all-in-one audio/video/networking accessory for
- Jaguar. Please allow me a commercial appeal here, and list the prices
- for Tom's products.
-
- CatBox $69.95
- Atari13 adapter $14.95
- Amiga23 adapter $14.95
- HD15S adapter $9.95
- Custom adapter $19.95 (you supply pinouts)
- Headphone extension cable $9.95
- Null modem cable 25ft. $9.95
- CatNet cable 25ft. $4.95
- CatNet terminator $4.95 (standard equipment)
-
- For more information contact Tom Harker at:
-
- ICD, Inc.
- 1220 Rock Street
- Rockford, IL 61101
-
- 815-968-2228 ext. 222
- fax 968-6888
-
- GEnie: ICDINC
- CompuServe: 76004,1600
- Delphi: ICDINC
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Yes, We Can Jump Too Dept.
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Seeing as two weeks ago saw the release of the first real sports game
- yet for the Jaguar, Troy Aikman Football, it seemed an opportune time
- for updating the status of the upcoming game, White Men Can't Jump.
- >From the programmer of this basketball simulation:
-
- The game is coming along well. All the state engines and gameplay
- programming are finished as well as the rendering engines. I am
- currently working on finishing up AI (defensive AI is complete but I
- am working on the full computer "offensive" AI) and tournament mode
- game play and then the game will be done from a programming
- perspective. Should be completed near the end of March... give a
- couple months after that for the general beta test and cartridge
- production and you have a early summer release.
-
- The game is looking really good right now. I have optimized and
- optimized the game everywhere and right now it runs at about 15 fps
- at a resolution of 320x220. However, this could be faster if I
- didn't need to unpack all the character animations on the fly but
- since there are 12-15 Megabytes of sprite frames, I need to keep
- them compressed and unpack them immediately before they are
- displayed. This amounts to megabytes of compressed data being slung
- around which obviously requires some additional work ;)
-
- However, the game looks very good and has a very smooth feel to it
- with the AI camera tracking the characters and all their moves. The
- entire zooming thing is amazingly non-annoying (I've played games
- with continuously moving cameras and most tend to make you a bit
- dizzy or simply detract from your ability to control the game).
- Finally, I have been spending a lot of time fine-tuning gameplay and
- paying attention to little details (such as the the rim actually
- bending when the ball bounces off of it).
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Sucked Into the Vortex
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Okay, some of you know that I'm not the world's biggest fan of
- fighting games (which is a prettified way of say I despise them). And
- yet, once in a while, something will come along and grab my interest
- in a way that transcends the genre. And the futuristic, Gigeresque
- elements of Beyond Games' Ultra Vortex have pushed it into an area of
- uniqueness. But it's been awhile since we've heard word on this
- beauty. So for your edification, a posting from the Net that should
- answer many of your questions about the status of this game, as well
- as Beyond Games' other future plans...
-
- >>1) Do you have any more information on when UV should be
- released? At first I heard February, then March, now I hear
- rumblings of June? I would rather get the answer straight from the
- source than through the 'Net grapevine...
-
- Well....It's looking like late April early May. AAARRRGGGHH!!!
- Sorry! Don't hit me! I know...I'd like to be done with the game as
- well. We just keep polishing and polishing and finding more things
- to do, but have finally drawn the line and began chopping certain
- things that would take even longer to do.
-
- >>2) Last time I talked to you, you couldn't really discuss
- Battlewheels for the Jag. Has that gag order been lifted? If so,
- what can you tell me about it, and what time frame does Beyond
- Games have for it's release?
-
- We still haven't figured out what, exactly, we are going to do
- with it. Something else just came down the pipe for us, so our
- plans might do a 180* twist. And no, I can't say a word.
-
- >>3) Can you offer any other juicy tidbits on other Jag games in
- the works?
-
- We've been kicking around the idea of a platform game using 3-D
- rendered characters/backgrounds. The idea is still in early infant
- stages, so I'm loath to start and vaporware rumours.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Virtua Crusoe
- =-=-=-=-=-=-=-=-=-=
-
- Simarils' Robinson's Requiem made its debut on the PC several months
- ago to decidedly mixed reviews, and much speculation has unfolded
- about how it would make its debut on the CD. This week, the Internet
- received its first update on this JagCD project, and it's decidedly
- more encouraging that rumors that had been bandied about. Let's tune
- in now and find out what Jag contributions we can expect from Simarils
- this year:
-
- We already knew about "Robinson's Requiem", but now it is much
- faster than the other versions and is graphically far superior with
- the many textures that have been added to it, lots of good FMV,....
- Should be out by the end of May.
-
- "Deus ex Machina" is the Robinson's sequel. With a better life
- simulation module, graphically improved, the possibility to fly
- above the 3D scene with the Vitaspro technique in the Magic Carpet
- style, automapping, weather simulation, lots of good FMV,... Should
- be out for Christmas 95.
-
- "Ishar Genesis": a more classic (in the good sense) RPG than the
- first two. The story takes place many centuries before the trilogy.
- New interface, new perspective. Fully textured mapped. Automapping.
- Light sources simulation. FMV with good actors... Should be out for
- Christmas 95.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Rehbock and the Atari Gang
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- As always, it's a pleasure to welcome the input of those in charge of
- Atari, who have kindly ensconced themselves into a regular online
- presence. AEO is proud to bring you a sampling of their comments from
- throughout the online world. This time, we start with Bill Rehbock and
- comments about the much-talked about voice-modem:
-
- Laury Scott (and his crew, of course) are banging away, getting the
- modem "dialed-in" (no pun intended :-) for final production run.
- Pre-production units are at selected development sites world-wide
- and there is software up and running with it.
-
- The production engineering and "consumerizing" of something like
- the Voice/Data modem _is_ rocket science, so I'm sorry, but I won't
- venture to guess at release dates.
-
- Bill follows up with a progress report on the forthcoming Activision
- games, which confirms their close working relationship with those at
- ATC (and brings up a bit of [ulp] sentimental history to those of us
- who remember eagerly playing a game of vine-swingin' Pitfall)...
-
- Pitfall 2: The Mayan Adventure should be a very early summer
- release. It is very cool working with Activision on this (and RTZ)
- because of the history of the original Pitfall and 2600, etc. It
- brings back memories of when I worked part-time security at
- McCormick Place for CES back in 1978 and played with an Atari 800
- for the first time. It's incredible to see things come full circle
- and falling into place.
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Fight For Codes
- =-=-=-=-=-=-=-=-=-=-=
-
- Again with the fighting games! Since this column seems to have entered
- into a theme of hotly-debated-sight-unseen projects, why not throw in
- Fight for Life, which finds itself under scrutiny with the
- Playstation's Tohshinden and Saturn's VF on sale in Japan. How will
- the Atari entry into this genre fare? The game's programmer, Francois
- Yves-Bertrand, comments on the controversy and remarks on his game's
- features:
-
- A lot of work has been done on FFL (maybe not a ton, but not far),
- and I really think that our texture are better than the one in Toh
- shin den. I am not talking about the graphic style itself (you like
- or you don't like it) but about the model on which you put the
- texture. In Toh Shin Den, legs of character are square, we use 8
- polygons. In T.S.D. the chest of a character is made by 2 or 3
- polygons (look the victory pose, and you will see what I am talking
- about). In FFL Jenny's breast is made with 18 polygons, all texture
- mapped, and whatever angle you look at her, you can see that this
- girl is really a.... girl, not just an image. Virtua Fighter 2 is a
- great arcade game, but after what they did with VF on the Saturn
- (on the graphic side), I really doubt that you will ever see a
- perfect conversion on this system.
-
- Well, I guess he commented on more than just the features of the
- game... <g> But graphic power and stylistic choices aren't everything
- that make up a game; one of the distinguishing features of Fight for
- Life is the simply phenomenal selection of fighters that the player
- can put together by earning attributes of different characters
- (choices rumored to be in the =millions=). More on how this system
- might be achieved:
-
- Concerning the password system in FFL, it's a ten character long
- password using all the alphabet and numbers. I could make a
- password using only number and use the keypad to enter it, but it
- will be 20 characters long... Any feedback on this? You get a new
- password every time you beat a computer and after the selection of
- your new move. This password is saved in the battery RAM, so you
- don't have to enter it every time you play.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// Fight For Tohshinden
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- No, it's not a new joint Atari/Sony project, but the interview with
- Francois Bertrand in last issue's AEO has stirred a small stinkpot
- online. It seems that Francois' comment that the Jaguar =could= do
- Tohshinden was not taken well. Jag-bashers scoffed, but then again,
- some never remember to Engage Brain Before Putting Mouth in Motion.
-
- Raphael Lemoine of Brainstorm, had these comments to share with us
- recently:
-
- Toshinden was written by a TEAM of several programmers (I don't know
- how many, but 8 or 9 were working on VF2-Saturn for almost 2 years).
- Fight for life was written by ONE programmer, who touched a Jaguar
- for the first time in March-April 94, and began to work on this
- project aproximately in May.
-
- You want Toshinden? Very easy, indeed. Take 5 or 6 good Jaguar
- programmers, with Francois-Yves as the manager (since he knows well
- this kind of game), a 3D-Studio genius for the characters, and 1 or 2
- good 2D graphists for the mappings. Wait 8->12 monthes, put
- everything on a CD, and you'll have something better as Toshinden, on
- a Jaguar.
-
- FFL was an unexpected Atari project. When he came to Atari, FYB was
- supposed to work on Kasumi-Ninja lifebars handler (this is true!!).
- instead of that, he started to write a 3D engine. That's how FFL
- project began.
-
- I don't say that a Toshinden-like fighter is going to be done on the
- Jaguar, but that it could be done: The Jaguar hardware can handle
- this kind of game with no problem at all.
-
-
- =-=-=-=-=-=-=-=-=
- //// Sunny Minter
- =-=-=-=-=-=-=-=-=
-
- I give up. Maybe it's something magical in Flossie Fur, but I'm
- always amazed at what Jeff Minter has to contribute to the Atari
- community. Now to the warped SGI, British-euphemismed world of
- Defender 2K:
-
- Well, after a slowish start, what with the fag-end of jetlag and a
- nasty cold, got some nice stuff running this week. Started out with
- an overhaul of the graphics - my artist has re-done a lot of the
- stuff he'd drawn by hand as rendered models, and they look pretty
- cool. In particular, the Phish has been replaced by this *massive*
- rotating space-station affair which just looks gorgeous. I have
- modified its behaviour, to reflect the characteristics you'd expect
- from such a huge enemy - now it takes a lot more shots to kill, and
- has a nasty habit of lurking off the bottom of the screen until you
- appear, when it zooms up and surprises you - nasty. The 250 and 500
- bonuses also look a lot cooler now, as they're little rendered
- rotating 3D digits.
-
- All this tarting-up is leading up to D2K's first public outing,
- which is going to be at the ECTS in London at the end of this month.
- By that time Defender Plus should be largely done, and there may be
- some early progress on the 2K mode to be seen, too.
-
- Finished up the week by starting into the tiling generator for doing
- the multilayer parallax in 2K. At the moment there's a screenful of
- parallax- scrolling Flossies on the screen of my Jaguar... got the
- object builder and tile map reader bits running now, just going to
- add a bit of optimisation in the object list builder section, to
- ensure that the OLP only has to traverse objects it really really
- needs on any given scanline, and then I'll be ready for a full test,
- running the existing game over the scrolly background, to find out
- just how much background I can put in there before I max out the OLP
- or drop out of my lovely fluffy 60Hz...
-
- Next week: some more new graphics and more work on the tiling
- routine. We're also expecting some new sound FX soon, and... the
- first three tunes on CD! We're hoping to have the game running off
- CD and playing the tunes by ECTS. Apparently Imagitec got a bit
- freaked out when they knew that they were composing for CD instead
- of cart, and begged for a bit more dosh from Atari... to pay for all
- the session musicians they've had to get in now, to do screaming
- guitar solos and that sort of thing... yum yum yum!
-
- \
- (:-) - Maybe they'll get in Dave Gilmour for my *next* game.....
- /
-
- Jeff will be the Guest of Honor at a Real Time Conference on GEnie,
- Wednesday, March 29th. There's a GEnie ad floating around somewhere
- in this issue of AEO, so if you want to quiz the Yakman yourself,
- sign up now.
-
-
- =-=-=-=-=-=-=-=-=
- //// Nighty-Night
- =-=-=-=-=-=-=-=-=
-
- As always, more Atari news, gossip, rumors, features and all-out
- Jaguar concentration next time. That's the dish for this ish!
-
-
- --==--==--==--==--
-
-
- ||| Troy Aikman Football
- ||| By: Randy Magruder
- / | \ CIS: 70720,663 AOL: randyborl
- ------------------------------------------------------------------
-
- Troy Aikman Football for the Atari Jaguar is finally here. Produced by
- Williams Entertainment, and developed by Telegames (of Brutal Sports
- Football fame), the Jaguar version is the long awaited port of the
- 16-bit versions of the same game.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// Standard Features
- =-=-=-=-=-=-=-=-=-=-=-=
-
- The following are the features which you would expect to see in most any
- NFL console football game. Following are the standard features available
- in TAF.
-
- [] One or two players, as Player or Coach, or Demo mode.
-
- [] Three modes of play: Pre-season (exhibition), 94-95 season (Aikman
- for the 16-bit consoles had 93-94 season), custom generated (and
- editable) season.
-
- [] FlashRAM backup to store season records and team (not player)
- stats.
-
- [] Three skill levels: Rookie, Pro and Veteran.
-
- [] New rules changes including 2 pt conversion and kickoff from the 30.
- (When playing 94-95 season.)
-
- [] Varying quarter lengths: 2, 5, 10 or 15 minutes.
-
- [] Playing surfaces: Grass, Mud, Dirt, Snow, Rain and Turf.
-
- [] Multi-game injuries.
-
- [] Three user-defined offensive plays.
-
- [] Missing features: NFLPA license, player numbers, individual player
- ratings.
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Special Features
- =-=-=-=-=-=-=-=-=-=-=
-
- [] Troy's Analysis: Troy Aikman rates each team by the following
- positions: quarterback, halfback, fullback, wide receiver, tight end,
- kicker/punter, offensive line, safety, cornerback, linebacker and
- defensive line. Players are rated with one to four stars. *=Weak,
- **=Average, ***=Strong, ****=Outstanding. The ratings for each team
- are provided in the back of the manual.
-
- [] Ratings tied to salary: As you might expect from a millionaire
- quarterback, the quality of a position is directly related to how well
- you pay your players. Each rating corresponds to a salary range. You
- may re-allocate money from one position to another, but you take a net
- loss when doing so, because you are only credited with half the money
- you took from one position to apply to another. So robbing Peter to
- pay Paul isn't going to work too well unless you're in real trouble.
- Also, injuries will often knock off a star. The Miami Dolphins I took
- to the Super Bowl started out with two star running backs, and were at
- one star for most of the season anyway because of injuries (sounds
- ominously familiar to Miami's =real= season!). You do earn money for
- winning games. The manual suggests waiting until halftime to allocate
- the money to positions where you might have had injuries, but I always
- just load up my players at the get-go.
-
- Play design: Unlike most other console football games, Troy Aikman
- Football contains a play editor. You can change your blocking,
- position your receivers and running backs, change the make-up of the
- offensive set, assign blocking and pass routes, and even put a man in
- motion (crossing, or doubling back). You may design up to 3 special
- plays. As long as you don't power down your Jaguar, your plays are
- saved. It's a shame this wasn't added to the backup system! I have
- little patience for re-designing my plays every time I want to play a
- game. This feature is great if the other team is shutting you down and
- you need to draw up something that you think will work. Yes, you can
- edit your plays DURING a game, but it costs you a timeout to do so.
- Editing is free before the game and at halftime.
-
- Computer clock management: Aikman is the first console game (even for
- the Aikman series!) to automatically accelerate the play clock down
- to a couple seconds before snap when the computer has the ball. (I've
- even seen the computer take a delay of game penalty when it couldn't
- get its play off in time!) This prevents the computer from running an
- excessive number of plays just because it doesn't use up the play
- clock. Unfortunately, no option was provided for the user to
- accelerate the play clock, so you have to either run 2-3 times as many
- plays as is realistic, or wait to pick your play, or patiently let the
- clock wind down while you stand there yelling "Hut Hut Hut".
-
- Miscellaneous noteable features which set Aikman apart from Brand X:
- Aikman will let you down the ball in the end zone (what a concept!).
- You also have a button on the keypad to throw the ball away if you are
- the quarterback, a button to switch the QB to a runner instead of
- having him shuffle around back there. You can stiff arm both to the
- left and to the right using the keypad. This is an addition to the
- standard buttons, used for juking, spinning, hurdling, a burst of
- speed, jumping in the air, attempting a catch, and so on.
-
-
- =-=-=-=-=-=-=
- //// Graphics
- =-=-=-=-=-=-=
-
- Player images: The players are acceptably well drawn, but few colors
- are used, basically just a couple of base colors and a bit of shading.
- Don't expect striping or helmets here. There are faint etchings of
- numbers on the jerseys, and the players do look correctly sized. It's
- hard to say why these graphics look amateurish in spite of being
- accurate in many ways. There just appears to be a lack of polish and
- sizzle to them. But they are okay overall. I just wish more time would
- have been spent on creating more detail and less blur.
-
- Field images: The field comes in grass, turf, snow, mud and dirt. This
- basically changes just the overall tone of the field. The numbers on
- the field are chunky and high contrast. Very little (or no) effort
- went into anti-aliasing the field graphics to make them look more
- realistic or pleasing to the eye. The pixellated field lines and
- numbers make the game look very 16-bit in graphic quality. The Jag can
- do far better than this field.
-
- Views and scrolling: The view is a closer view than what you might be
- used to with the 16-bit softs, and though it makes for bigger,
- easier-to-see players, you pay for this in not being able to see your
- wideouts or in not getting a bird's-eye view of the field. It would
- have been nice to have a panning out view of the action - ala ESPN
- SNES Sunday Night Football - but no, the view you get is the ONLY
- view. It's a shame that with the Jaguar's graphic capabilities,
- nothing more was added in the view options. How about a nice side
- view, especially for replays? How about zoom-in/zoom-out in instant
- replay? Nope. The field scrolls smoothly and the action is fairly easy
- to follow, but a little diversity would have been nice here.
-
- Animation: The players benefit from a great deal of variety in the
- player animations. Players use several frames when running, 3-4 frames
- in a tackle animation, 3-4 in a kicking animation and so on. Why count
- the frames? Because at full speed they help give the illusion of
- motion. No one likes to see tackles that just happen in a single
- frame. People just don't fall flat on the ground. It's nice to see
- some attention was paid to developing solid player animation. It's not
- as smooth as what it might have been had it been rotoscoped, but
- better by far than the 16-bit excuses for animations. Players do seem
- to fall a little =too= flat on the field, and there are areas where
- the animation is quirky, such as the kicker approaching the ball for a
- kick off. The guy looks like he's hopping and skipping around. Also,
- tackles seen from the side appear to happen even before the tackler
- touches the carrier, so a few more frames in there would have been
- nice.
-
- Overall graphics: The field really dragged down the overall score
- here, and these graphics won't sell the game, though they are
- competent enough. On an SNES or Genesis, these graphics are an 8 or a
- 9. On a "64-bit Multimedia System" they are a letdown.
-
-
- =-=-=-=-=-=
- //// Sound
- =-=-=-=-=-=
-
- Sound effects: The sound effects are your basic deep bass "oomph"
- variety. The QB audibles sound fairly accurate, but the repetitive
- "hut hut hut" can drive one crazy when running down the clock. It
- would have been nice to have something like "Blue 32! Red 85" or
- something to pass the time. (Though you do get that if you call an
- audible.) The referee's whistle is a truly pathetic imitation of a
- real whistle. There are also low "whoosh" sounds during passes, and
- nice thumps for kickoffs. The crowd does cheer great plays, and gives
- a sad "awwww" when a field goal misses. However, they don't seem to be
- particularly partisan towards the home team. This crowd seems to enjoy
- action whether it's for you or against you! The sound effects are
- basically unspectacular.
-
- Music: The opening music has sort of a college football band sound,
- which segues into the main menu music, which is just a port of the
- 16-bit music onto the Jaguar. Won't get you pumping the way NBA Live
- 95 does on an SNES, that's for sure. During the game you'll even hear
- hockey style organ music, and this completely drives me nuts, as
- anyone who knows anything about NFL Football knows that they don't let
- organs in the stadium, let alone the PA system. If there was ever
- something someone included in a game that just screamed: "Shoot us,
- we're clueless", it's the organ music during the football. Football
- fans should feel that their intelligence =is= being insulted. I sure
- do.
-
- Voiceovers: The voiceovers are simple and range from "Touchdown", "No
- good", "Tipped ball", "Interception", "Knocked Away" and so on. You
- won't find colorful Maddenisms here. What's worse, the voice sounds
- like a badly sampled imitation of someone with a Madden-like voice.
- What good's the voice without the colorful commentary? Not only that,
- but the voiceovers fall out of date in a hurry. You'll hear "knocked
- away" just before an interception, but the interception won't be
- reported. You'll have to read that in the play summary. Overall, a
- pathetic attempt at voiceovers.
-
- Overall: As you may have guessed, this game suffers badly from the
- sound department. I wish I could give it a higher score, but
- regrettably, this isn't one for cranking up the ol' stereo system.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Game Mechanics
- =-=-=-=-=-=-=-=-=-=
-
- //// Playcalling
-
- The playcalling screen is a simple scroller with 3 plays per screen,
- selected by A, B and C. You may also call one of three custom plays
- you have designed (see Special Features, below). You may also "flip"
- any play so that run left becomes run right, tight end lines up on the
- right instead of left, etc.
-
- The scoreboard shows the hashmark that the ball is on, so you can
- decide which side of the field you want to run towards, a nifty
- feature. [Editor's nitpick: Whenever you start an offensive series,
- you always do so in the middle of the field.] The play diagrams are
- easy to read. Troy's plays have a Dallas Cowboy star under them, a
- departure from at least the SNES version of Aikman. You can also hit
- Option to access instant replay, game statistics, call a time out, or
- edit the custom plays.
-
- There's not anything much else I would do to the playcalling system to
- make it better. The clock gives you 30 seconds in Pro and Vet modes
- (40 in rookie) to select your play. In a two player game, once you've
- selected a play, the playbook is replaced by NFL logo shields to hide
- the page of three plays you selected from.
-
- There's even an option to play a game as Coach only. When you select
- this play mode, you pick an offensive or defensive play. If you're
- playing offense, you can call an audible and snap the ball. From there
- on out, the CPU controls the flow of the play. If you're playing
- defense, you can move one defensive player around before the ball is
- snapped, and that's pretty much it. Oh, you can call defensive
- audibles also.
-
-
- //// Passing System
-
- The passing interface is a windowless system. Each receiver has a
- letter under him (A,B,C). To pass the ball you just hit the letter of
- the receiver you want to throw to. Since the game is windowless, you
- can actually follow a receiver through his pattern, provided that he
- fits in your current view. This is where the problem with the
- close-ups occur. Because you're so close to the action, you can't
- easily tell what's going on off-screen.
-
- To help you throw to off-screen receivers, the letters of the
- receivers will stay at the top or top right/left of your screen to
- show you the general direction of that receiver. If the receiver's
- letter is red, he's covered. Don't throw to him. Otherwise air it out
- and hope! This is where the difficulty level of the game comes in. At
- the rookie level, your guys will generally catch the passes. At Pro
- level, it's more important that the receiver be open. At Veteran...
- you have to take over and catch the ball. This means pressing B to
- throw, B again to assume the receiver, navigate him to the crosshatch
- on the field, and press B again to catch. I have to date completed TWO
- passes over 50 attempts using Veteran passing. I just have no idea
- what they expect me to do here, as what I've tried in the manual just
- isn't getting it done. I rate Veteran passing nigh impossible until
- someone tells me otherwise.
-
- The ease with which you can control the passing game also depends upon
- the quality of your receivers and quarterback and the quality of the
- opposing defense's defensive backfield and linebackers. (More on this
- below).
-
- The quarterback actually drops back nicely in this game (in contrast
- to that 32-bit football game), and he will move around in the pocket,
- scanning down field, looking for a receiver. Looks great. My Marino
- does a nice little shuffle, and finds Keith Jackson in a hole in the
- zone 20 yards down field. He zips the ball to Keith who gets tackled
- at the goal line. Touchdown, and worth an instant replay to boot!
-
- It's easy to see when a receiver on the screen is being covered. The
- game quite nicely models picking up a blitz and throwing to the
- inevitably open running back coming out of the backfield. Great touch!
- The passing system would get higher marks if you could pan back from
- the field at will, and if Veteran was just a tad more controllable by
- normal humans. Perhaps I'll acquire the touch necessary.
-
-
- //// Running the Ball
-
- Running the ball is a fairly straightforward affair. You can press "2"
- on your numeric keypad to hike and automatically hand off if the
- running play has a default running back. Or you can take the ball
- yourself and hit the button corresponding to the letter of the running
- back. Like passers, running backs can have letters. This allows you to
- run quarterback options and give your back time to get further outside
- before you hit him with the pitch. But beware! Defenders will
- sometimes cover the back and slam him to the turf for a big loss. Make
- sure he's open before you gamble!
-
- You can cut back and find holes easily in this game. There are buttons
- on your keypad for throwing stiff arms, or you can use the C button to
- get a burst of speed, the B button to spin and the A button to hurdle
- (I hope I got those straight!).
-
- The Jag could badly use a controller with more of the keypad buttons
- duplicated as frontal controls (ala SNES) and three more buttons with
- the first three. The keypad is a poor substitute. [Editor: Such a
- controller is on its way.] Also, you can escape tackles for a long
- period of time... perhaps too long! Some guys are just hard as heck to
- bring down. However, its worth it when you find a hole and cut back,
- doing a nice little Barry Sanders escape trick for big yardage,
- forcing a defender to dive at you to bring you down. This is the best
- running game I've seen in a console football sim.
-
-
- //// Defending
-
- A lot of games are defensive pushovers. Find the right play, call it
- over and over, and you can beat the defense. However, a human
- controlled (or even computer controlled) defense, can be pretty
- competent. Of course, this is subject to player ratings (more later).
- In Jaguar Troy Aikman, you can pick from a wide variety of defenses,
- though not as many as some of the competitions' games. You can change
- which defender you wish to play and may audible to another defense.
-
- Defending is pretty tricky against the run and the pass. Running into
- a pile to stop a running back is no guarantee he won't squirt free and
- hurt you. Since the B button switches the defender to the one nearest
- the ball, you have to be careful or you'll take control of a guy
- poised to make a tackle, do something wrong, and miss the tackle
- completely.
-
- I've been toying with letting the computer do its job if my player
- gets taken out of the play, so that I won't do something foolish and
- allow the computer to get away. I haven't seen many runaway plays yet,
- such as a receiver going all the way down field beating everyone. The
- defense seems to run receivers down even when they get burned deep.
- This is actually rather nice, and another welcome departure from the
- free-for- alls in games like Madden.
-
- There is a rather annoying problem, though. To jump up in the air is a
- press of the "2" key on the keypad. This just doesn't cut it. I keep
- hitting the option key by impulse. Things are happening entirely too
- fast to use the A,B,C buttons and then reach down and hit "2" to
- deflect a pass. What's worse, if you press the B button after hitting
- the Option button, you will call a time-out. Oops! I'd love to see the
- fingers on the testers of this game! Also, it seems that the game is
- biased towards completing passes too often (Troy's doing?), so
- sometimes it doesn't matter even if your coverage is perfect. I
- haven't been able to sack the quarterback very often, either, though
- Travis says he can.
-
-
- =-=-=-=-=-=-=-=-=
- //// Computer AI
- =-=-=-=-=-=-=-=-=
-
- There are two components to AI: playcalling strategy and clock usage.
- In playcalling strategy, Aikman is a VERY solid game. There is no
- doubt that a lot of time and energy went into making sure that the
- computer tried to win. Unlike every other console game I've tried, the
- computer will do what it has to beat you, going for it on 4th down,
- calling fake punts and field goals, calling passing plays on long
- yardage situations, running the ball when ahead, passing the ball when
- behind, using quarterback sneaks to gain critical inches for a first
- down, etc.
-
- It also manages the play clock intelligently, using up all but 4
- seconds at the beginning of the game, and as the game progresses,
- using much less. For instance, I was ahead by 14 points in the third
- quarter and the computer started leaving 15 seconds on the play clock.
- Then later when it fell further behind it started leaving 20, then 24
- seconds (the minimum for it). It calls its time outs when it needs
- them, goes for 2 point conversions, has players run out of bounds to
- stop the clock when under 2 minutes, etc.
-
- In playcalling and clock usage, this game is hard to beat. This is the
- first time I felt like there might be a human being on the other side
- of the field trying to beat me, and not just a random number generator
- calling plays at random. Defensively, I haven't noticed the same
- patterns, but the computer will play a fairly competent defense.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Play execution
- =-=-=-=-=-=-=-=-=-=
-
- This embodies how well the computer executes a play. Do the blockers
- block? Does the quarterback move well in the pocket? How easy is it to
- complete long passes or run for big yardage? What about turnovers and
- penalties? Well, in the passing game, I found that in Pro mode it was
- very easy to complete passes with Dan Marino even to 2 star receivers.
- There is a higher chance of an incompletion or interception based upon
- ratings, and whether the receiver is covered, double covered, or even
- triple covered.
-
- I found that the teams I played differed in their quality. Some teams
- I could pass the bomb against effectively; other teams required me to
- find short dump off passes and quick outs which would work against
- their defense. The problem is, through Pro mode it still only took me
- perhaps a quarter to find the play that would break the defense's back
- time and time again, and once that was discovered, I could run up
- ridiculous scores. [Editor: Computer defenses would often adapt to
- me.]
-
- The running game is nowhere near as easy to execute, though. You CAN
- get solid yardage with plays like Troy's pitch, but I've found teams
- that just shut my running game down well. Again, it depends upon your
- tenacity and your running back's ratings, but while I could generally
- run the ball well, it was by no means the kind of killer that the
- passing game was. One very nice aspect of Aikman is that blockers
- really do block well. If you are trying to tackle a guy receiving a
- kickoff, you better dodge the blockers first, or they will box you out
- and stop you from getting where you want to go. This is true
- throughout the game.
-
- Also, weather has a dramatic impact on the physics of the game. More
- turnovers are generated on wet or snowy fields (see below). Also,
- players tend to slip and slide a lot. I picked off a pass with my
- linebacker because both the receiver and the corner covering him
- slipped and fell on the snow while trying to make a cut. My linebacker
- had a clean shot at the ball and didn't disappoint me! It definitely
- makes the game seem more human when people, even the quarterback, slip
- and fall on their keister trying to get footing in the treacherous
- field conditions.
-
-
- //// Giving It Away
-
- Now we come to the major problem with this game: Turnovers. Whatever
- random number generator determines the likelihood of a turnover, it's
- wayyyyy off. I have seen more than 20 turnovers a game - we're not
- just talking bonehead passes by yours truly, we're talking freak
- mishaps. Often, I've seen it happen a few times in a game where the
- holder fumbles the ball and an extra point fails. Sometimes, once or
- twice a game a kick returner watches the ball bounce off of him,
- usually into the hands of a cover guy who scoops up the ball and runs
- in for the score (which can be against NFL rules, depending upon
- whether a fair catch was signaled).
-
- There are regular fumbles in pileups, tips resulting in interceptions,
- and so on. The latter is the most frustrating because instead of
- falling incomplete, the ball will be nabbed by a diving defender for
- the pick. Granted, these are all realistic occurrences, but they just
- don't happen as often as this game generates them. One of the thing
- that keeps the scores down in this game is the rampant turnovers. This
- just isn't reasonable, and I'd have to say that in many ways this
- completely offsets the gains made by the strong AI of the game.
- [Editor again: I've seen games where there would be a high turnover
- rate, then games that are executed almost flawlessly.]
-
- So how can I rate something which is so incredibly good and so
- incredibly bad at the same time? Play execution score: 6. It would be
- a 9 if not for the turnovers, but the turnovers just kill it.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Comparison to Madden 3DO
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Finally, the inevitable question: How does this game stack up against
- Madden 3DO? Here are my comparative scores:
-
- Troy Aikman Madden 3DO
- ----------- ----------
- Standard Features: 8 9 (Player #'s)
- Special Features: 9 5 (vanilla)
- Graphics: 6 8 (more detailed, smoother)
- Players 7 8
- Fields 4 6
- Views 5 8 (zoom in/out)
- Animation 7.5 6
- Sound: 4 8
- F/X 6 6
- Music 4 7
- Voice 3 8
- Game Mechanics: 8 5 (super slo mo beach ball tips!)
- Playcalling 8 8
- Passing 8 6
- Running 9 7
- Defending 8 6 (too easy...)
- Overall Challenge: 6 2
- Computer AI: 10 3
- Play execution: 6 6
-
- Overall Sound/Graphics: 5 8
- Overall Gameplay: 8 4
-
- I have to go with Aikman because of its strong AI, varied animations,
- special options, and superior clock management. But it doesn't
- challenge Madden for graphics.
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Final Ratings
- =-=-=-=-=-=-=-=-=-=
-
-
- Title: Troy Aikman NFL Football JagNet: No
- Programmers: Telegames Players: 1-2
- Published by: Williams Entertainment Available: Now
- MSRP: $69.99 Age Rating: K-A
-
-
- Here's the summary ratings:
- "*" is a whole
- "+" is a half
- 5 stars maximum
-
- Control: **** Fairly crisp play control. Lots of player control
- options available through the keypad. Near impossible
- to catch passes in Veteran mode though.
- Gameplay: *** Nice console AI. Play "normal" or just coach a
- team. One of the best feels for heading a NFL team
- on any gaming console. Too many turnovers.
- Graphics: *** Ugly field, large players, fixed view. Step-by-step
- instant replay is a plus. Nice variety in player
- animations. No passing windows, but receiver
- "openness" is noted easily.
- Sound: ** Serviceable. 'Nuff said.
- Overall: ***+ Not an amazing football simulation, but one of the
- best console video football games around. Look past
- the graphics, and give this game a chance.
-
-
- What they mean:
-
- ***** "I'M GOING TO DISNEYWORLD!"
- **** Marino drops back... he lets loose a bomb....
- *** Three yards in a cloud of dust.
- ** They're running a =triple= reverse?
- * "DAMNIT REGGIE!"
-
-
- About the Author: Randy Magruder is a professional software developer
- and a diehard football fan. He lives in Santa Cruz, CA with his 3 cats
- and expectant wife. He runs the Jaguar and Portables section of the
- VIDGAM Forum on Compuserve. His favorite football team is the Miami
- Dolphins, and his least favorite team is the San Francisco 49ers. He
- also runs an online football league in the SPRTSIMS forum on Compuserve
- using Front Page Sports Football: Pro '95 by Dynamix for the PC, where
- he can often be found agonizing over playcalling strategy to win Dan
- Marino his ever-elusive Super Bowl ring. (Even if its only virtual.)
- Randy deals with league losses by taking it out on poor, defenseless
- console football games.
-
-
- --==--==--==--==--
-
-
- ||| Atari Artist
- ||| By: Peter Donoso & Fadi Hayek
- / | \ GEnie: EXPLORER.2
- -----------------------------------------------------------------
-
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-
- It's been a bit of a break but... we're back! Those of you who have
- been faithful readers of AA these past few years may notice we're
- sportin' a brand new look. We really needed the past two months just
- to hone and perfect it - yeah. Well, that's the great thing about this
- country - everyone has the right to believe whatever they're so
- inclined to.
-
- Atari's recent announcement - they no longer have any Falcons left in
- the warehouse and have no plans to manufacturer any more - has cast
- somewhat of a pallor over the otherwise party animal Atari user
- community. Although Atari has licensed manufacturing rights to the
- European-based C-Lab, it is not clear whether this music-oriented
- "clone" (14 megs in a stock Falcon case with an added 500 meg internal
- SCSI HD and altered -10db input/output line-level) will be distributed
- widely outside of Germany.
-
- The estimated street price ($3,000 U.S. equivalent) makes one wonder
- whether anyone ever bothered to tell C-Lab that the practice of
- licensing to clone manufacturers holds the promise of delivering equal
- or better product than the original, with one important difference -
- at a competitively-reduced price!
-
- This new/old hybrid represents the original machine with a few
- on-board alterations that any Atari repair house could just as easily
- effect (larger SCSI HD, maxed memory, etc.) But when you take the
- original cost of a 1 meg Falcon and add that to the individual cost of
- the improved stuffing in this bird, there appears to be roughly $1200
- left over which I, despite all my efforts, can't seem to find the hard
- goods to justify. Hmmm... Meanwhile, back at the ranch...
-
- We've got the latest updates on Wizztronics' Barracuda 040 along with
- a mini-review of Zero-X. We've also got a report on the recent Music
- Messe in Germany, the country which - as the legions of devoted German
- Atari computer owners have been moved to otherwise refer to it -
- easily earns the monikered title of "AtariLand!" As you might imagine,
- there's more new things Atari in that thar heavenly place then
- Horatio's pessimistic philosophy ever dreamed of naysaying.
-
- In the Atari graphics arena the latest buzz concerns two very
- impressive programs that have recently been released for the Falcon -
- Apex Media (now available here in the US) and Neon (available in
- Europe only at that moment). The first product offers a 2-D paint,
- graphics and animation/ morphing environment, while the second is a
- 3-D animation, rendering and ray tracing suite. These exciting new
- products are very impressive, both in the number of powerful features
- and a flexible environment in which you can create and manipulate
- graphic objects to produce some very professional-looking
- masterpieces.
-
- And away we go....
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ M U S I C N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ FALCON REBORN AT GERMANY'S MUSIC MESSE
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- C-Lab's Falcon MKII held center court at Germany's recent Music Messe
- (Europe's version of our annual NAMM music expo) this past February,
- as a steady stream of showgoers flocked to get a glimpse of the heir
- apparent as it emerged from the shadows for its maiden flight.
- Reaction from "AtariLand"'s loyal subjects ranged from optimistic to
- ecstatic that the obligations of carrying the torch in manufacturing
- the Falcon are being taken up by a third-party company wearing an old,
- familiar face.
-
- For those newcomers to the Atari world, C-Lab made Atari synonymous
- with MIDI production throughout Europe - as as well as here in the
- States - with their popular line of music sequencing & notation
- software. Best known for Notator, unquestionably the first Atari music
- application (could very well have been the first one on any computer
- platform) which brought together unparalleled notation and scoring
- flexibility and feature-driven sequencing power under a sophisticated,
- unified working environment, C-Lab was king of the hill in the early
- years. Although the last version released before the program was taken
- over by U.S.-based E-Magic is certainly no match for the dazzling
- interfaces and capabilities of today's MIDI music applications, there
- are literally tens of thousands of die-hard, devoted Notator users out
- there, even as we speak, who refuse to entertain the notion of ever
- using anything else!
-
- What is somewhat ironic is that, back in the days of the sequencing
- wars - yes, Virginia, there was once a great wall which split the
- heart of Germany right down the middle and a great MIDI program battle
- which raged day and night there as well - it was all Germans could do
- just to have a moment's peace without being woken from their dreams or
- distracted from their work by the bellowing cries of, "We'll bury you
- alive!" and, "Your name is history!" echoing back and forth between
- the headquarters for C-Lab and Steinberg. Needless to say, there was
- no love lost between these two major competitors.
-
- Given enough time, the saying goes, even the worst of former enimities
- are worn down into the best of friendships - although, sadly, the
- reverse is also true. At first, walking towards the Steinberg booth,
- which dominated it's location with an impressively large, centrally-
- located booth, you wouldn't have suspected anything other than the
- eagerly-awaited surprises Steinberg would be premiering at this event.
-
- But, once you began to explore the rather formidable perimeter of the
- Steinberg booth, those who remember the old days were knocked on their
- kopfs to see C-Lab hawking their wares right within the bosom of their
- old adversary! As if that wasn't enough of a total surprise, upon
- closer inspection, it became apparent that C-Lab occupied what many
- would consider (given their former relationship) a rather generous
- section of Steinberg's real estate.
-
- C-Lab's Falcon MKII features the C-Lab logo prominently displayed on
- what is actually an exact replica of the Falcon's original 1040-styled
- case. That's because C-Lab has officially assumed supervision of
- Atari's former manufacturing plant in Taiwan, and licensed rights and
- access to all the original molds and schematics for the Falcon. At the
- helm of this ambitious undertaking is C-Lab founder and PR wizard,
- Burkhart Burgerhoff, who's fire, intensity and desire to succeed were
- clearly evident as he carried on business meeting after merchandising
- session after media interview practically non-stop throughout the
- entire length of the show.
-
- Apart from limiting choice of memory strictly to 14 megs, replacing
- Atari's stock 80-meg internal IDE drive with a 500 meg internal SCSI
- drive (which means you can now easily save your audio files to your
- internal drive with a bit of room to spare) and making a much-needed
- improvement on the specs for the Falcon's easily signal-overloaded
- stereo in/outs, a number of minor improvements have also been
- addressed in the MKII.
-
- All the timing fixes which plagued a number of both original and
- subsequent machines have been implemented in this latest incarnation
- of the Falcon. In addition, a software plug-in has been added which,
- when placed in your AUTO folder, allows for switching between 1040 and
- Falcon modes so as to be able to successfully use C-Lab's Notator,
- Creator (Notator without the notation features) and all of C-Lab's
- well-known hardware peripherals. Prior to this clever software
- solution, you couldn't run any of these products successfully on the
- Falcon, due to a number of inconsistencies between the program code,
- the 030 and the Falcon's architecture.
-
- Burgerhoff apparently sees two initial markets for his MKII. One is
- obviously the musician or small studio who's looking for a turnkey
- system which can provide digital audio and MIDI capabilities. They're
- also handling 14" VGA monitors offering a paper-white display in ST
- high rez mode, as well as a variety of both fixed and removable
- Syquest SCSI drives in a variety of sizes. Improved -10db input/output
- line-levels and compatibility with older MIDI software will certainly
- make the machine more appealing to those users who, up to now, would
- rather stay with their older machines in order to use their favorite
- programs.
-
- The addition of an internal 500 MB SCSI hard drive not only offers
- direct saving and accessing of your digital audio files, but offers
- roughly 40 minutes of stereo recording at industry standard rates, 10
- minutes of linear audio across 8 tracks or roughly 10 minutes of audio
- across 16 tracks by utilizing the 030 for data compression and
- decompression. There's actually room for approximately 46 minutes of
- stereo recording and 12 minutes of 8/16 track recording - but you'll
- need to set aside enough space for a C: partition to hold your AUTO
- folder, system-related programs and accessories, along with your music
- sequencing, notation and editor/librarian software.
-
- The other market is obviously those tens of thousands of Notator/
- Creator owners who would love to upgrade their Atari to the next
- level, but have been reluctant to do so because of its inability to
- run C-Lab's former products. Will this be enough to keep the Falcon
- flying at a $3,000 U.S. price point? I guess we'll know next year how
- the market will respond.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ Future C-Lab Developments
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- C-Lab is also looking ahead towards future product releases. They were
- showing a Falcon installed within a 2-space high rack unit. Additional
- features will include 8 balanced audio outputs, PDIF/ADAT optical
- interface for direct connection to Alesis' ADAT digital 8 track
- recorder, 4 independent MIDI outputs, a digital I/O for connecting
- directly to a DAT machine and a 540 meg internal SCSI drive. Options
- will include a 1 Gig internal SCSI drive and an on-board SMPTE/VITC/
- MIDI time code sync card.
-
- In an attempt to kick up the video output to accommodate larger
- displays, C-Lab is also claiming that the rack will also offer the
- additional option of being able to accommodate a video card with
- enough on-board V(ideo)-RAM to hook up a 19" monitor directly. Anyone
- who uses Cubase Audio, or any other program which offers plenty of
- windows for a variety of editors, tool palettes and sequence files
- knows what a joy it is to work on a big screen and have all that room
- to really spread things out.
-
- For further information on current and upcoming products contact:
-
- C-LAB Digital Media GmbH
- P.O. Box 700 303
- Hamburg, Germany 22003
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ COPSON DATA SHOWS LATEST VERSION OF ZERO-X
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Adding to the confusion, Steinberg also graciously allocated a modest
- portion of their booth to Copson Data, Swedish developers of Zero-X.
- This truly amazing digital sample processing software package is
- something that will make all you Cubase Audio Falcon and sample
- aficionados out there really jump up and shout to the rafters!
- Apparently Steinberg feels Avalon (covered in the next entry directly
- after this one) and Zero-X compliment each other rather than compete.
- After taking a close look at both programs, I tend to agree. though
- they may share similar functions in a few areas, each program has
- unique features which will make the serious digital audio/sampling
- computerist consider having both.
-
- Although it can be used on any Atari computer, from a 520 on up,
- Zero-X is really custom-made for the Falcon 030. The program was
- written to take full advantage of the Falcon's DSP hardware - simply
- because it processes so fast - and, as we all know, 16-bit audio
- playback quality is superior to 8-bit, the otherwise maximum sound
- quality achievable on all of Atari's earlier models.
-
- The other aspect of the program which makes the Falcon ideal is that
- if you plan to work with sample files of 2 megs or more - not an
- uncommon size these days - the program will require access to that
- 14MB of RAM! This is especially true if you'll be cutting and pasting
- between samples.
-
- Zero-X needs this amount of memory because it loads audio chunks
- directly into RAM for all editing and processing of your sample(s).
- Copson Data, the original Swedish developers of the program, has
- confirmed that they are indeed planning to implement virtual memory
- which will allow loading playback and saving directly from hard disk
- in a near-future version.
-
- Zero-X fully supports such software accelerators as Warp9 and NVDI, as
- well as BlowUp 030 and Screen Blaster video enhancers. As an
- alternative to the Falcon's less than professional digital-to-analog
- converters, Zero-X also supports playback using either Soundpool's
- Falcon Digital Interface or Steinberg's Falcon Analog-8, giving you
- the pick of studio-quality DA converters.
-
- The program currently supports both MIDI and SCSI interfaces for
- sample transfer. Support for two other sample transfer interfaces,
- Atari's older ACSI hard disk interface which is featured on pre-TT 030
- machines, and Yamaha's RS422 for use with their TX16W sampler are
- expected to be added for the next update.
-
- MIDI-wise, Zero-X supports sample dump standard, v1.0 closed loop in
- 12 and 16 bit formats, as well as S-50/550, ASR-10, EPS, EPS-16 and
- Akai's series of both 12 & 16 bit samplers. Also supported is SDS.
- Though somewhat of a universal format, some samplers may miss pre-set
- crossfades and loop settings in a sample using this format. Zero-X
- also has a cool feature which lets you transmit data right up to the
- loop end part of the sample as an individual chunk. You can then
- assign this as a loop in your sampler later on.
-
- SCSI-wise, Zero-X lets you send and receive samples via the Falcon030
- or the TT030's SCSI interface. On the receiving end though, your
- sampler or sound module has got to support Akai's S series or Peavey's
- SMDI (SCSI MIDI Device Interface) in order for SCSI communication to
- be established.
-
- A great feature is the Convert Control, which lets you load and
- convert single or multiple files in no less than 7 different formats.
- These include: Atari's .AVR, CuBase Audio .AIF (non-compressed),
- Avalon .SD, (Sound Designer 1) PC/Windows .WAV, WinRec's .DVSM,
- Digidesign's Samplecell .WAV, .RAW files (sans header), Dame's .TKE
- and 8/16 bit, Stereo/Mono, Signed/Unsigned. Large files are read off
- your hard drive in sections equal to available memory, so you're not
- limited by the actual size of the file itself!
-
- Zero-X has a number of features which you'd normally find on most hard
- disk recorders, including Cut, Copy and Paste. Also included are
- Optimize, which maximizes a sample's volume without creating the usual
- added distortion, as well as such features as Silence and Fade Out,
- which come in handy for knocking a highlighted area to down to zero
- volume.
-
- There are also some additional features in Zero-X which really make
- the program unique on the Atari platform. You can convert a sample
- rate without changing the pitch as well as convert a sample freely
- between mono and stereo. Zero-X's digital noise gate feature allows
- you to scan a sample for audio which is below a user-determined noise
- level and wipe those portions from the overall sample. You can reverse
- a blocked portion of a sample, and use the program's gate feature to
- reverse natural decay! This produces really smooth, endless sounding
- sustains, even from a really short sample!
-
- But, as if that weren't enough, what's really amazing is how well
- Zero-X makes it so easy to sample and synchronize a beat loop to a
- sequence. An Auto Drum Loop option lets you create perfect loops the
- first time around, with almost effortless ease.
-
- To top that off, Zero-X also features a Drum Split function to slice,
- dice and otherwise separate a loop into individual drum sounds, which
- you can then save as individual samples and map these to individual
- keys, using Cubase Audio Falcon's built-in sampler. Rather
- "individual" features, wouldn't you say?
-
- You can also create a standard MIDI file right from these split
- points, so you can capture the actual rhythmic "feel" of the loop as
- well. Quantize it, push up or back a kick or two and hey... instant
- DNA Groove templates!
-
- If you'd like to check out Zero-X, you can download a demo of this
- great program on either GEnie or Compuserve. The file is listed as:
- Zerox395.zip.
-
- For more information contact: Wizztronics
- P.O. Box 122
- Port Jefferson, NY 11776
- (516) 473-2507 Voice & Fax Mail
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ STEINBERG DEMOS AVALON 3
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- After months of talk, speculation and delays, Steinberg surprised
- showgoers with an actual running demo of its long-awaited sample
- editing program, Avalon. Steinberg really played this card from close
- to their vest, because even their roster of highly-regarded U.S.-based
- beta testers never saw a single version during the development of
- this popular application. This fact leads us to believe that it was
- done totally in Germany and on the QT.
-
- Whatever the reasons, there are a lot of die-hard Avalon users and
- fans out there who will undoubtedly be tying up the phone lines at
- Steinberg/Jones to order their updates. For those of you out there who
- are not familiar with Avalon....
-
- Avalon's intensively graphic environment follows the ground-breaking
- tradition of Cubase, offering a Universal Sample Editor which
- currently supports 22 different sampler models. You can edit your
- samples on-screen using a wide variety of tools, such as Cut, Loop and
- Optimize, or use Avalon's intelligent Time Correction to create a new
- pitch while keeping the length of the sample, as well as the reverse.
- Avalon's Resynthesis feature lets you manipulate your samples by
- processing them through a variety of filters and envelopes. You can
- even design your own synthesizer based on AM/FM/PD or other sound
- creation principles, and a mixer/editor.
-
- A powerful system for sound creation, editing, and archiving, Avalon
- also follows Cubase in offering a modular structure - the specific
- modules which manage the selected forms of processing for your samples
- can be individually loaded into memory, leaving enough space for your
- actual samples.
-
- As a control center, the combination of Avalon and Steinberg's
- MidexPlus functioned as a central sample routing system, which might
- include a number of samplers, sample players and data storage devices,
- all controlled via a single user interface. Avalon organizes data
- transfer between samples from different manufacturers and
- automatically converts all formats between 8-bit mono and 16-bit
- stereo, from 5 to 65 kHz.
-
- Avalon's Unique Synthesis page, reminiscent of DigiDesign's SoftSample,
- there's a multitude of powerful sound creation and editing functions at
- your disposal, such as:
-
- [] Additive Synthesis
- [] Karplus Strong-Synthesis
- [] Fractal Sound Generator
- [] Wave Transformation
- [] Amplitude modulation
- [] Frequency modulation
- [] Ring modulation
- [] Phase Distortion
- [] Envelope with up to 255 Points
- [] Envelope Follower
- [] Cutoff Filter
- [] EQ
- [] Delay
- [] Wave shaper
- [] Pitch Shifter
- [] Amp
- [] Mixer
-
- These functions can all be freely combined to simulate sounds from
- popular synthesizers or, if you're really adventurous, you can create
- exciting new synthesis concepts. You can start from scratch, or use
- your samples as basic material for sound creation. Sounds can
- immediately be monitored, sent to a connected sampler, or loaded into
- one of Avalon's various Editors. There's also a set of Library
- functions which make sound management a lot easier, allowing you to
- store all your sounds in a large Library so you don't have to deal
- with specific instrument or mass storage device types.
-
- You should take note here that this particular section is nor for
- everyone, however. There's no simplified "Push This Button" feature in
- Avalon which automatically produces cool synth patches on-the-fly.
- These set of tools, although certainly powerful, are really best
- utilized by those musicians who, the minute they buy a new synth, love
- to dump the factory patches and start creating new ones from scratch.
- If that's what you're into, then you'll love building sounds with
- Avalon!
-
- Avalon has a number of editors which offer wide control over different
- aspects of your samples' shape and contents:
-
- The Time Domain Editor module lets you perform a large number of
- digital processing and altering functions on samples, using a variety
- of tools:
-
- [] Fade In/Out
- [] Revert
- [] Optimize
- [] Redraw
- [] Resampling
- [] Truncate
- [] Filter (Peek, Notch, Lowpass, Highpass)
- [] Programmable Cross-Fade
- [] Stereo Editing
- [] Loop Set and Find (up to eight loops supported)
- [] Block Functions (Cut, Erase, Add, Subtract, Mute, Delay)
- [] Zoom
- [] Overview
- [] Loop Split
- [] Marker
- [] GoTo commands
- [] Play Block/Window/Sample
- [] Pitch Detection
-
- You can edit up to 9 samples simultaneously, memory permitting, and
- Avalon supports sample display on large screen monitors with various
- screen resolutions (e.g. Atari SM194, Matrix 110).
-
- The Frequency Domain Sound Editor module offers high-resolution Fast
- Fourier Transformation, allowing specific editing of single
- frequencies in the micro domain and manipulation of the total
- spectrum, utilizing such macro functions as:
-
- [] Spectral Animation
- [] Threshold
- [] Pitch Shift
- [] 3-D Filter
-
- The accuracy of the Fourier Transformation can be further increased in
- Avalon's Professional mode. 3-D spectrum analysis can be viewed from
- any angle and also be impressively displayed on large screen monitors.
- As an alternative to a 3-D plot, spectral values can also be displayed
- as a Sonogram.
-
- The Frequency Domain Editor's Play Timeslice feature allows you to
- hear what you see by making single time slices audible. The various
- tone colors of single sound sections can be monitored both visually
- and aurally.
-
- The Time Correction Editor module allows you to shorten or lengthen a
- sample without changing its pitch. Both subtle and drastic changes are
- possible. The Pitch Detection function displays the pitch of a sample
- in musical notation.
-
- Some additional Avalon features:
-
- [] Many keyboard equivalents
- [] An Undo function
- [] Virtual MIDI Keyboard
-
- Steinberg also offered a number of hardware options for Avalon 2 as
- well. A 16-bit D/A board for Mega STs let you immediately monitor any
- changes or processing of a sample in 16 Bit Stereo quality, without
- the need to transfer sample data back to your instrument first.
-
- An optional external SCSI controller connected to the ST's cartridge
- port increased sample transfer rates as much as 250 times, as well as
- allowing Avalon to communicate directly with a variety of SCSI
- external hard disks, removable cartridges and optical disks.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ So... What's New In Version 3?
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- I thought you'd never ask!
-
- [] Realtime monitoring of sample edits
- [] Bidirectional SCSI transfer
- [] Virtual memory
- [] Built-In Akai editor
- [] Expanded sound synthesis & sound harmonics features
-
- As you may have guessed, Avalon 3 adds full support for the Falcon
- 030! This means that the aforementioned additional hardware options
- you had to pay extra for (or were drooling over as you pressed your
- nose up against the music store window) are now available to all
- Falcon owners. This is a major improvement over Version 2. Most users
- relied on using the far slower MIDI Sample Dump standard to send and
- receive their samples.
-
- In addition to direct SCSI transfer and instant monitoring capability
- for edits or changes as soon as you apply them to your sample, Avalon
- also supports Virtual Memory! Avalon no longer limits the size of your
- sample based on how much RAM your computer has on-board. This means
- you can edit those long Cubase Audio files with no problem. Avalon 3
- reads and writes sample data directly to your hard drive, offering
- unlimited sample editing capabilities.
-
- As well as supporting MIDI Sample Dump Standard, Avalon is compatible
- with following samplers:
-
- [] Akai S1100, S1000, S950, S900, S700, X7000
- [] Casio FZ1
- [] Dynacord ADS, ADD2
- [] EMU Emax III/II
- [] Ensoniq EPS, EPS Plus
- [] Kurzweil K2000
- [] Prophet 2000
- [] Roland S50, S550, S330, S770, S750
- [] YAMAHA TX 16W
-
- For more information, contact:
- Steinberg/Russ Jones Marketing,
- 17700 Raymer Street, Suite 1001
- Northbridge, CA 91325
- (818) 993-4161
- (818) 993-4091
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ Other Messe Stuff To Check Out
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Soundpool, manufacturers of Steinberg's Falcon Digital Interface
- (FDI) also have plans to release a Falcon-In-A-Rack. Their 2-space
- deep green unit will come with a detachable keyboard and 19" monitor
- support and - what else of course but a built-in FDI, along with 4
- independent MIDI Outs. They were also demonstrating Audio Master, a
- software-based master list system which will allow assembly of play
- lists from different digital audio files, and a preliminary of their
- Falcon 8-track digital audio recorder/editor along the lines of
- DigiDesign's Sound Tools. No word on actual release dates or
- availability.
-
- Friendship (yup, that's their real name) debuted a number of great
- hardware peripherals for use with the Falcon. A number of them include
- software to provide direct access through your Atari interface. Their
- products included a hardware sample rate converter, a MIDI
- multi-output port expander (MO4) offering 4 MIDI outs, and a hardware
- digital routing switcher featuring 8 RCA in/outs and 2 optical in/out
- SPDIF ports - all at a surprisingly low price point.
-
-
- _/_/_/_/_/_/_/_/_/_/_/
- _/ Download Watch
- _/_/_/_/_/_/_/_/_/_/_/
-
- Finally, a way to grab sound files directly from any audio CD in
- digital format! There's a file circulating on most BBSs, CDREC v 1.0,
- a CD-Recorder application which lets you capture those digital sample
- loops and sound bytes with no generation loss. The program let's you
- save these "bytes" in a variety of format choices. Choose from either
- .WAV or .AVR, stereo or mono, 8-bit or 16-bit and either 22Hz or 44.1
- Hz.
-
- This particular version comes with documentation in German, but the
- program seems to employ English menus and dialog boxes. Since it
- requires a CD-ROM you might use METADOS, though I highly-recommend
- getting ExtenDOS (Anodyne Software), which really makes using a CD-ROM
- with an Atari a breeze.
-
- For information on ExtenDOS, contact:
- Anodyne Software
- 6 Cobbler Court
- Ottawa, Ontario, Canada K1V 0B8
- (613) 523-7498
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ H A R D W A R E N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/
- _/ BARRACUDA UPDATE
- _/_/_/_/_/_/_/_/_/_/_/_/
-
- The new board routing's been done (I've lost track of which version
- this "new" is - there've been so many obstacles to overcome with this
- project), and the logic's been worked out and was being compiled as of
- the writing of this issue. Wizztronics' president Steve Cohen plans to
- treat Canadian ACE showgoers to dazzling runs of a fully-operational
- unit. Atari Artist's own Pete Donoso had the pleasure of joining Steve
- recently as his guest for the recent Wizztronics RTC on GEnie not long
- ago, and attendee questions were both fast and insightful.
-
- Steve revealed some additional enhancements which have been
- implemented along the way to 040-hood. A number of built-in video
- resolution enhancements have been added which will allow for a wider
- range of resolutions - up to 1280x1024 (monitor-dependent, of course)
- which will be configurable through included software. This is similar
- to the kind of results achieved by such screen resolution enhancers as
- BlowUp 030 and Screen Blaster.
-
- Unfortunately, getting True Color mode to work without having that
- annoying flickering on your screen is really a memory-related problem
- which is dictated by the Falcon 030's initial architecture. Rather
- than designing the machine with its own separate video RAM, Atari
- decided that the Falcon could use a varying portion of the machine's
- installed memory. In addition, the Falcon's on-board chips can only
- sync to a limited frequency band. There are a number of other aspects
- of the Falcon's architecture which also contribute to its limited
- video capabilities, but that's another article in itself.
-
- These decisions, though efficient for a number of functions,
- ultimately killed any possibility for directly expanding the video
- capabilities of the machine without redesigning it from the ground up.
- To make things more complicated, the Falcon's proprietary use of
- internal RAM is 16-bit, while the 040's architecture dictates that any
- efficient maintenance of speed requires 32-bit FastRAM, as is the case
- in using the optional RAM Expansion Board. There IS a solution down
- the road for this dilemma, waiting in the wings. For now though, the
- fix for delivering jitter-free True Color is still-to-come.
-
- Probably the singularly most impressive aspect to The Barracuda 040's
- design is the direct result of a particularly difficult hurdle to
- overcome: how can the OS, optimized for an 030 instruction set to
- access at a 16-bit bus width, successfully communicate with an 040
- processor's instruction set which requires access at 32-bit bus width?
- Steve and his team of Wizztronics' engineers came up with what can
- only be described as a truly brilliant solution: transfer a copy of
- the OS to another chip, one which is optimized to communicate with the
- 040! This'll be accomplished through the one-time execution of
- specially written software which will read the Falcon's TOS and then
- pass it along to a separate ROM, which employs Flash Memory, on the
- Barracuda board. This, in effect, creates a full 32-bit TOS which the
- 040 can address exclusively as its sole, proprietary OS.
-
- As an added bonus, this will also afford users a hassle-free procedure
- for upgrading to the next generation of TOS, should there be one. Any
- future OS upgrades can now be effected through software - no more
- having to open up your machine to pull out your old TOS chips in order
- to install a newer version!
-
- Users will have the additional option of purchasing a toggle switch
- kit which will allow switching between 030 and 040 modes. It should be
- noted that installation of The Barracuda 040 does not require removal
- of the 68030 and, although a fairly simple plug-'n-play installation,
- there is presently a minimal total of 8 wires involving simple
- solders. In the interests of keeping the product as close to a true
- plug 'n play unit, the engineers at Wizztronics are working on
- reducing that number down to whatever the Barracuda's design can
- practically accommodate. Since the original TOS chips remain in place
- and fully functional, down-shifting your Falcon 030 to accommodate
- applications which are not compatible with the 040 is as easy as the
- simple flick of a switch.
-
- Preliminary benchmark testing using Quick ST's benchmarking program (a
- widely-respected standard in the Atari industry) yielded some
- impressive results. The Barracuda 040 showed an overall system
- performance increase of 500% - estimates with the RAM Expansion Board
- are slated at over 900%.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ Built-In Upgradability
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- As mentioned earlier, the Barracuda 040 also offers three built-in
- on-board expansion slots for additional options and future upgrades.
- One is a VME 96-pin expansion slot for interfacing with Wizztronics'
- RAM Expansion Board, which is capable of holding an additional
- whopping 128 megs of 32-bit FastRam.
-
- The second slot is a 96-pin Local 32-bit Bus port, which can be
- utilized by any third-party developer, though Wizztronics initially
- has it slated to accommodate their optional PC emulator card, which
- will offer users the capability of running both DOS and Windows-based
- software and CD-ROMS. Apart from its on-board 486DX processor (the PC
- card will require 32-bit FastRam in order to reach and maintain true
- 486DX performance), a RAM expansion board will already be integrated
- onto this emulation card. Wizztronics will offer an upgrade via a
- trade-up path for those customers who bought the RAM expansion board
- by itself and decide later on that they really want the 486DX PC card
- as well.
-
- As if each of these two add-on slots were not amazing in and of
- themselves, there's room left over for a third option - a 50-pin
- (sometimes referred to as a dual 25-pin) IDC slot which will easily
- allow for the addition of Wizztronics' forthcoming Video Funnel.
- Essentially a video-expansion bus, this card will enable both direct
- still and moving video to be captured off of any external video
- source.
-
- Another upcoming add-on option is Wizztronics' video display card,
- which will feature 4 megs of on-board RAM and will support up to
- 1024x768 true color. These expanded video modes will be attainable
- using any software that does not otherwise directly address or
- exclusively dependent on the Falcon's hardware for video. For those
- who are already using one of the many third-party video cards
- available for a variety of Atari computer models, if the program works
- with your current video card, it will work with this one as well.
-
- Steve plans to design this add-on card so that, even if all three
- slots are occupied by the previously mentioned cards, the video card
- can still be used. This will be achieved via a pass-through feature
- will already be built-in to these cards - still another example of
- Wizztronics' forward thinking and excellent design! The first two
- expansion cards are done and awaiting The Barracuda 040's final logic
- compiling and code debugging. The Video Funnel is near completion, and
- awaiting the launching of the accelerator board.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ G R A P H I C N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- _/_/_/_/_/_/_/_/_/
- _/ APEX MEDIA
- _/_/_/_/_/_/_/_/_/
-
- Apex Media is the first program that qualifies as being custom-geared
- for the Falcon, both in the way it utilizes the DSP and also works
- within and exploits the limitations of the Falcon's video
- capabilities. Originally developed by Black Scorpion Software as the
- ill-fated Chroma Studio 24, due to a variety of difficulties it never
- saw the light of day.
-
- Although similar in features to Chroma Studio 24, Apex's effects
- engine is much faster and an estimated 15 functions directly employ
- the use the Falcon's DSP, which allows Apex to perform many of those
- special-effects transformations, like Block Distorting and Animation
- Filtering, almost as fast as if they were being carried out in real
- time.
-
- Just take a look at some of Apex's impressive features:
-
- [] Realtime image processing
- [] Analog mask filtering
- [] Realtime block manipulation for distorting/rotating//scaling
- [] Vector-based font interface for scalable type faces
- [] Ultra-fast fieldwarp morphing and distortion
- [] Frame-by-frame animation processing
- [] Direct-disk editing of FLIC & ANIM animations
- [] Supports hardware interface for single or video frame grabbing in
- True Color at 786x576
- [] Animation formats supported include FLI, FLH, FLX, ANM (Chronos)
- plus APX, Apex's own proprietary format
-
- When you first boot up the program, Apex Media automatically shifts
- the VDI down to 320x200. ST 40 column true color mode is achievable,
- but only on a super VGA multisync. The program supports virtual
- screens as large as 1024x768, which are viewed or moved to by clicking
- and holding down the mouse in any section of the work area and
- dragging the mouse to scroll around the screen. A single work window
- dominates the majority of the screen, featuring a fixed palette of
- tools located on the left hand-side and an additional functions button
- bar along the top of the window. Right-clicking on a tool brings up a
- configuration box for that tool.
-
- Apex uses an iconic toolbar interface, similar to Calamus. Selecting
- an icon turns the left-hand side of the tool area into a nest of icons
- which cover a varying number of related options. Developers at Black
- Scorpion opted to go for speed, which required abandoning the
- comparatively sluggish GEM display routines in favor of a more
- responsive, open-ended interface which has the added advantage of
- using a lot less memory. This affords a very impressive level of image
- processing with a minimum of only 4 Megs of RAM on a 1040STe, although
- it's a lot slower than using a Falcon.
-
- Located on the top tool bar are a roster of standard drawing tools
- covering lines, shapes and fills, block manipulation, color palette
- manipulation and the video-digitising interface. Following that are
- the non-linear tools; airbrush and masking, image and film filters,
- morphing and distortion tools and outline text tool, which uses
- Calamus-supported font formats.
-
- Tools include a Pen, Pencil and Poly Bezier Curve, as well as Square,
- Circle, Ellipse, Triangle and Polygon Line Tools. An Interpolator Tool
- allows you to resize a shape and perform a gradient fill based on the
- colors that lay beneath it.
-
- Gradient Fills can also be accomplished by selecting a range of
- various colors from the color palette. The Realistic Airbrush provides
- control over both speed and dispersion by using the right mouse click
- feature. The Realistic Brushes and Fill Tools include options for
- applying a thin wash. A powerful set of Masks options allow for, among
- other functions, shapes to appear or be contained within a defined
- area.
-
- A Bitmap Manipulation Marquee (dotted line outline) allows you to
- copy, cut, paste, flip, skew, distort and proportional resize any area
- of your work selected. Using the left mouse button selects and sizes
- your selection, with multiple selection supported, while the right
- mouse button commits the results of the manipulation to be pasted to
- your work. Similar direction isolated re-sizing and positional
- placement can be achieved by clicking anywhere other than in the
- corner of your selection. There's a De-noising Tool which renders
- either sharper edges or smoother, softer edges to a photo, as well as
- affect a foggy, out-of-focus result.
-
- Morphing capabilities are awesome! You can establish a start and end
- frame and Apex automatically generates the fill-in frames - the number
- of which are user determined. Morphs are achieved by selecting two
- images and then positioning and manipulating any number of morph
- points to both images. A single 640x480 frame takes approximately ten
- minutes, while a 5-minute animation would take approximately 24 hours
- to render in that resolution. This is reminiscent of the kind of
- processing time need for sophisticated ray tracing. The program comes
- with a number of sample morphs, including a woman changing into a
- leopard and a parrot becoming a flamingo.
-
- Built-in interfaces for capturing video include support for the
- European-based Matrix ScreenEye and Expose video digitizing cards.
- Apex also has some unique capabilities for processing images. A
- special sampling feature allows images to be rescaled to fit the Apex
- canvas without losing any of either the original file's detail or
- color depth.
-
- Apex Media really goes to town in the area of video. Reminiscent of
- some of the effects which can be achieved in Fractal Design's
- impressive Painter 3, Apex's motion-blur filters produce some
- impressive effects when working with animations and digital video.
- Additional filters include smoothing, anti-aliasing, noise removal and
- a set of almost intuitive interpolative tools that can track and
- isolate underlying color changes between layers.
-
- Animations originally created in Apex's proprietary 320x200 resolution
- can be played back in modes ranging from 256 color to True Color at
- 70Hz using a VGA, SVGA or multisync monitor and external players/
- viewers can achieve overscan (768x576) True Color on professional
- broadcast monitors and television monitors. The program also supports
- 320x400, 640x200 and 640x400 resolutions with 256 colors, as well as
- 16-bit or even pseudo 24-bit palettes.
-
- Apex loads a wide variety of images. Supported formats include:
-
- [] Targa
- [] GIF
- [] IFF
- [] Spectrum 512
- [] Photochrome
- [] MTV raytrace
- [] JPEG
-
- Both images and animations can be overlaid either on top of or behind
- each other, and the color palette features full control in either RGB,
- CMY or HSB modes. One of the most exciting features of Apex Media is
- the extent of cross imaging application of palettes. You can take a
- palette from a JPEG or TIFF file, for example, and apply it to true
- color animations very easily and quickly through the use of various
- matching options.
-
- The manual translates the incredible number of functions in Apex Media
- fairly well, and includes tutorials. Late-breaking additions to the
- program include a full set of picture and animation viewers. Some are
- specifically Falcon-related, such as:
-
- [] A 256 color, 16-bit True Color FLIC Direct Disk Animation Viewer
- (supported formats include .FLI, .FLC, .FLH, .FLT, .FLX and
- AutoDesk)
- [] A DSP-based 24-bit Color JPEG Viewer
- [] Two GIF Viewers
- [] A Targa Viewer For Both Compressed and Uncompressed formats (4096
- colors on the ST, 32768 colors on the STE, and 16.7 million colors
- - 24-bit color! - on the Falcon)
- [] A CPX for translating images between the Targa, GIF & PPM formats,
- in either batch or single-mode as well as offering a number of
- options for tuning quality and filtering during conversion.
-
-
- _/_/_/_/_/_/_/_/_/_/_/
- _/ NEON 3-D SUITE
- _/_/_/_/_/_/_/_/_/_/_/
-
- Whereas Apex Media is a 2-D graphics and animation program, Neon
- brings the world of 3-D rendering , raytracing and animation to the
- Atari platform with a vengeance. Graphics image processing often
- requires a fast processor, a fair amount of RAM and a math
- co-processor (FPU). With this in mind, you really need to run Neon on
- a TT or a Falcon (preferably with a math-coprocessor installed in
- either machine) to get a hands-on idea of what makes this program so
- great!
-
- Neon actually consists of two separate programs. One is where you
- perform all modeling operations and the other is for mapping out your
- animations. Each has a similar interface, with three windows -
- front/back, sides and top/bottom - which offer a preview of your work
- in either wireframe, shaded or full rendering mode.
-
- A fourth window lets you view your work in 3-D, fully-rendered
- movements in real time, but is only available in resolutions which
- support 256 colors. Most of the time, you'll want to perform the
- majority of your basic work in wire-frame mode, since the redraws are
- instantaneous and and it requires the least amount of processing time.
-
- In the modeler you can create objects using automatic primitives,
- such as cubes, spheres, doughnut toruses and a number of other
- dimensional objects. There's even a "chess board" primitive which
- creates a 3-D plane. You can Stretch, Rotate, Move, Deform and Insert
- to combine objects or add additional new objects to the workplace, as
- well as add beveling to any object you designate.
-
- Neon's Texture Mapping capabilities are quite stunning, and the
- program provides a preview window to view the finished result. You can
- apply this operation to either a flat surface or a sphere, and the
- program gives you a fine amount of control over such aspects as
- lighting and reflectivity.
-
- There are a full compliment of on-board texture samples, including
- marble, turbulence, linear, random, fire, soft turbulence, wood with
- control on x, y and z axis with transparency, and filtered effects and
- control of light bending through the object when working with
- transparency effects. Neon supports importing Targa files for mapping
- them directly onto your shapes. A unique feature enables you to even
- deform the face of an object to create bump maps based on the on-board
- selection of texture maps.
-
- The Animation application allows you to total 360 degree control
- Neon's animation camera, including lens size and perspective view. You
- can create and define multiple light sources, as well as choose colors
- in fine increments, apply them to parallel and spot light sources and
- select a choice of resulting shadow, complete with depth and fade
- parameters. What's amazing here is the depth of control over the most
- minute of atmospheric effects and conditions. Such aspects as Ambient
- lighting offers a range of controls from the subtle to the overt.
-
- Time Spline offers free control of the animation tracking path, as
- well as movement, speed and placement of an object in animation
- relative to start and end positions. Animations can be viewed in real
- time. There's a sample animation of rippling water which has to be
- seen to be believed. If you've ever watched Star Trek: Deep Space
- Nine's Odo revert to liquid flowing form, then you'll have an idea of
- what's in store.
-
- Time restraints originally slated the amount of time for checking out
- Neon's features and capabilities to an hour at best. Once I launched
- the application and more or less familiarized myself with Neon's
- interface, however, I looked up at the clock and was shocked to see
- that almost five hours had passed while I was playing and exploring
- with its myriad of operations. Along the way, there were a number of
- "oohs", "aahs", and more than a few "wows!" released in reaction to
- all the amazing things you can do with this program.
-
- Both Neon and Apex Media require a good deal of persistence in
- exploring the incredible number of features and powerful graphics
- processing they both possess. They are also equally remarkable in the
- high level of control, complexity of achievable results and relative
- speed of operations which they afford the user. Despite their ability
- to run on an 030 with more than acceptable performance, they are
- crying out for an 040 accelerator, or better. All in good time...
-
- _/ _/ _/
-
- Well, that's it for this edition. Next issue we'll have more of the
- latest in all your favorite subjects.
-
- Until next time, this is Pete Donoso & Fadi Hayek reminding you that...
-
-
- -_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/=-_/-
- = =
- _/ "Today is the Tomorrow you dreamed about Yesterday." _/
- = =
- -_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/-=-_/=-_/=-_/-
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ C R E D I T S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- ATARI ARTIST endeavors to bring you the latest news on what's happening
- on the Atari platform in areas that concern the arts:
-
- _/ Music & MIDI
- _/ Video Editing
- _/ Graphics Drawing & Painting
- _/ Rendering & Animation,
- _/ Raytracing & Texture mapping
-
- We try to keep current with all the new or soon-to-be releases, both
- here and in Europe.
-
- Atari Artist keeps a somewhat loose publishing schedule, which roughly
- translates to around once a month. The staff consists of Peter Donoso
- and his partner, Fadi Hayek. They both live and work in New York City.
-
- If you have any questions or suggestions concerning anything related
- to the contents or subjects covered here in Atari Artist, you can
- leave E-Mail for either Pete or Fadi on GEnie at EXPLORER.2 or through
- the Internet at explorer.2@genie.geis.com.
-
-
- _/=_/=_/=_/=_/=_/
-
-
- ---------------------------------------------------------------------------
- -- --==--==-- CompuServe Sign-Up Information --==--==-- --
- -- --
- -- To sign up for CompuServe service, call (voice call) (800) 848-8199. --
- -- Ask for operator #198. You will be sent a $15.00 value CIS membership --
- -- kit for free. --
- -- --
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-
-
- --==--==--==--==--
-
-
- ||| Results of The Third Annual AEO Readers' Survey
- ||| By: AEO Magazine
- / | \ GEnie: AEO.MAG Delphi: AEO_MAG
- -------------------------------------------------------------------
-
- Wow. We received hundreds of responses, and it took quite a bit of
- time to sift through all of the answers. Pardon us for this being so
- lengthy, but there were a lot of people with a lot on their mind.
-
- Many, many thanks to each and every one of you who took the trouble
- to answer the survey!! We at AEO will try to take steps to bring our
- magazine more into line with what you want from us.
-
- Don't wait until the next survey to voice your opinion. If at any
- time during the year, you want to drop us a line, feel free to EMail
- us (at our group address, aeo$@genie.geis.com) and give us a piece of
- your mind about how you feel the magazine is doing.
-
- And now to your responses....
-
-
- I. Please mark where you generally receive your copy of AEO from:
-
- 29.1% A. GEnie
- 5.0% B. CIS
- 1.9% C. Delphi
- 38.6% D. Internet EMail subscriber
- 5.4% E. WWW (please specify address found at)
- 11.5% F. FTP (please specify address found at)
- 0.0% G. Internet (other - please specify)
- 0.0% H. AtariNet
- 0.0% I. FNet
- 8.5% J. Other (please specify)
- [Editor: Typically, America On Line]
-
- //// Comparing these figures with the figures available for
- //// downloads/accesses, I have to say that our GEnie audience was a
- //// bit more vocal than others, while Delphi and the BBS nets were
- //// quiet. Otherwise, the two curves followed one another fairly
- //// closly.
-
-
- II. ZIP Rules. We know that now. :)
-
-
- III. In each of the topics listed below, indicate on a scale of 0 to 5,
- your interest.
-
- Topic Your Rating (0-5)
- """"" """" """""" """""
- News from Atari (Press Releases, Interviews) ------------------4.7
- News from TOS Developers (Press Releases, Interviews) ---------4.1
- News from Atari User Shows ------------------------------------3.5
- News from Atari-attended Trade Shows --------------------------4.6
- Computer Industry (non-Atari) News ----------------------------3.4
- Online News (Recaps of the major Online Atari Nets) -----------3.4
- Online Conference Reprints ------------------------------------4.6
- Jaguar Material (reviews, news) -------------------------------4.5
- Lynx Material (reviews, news) ---------------------------------3.2
- Portfolio Material (reviews, news) ----------------------------2.1
- Editorial -----------------------------------------------------4.0
- Atari Computer Product Reviews --------------------------------4.2
- "Build-it-Yourself" Hardware Articles -------------------------3.5
-
- //// Not too different from last year's numbers. The Portfolio
- //// continues to be dismissed. Too bad, as it is a nice little
- //// machine.
-
-
- IV. Many readers get AEO for Jaguar/Lynx coverage and don't care for
- Atari computer coverage. Then again, many readers get AEO strictly
- for its Atari computer coverage, and don't care about video games.
-
- Please indicate, through a percentage breakdown, how you would
- balance the two types of coverage.
-
- 41.8% Atari computer coverage
- 58.2% Atari gaming coverage
-
-
-
- V. This is the essay portion of the survey. Please answer the
- following questions.
-
- A. What did you like _most_ about AEO in 1994? Be as chatty as
- you like:
-
- //// Product reviews, benchmark tests, and rumors.
-
- //// It's as though you take the best information (that in fact costs
- me time and money to try to locate) and put it in one place. Enjoy
- reading software reviews. Your reviewers are very well qualified.
- The interviews with developers were very informative (I'm a Jag owner)
- and was anxious to find out the story behind the software and
- hardware.
-
- //// I _LOVE_ the Atari Artist feature. They really seem to work HARD
- to get useful material... and it interests me a lot... I'm a
- musician...:-)
-
- //// I got an access to the Internet just 2 months ago, so I haven't
- read a lot of AEO issues, but I liked the list of PD programs for
- ST/Falcon. I don't know how is it called, but it it really a useful
- article. The thing I missed was that there was no FTP-site address,
- where can I download the files from. The other thing I liked was the
- list of Jaguar developers, it's rather interesting article to read.
- Rare Gems are quite good. The Jag articles were very good.
-
- //// The Unabashed Atariophile Installments
-
- //// Actually I was really interrested in the logs of AvP conferences
- and such. Any new info (rumors and such) related to the Jag grabs me.
- And of course reviews are indespensible.
-
- //// Interview w/ John Mathieson (and others related to Jag or Lynx).
- Behind the scenes info. Although I liked Greg LeBrec's tape better, I
- really appreciated the chance to see direct feed from jag games as in
- AEO CES - I want new tapes to come out quarterly! Want direct feed,
- full hi-fi stereo sound and want each tape to be as cumulative as
- poss. Outrageous size - even though it is hard to fit reading of AEO
- in my busy schedule, I'm information hungry and like to read lots
- about subjects that interest me (namely jag & lynx) AEO reeks of
- quality journalism, completely unlike the majority of video game
- publications out there (online or otherwise)
-
- //// Only had access to them recently, but I found the news and
- reviews most useful. Knowing whats coming for the Jag/Lynx and whats
- worth getting.
-
- //// That you're still here! I used to subscribe to nearly every
- Atari computer magazine around. One by one they've died. Now I get all
- my Atari print-news from AEO and Current Notes. That it's reasonably
- current.. Even when the print magazines were plentiful, they were
- always months behind AEO with news. The mini-reviews of public domain
- software. (in "The Unabashed Atariophile") The transcripts of on-line
- conferences.
-
- //// Down-to-earth coverage and style. Able to pinpoint negatives
- without crucifying Atari or trying to start a crusade. Continued
- coverage on all Atari formats.
-
- //// Detailed coverage of Jaguar, presented in entertaining manner.
- Especially liked the high fact content of the articles. Also like
- Rare Gems.
-
- //// Interview with jag designer
-
- //// The articles I laugh the most about and enjoy very much are the
- "Rare Gems" you put in. Please keep doing so!
-
- //// Atariophile, I think
-
- //// Everything having to do with Atari Computing. As a result of our
- decrease in numbers, we've been deprived of the magazines I used to
- read on a regular basis. All input is appreciated!
-
- //// Atari computer and business related news.
-
- //// Online conferences from online services, especially from
- services I am not a member of (GEnie conferences with Bill Rehbock
- (sp)). The 3rd parties are Atari's lifeline, imho, and very important
- to keep readers aware of. I enjoy the computer coverage, although i'm
- not an Atari computer user; I still enjoy it as i am curious about
- nonApple, non IBM computer platforms' new products and technology.
-
- //// M.Burkley's column.
-
- //// didn' read enough issues, but will do in 95!
-
- //// It's free, I get it sent directly to my email address so it's
- easy to read. It also covers the Jag very well, a bit too well
- actually.
-
- //// I liked the 'behind-the-scenes' discussions on the development
- of the Jaguar hardware and games. I also liked the reprints of the
- transcripts of thr Atari online conferences on Delphi, GEnie, etc. I
- like the editorials and info on the state of the Atari company. AEO is
- the only source I know of to get information on my favorite computer
- and videogame company!
-
- //// Just having the nice service that it is.
-
- //// News about the Falcon and Jaguar and reviews of new games and
- software. Although I haven't got much to say, I do like reading AEO.
-
- //// News about the Falcon 030 machine and reviews of software and
- hardware for it, news about Atari corp. estrategies in the computer
- market, some interviews with developers for atari. I look eagerly for
- MIDI tools on atari machines.
-
- //// Jag reviews are great, if a little overly kind in the final
- mark. Travis seems to be able to get all the best news on jag titles!
- I like the quick news posts to usenet & the jag list... It's all well
- written - every last article.
-
- //// Mainly being able to receive news about Atari from people who
- actually know what they are talking about! There were many
- developments for the Jaguar in 1994 and I anxiously awaited each and
- every AEO to find out the lastest gossip and get the scoops on new
- releases. The writers are very good too, I especially enjoy the
- editorial. Sometimes I don't agree with the reviewers but I still see
- their points of view.
-
- //// Good Jaguar articles and very cool online conferences! We want
- more of it! I also like Interviews with people of Atari!
-
- //// The online conference reprints. I only wish people would ask more
- technically questions when they attend them. A global online
- conference through internet would be great! I also liked the interview
- with John Mathieson and all the stuff from GEnie about Jeff Minter and
- 4Play.
-
-
-
- B. What did you like _least_ about AEO in 1994? Again, be as
- chatty as you like:
-
- //// Those Rare Gems quotes.
-
- //// The irregularity of issues, and the fact that most articles in
- each issue were about the Jaguar, which doesn't interest me much.
-
- //// That I really had to "dig" to find a location to get AEO from
- America On Line.
-
- //// I know 1994 has been a very important year for Atari, in terms of
- surviving. The Jaguar has dominated the Atari-world. But I can't say
- anything else that I feel that the once so excellent ATARI-COMPUTER
- on-line magazine has become a LITTLE-OVER-OPTIMISTIC-ATARI-JAGUAR
- magazine. OK. I'm a bit unfair. But some issues have been a little too
- raving about the Jaguar and it's games.
-
- //// Delayed issues. (Other mags cover very little of Jag related
- subjects, but they do have pictures, thats the only reason I would buy
- one, (pictures can lie though))
-
- //// The Jaguar stuff
-
- //// Although I am an owner of a 1040 and 520 ST it depresses me to
- have further info on those systems. I feel like a sell out and
- generally hate myself for not keeping abreast of this stuff myself.
- But, quite frankly, I almost never turn them on anymore.
-
- //// Godawful sections that have nothing to do with Atari; namely the
- outrageously long Quirky Quotes. I absolutely hated this and hated
- scrolling by its huge length and was upset it was near the beginning
- of the issue. Can you tell it bothered me? :-)
-
- //// Long descriptions of new PD computer programs. I appreciate the
- effort involved but would prefer a one or two line description.
-
- //// I didnt really have a problem with any of it. If however, I HAD
- to pick something it would be the shareware descriptions.
-
- //// I really don't care for the non system related fluff, ie. Rare
- Gems and such, that's about it.
-
- //// Some issues seemed 'cluttered' with things like 'Rare Gems'. I
- like these, but not a year's worth in one issue. :)
-
- //// Can't really think of anything that I didn't like.
-
- //// Toward the end of the year the coverage was very heavily Jaguar
- oriented. There seemed to be less and less Atari computer coverage.
-
- //// Not much. I read just about everything in each issue.
-
- //// Those quote thingies that have nothing to do with Atari or the
- Jag... :) Also had little/no interest in ST stuff, though that would
- change if I buy a Falcon.
-
- //// I guess I don't really care for the Jaguar game reviews since I
- don't have a Jaguar. But I either glance through them or skip them.
- It's no big deal. I'm glad that they are there for those that want
- them.
-
- //// Although the Jaguar coverage was great, I would have enjoyed
- more computer coverage. Especially more software reviews. Or articles
- involving how to get the most out of a particular piece of software or
- hardware. I could also do with less of the Rare Gems section of AEO.
-
- //// I'll have to pick the Lynx stuff. Never wanted one, never will.
- I do glean the Jag stuff, as I may not be able to get a high-end
- computer for some time, & the Jag would fulfill my gaming needs for
- the interim.
-
- //// It doesn't come out regularly enough. I realize that dealys will
- always occur, they're inevitable and should be expected from time to
- time. AEO is worth the wait as it offers excellent writing, news, and
- reviews.
-
- //// Jaguar coverage - I have no, zilch, interest in game machines.
-
- //// Lack of 8-bit coverage.
-
- //// The lack of computer coverage. There is too much Jaguar stuff. I
- mean, the whole world isn't interested in just games.. especially
- Europeans.
-
- //// The huge list of quotes each issue (GEMs or something they were
- called)
-
- //// At this time, the only stuff that I don't read are the the
- Unabashed Atariophile [sp] listings. I do have a 520ST at home, but
- currently have no time for trying out new software. I do forsee
- possibly utilizing the info from this column in the future, so I do
- hope that the archive of AEO issues on the Net is maintained.
-
- //// It was unfortunate that they didn't come out on a frequent
- basis. It was nice last summer when a short version was done to fill
- the gap. Given the effort it takes to make AEO, maybe instead of a
- spectacular AEO issue (like this past one), maybe smaller ones can be
- done more frequently.
-
- //// The reviews are too long and are far too positive. Look at the
- review Kasumi Ninja for example! There aren't enough real
- (e.g.programming) articles. Less of the latest FTP releases too.
-
- //// Since I'm in Engalnd, all that stuff about Atari User Groups was
- a waste to me. & although I generally like the computer file reviews
- at the end of many AEOs I'm kindof more interested in the Jag & Lynx
- these days. Oh yea, what the hell happened to the release dates?!
- You started the year at quite a rate but then ended up releasing every
- month or so... but I suppose the size made up for it!
-
- //// There really isn't all that much to say against AEO!
-
- //// There's a lot of material about the Atari computers, I just skip
- all that. It would be nice if AEO were in two distinct halves, rather
- than just with some Jag chapters and some computer chapters. Actually,
- three halves (er, thirds). One for Atari news, one for gaming news
- (Jag & Lynx) and one for computer news. Still, its not big deal since
- its just a bunch of character text I can skip. The List of Developers
- was horrid, but thats already been updated and now looks much nicer!
- Lastly, all those stupid Rare Gems quotes at the front of the magazine
- - irritating. Get rid of them!
-
- //// Sometimes you are a little bit biased..
-
- //// That the computer related material has dropped to almost NUL.
-
-
-
- C. Please complete the following sentence. "In the next year, I
- would like to see AEO cover...."
-
- //// More German hardware such as the PAK3, Multi-Board, VOFA 4000,
- etc. This is where the exciting hardware is coming from, please keep
- up with the news.
-
- ////More stuff about atari computers, especially falcon, since I own
- one.
-
- //// Jaguar, hardware and software reviews. I rely heavily on what
- your gifted reviewers have to say about products that are available.
- Developer interviews. The Janus board (the ST-PC emulator). Keep
- including those game cheat codes!
-
- //// In the next year, I would like to see AEO cover......ohh umm
- ahh. You pretty much cover much of what I want to know. But one thing
- I would like is more screen shots of games being developed, such as
- Rayman (who doesn't?), or provide ftp adresses where they can be
- found.
-
- //// I wish I could meet and talk with the people you get to work
- with. Any chance of a conference on AOL sometime? (hint, hint, hint)
- [Editor: Not until they issue Atari online software.]
-
- //// Jaguar, Jaguar, Jaguar!!
-
- //// Interview at least one developer per issue.
-
- //// the Windows platform. [Editor: As soon as Microsoft releases
- Windows 95 for Atari, we will. ;)]
-
- //// I'd like to see AEO try to get more info from the third party
- developers about their products, mostly for the Jag but also the
- computer lineup.
-
- //// TOS TOS TOS TOS TOS TOS
-
- //// Pretty much more of the same, except less game console related
- stuff...
-
- //// ... The Jaguar like no mag has done before. :) Have a GREAT year!
- P.S. I loved your current issue of AEO, I vote it was best issue of
- 95! :)
-
- //// what Atari and the Atari user community is up to, the latest
- Jaguar, Lynx, Falcon, TT, ST and Portfolio products. I would also like
- to see more coverage of the major Atari computer shows that continue
- to take place here in the States and in Europe.
-
- //// commercial software reviews, CD Rom coverage, and most
- importantly, more focus on the computing environment.
-
- //// Atari's continuing struggle to get the Jaguar into the
- mainstream of gaming.
-
- //// Jag games as soon as you can get the dirt on em!
-
- //// How to setup and use the LYNX line-oriented WWW browser on an
- upgraded 1040STe, also DIY hardware upgrades!
-
- //// More developers and rumours and neat stuff like that. Uhm...
-
- //// I'm glad to see -occasional- news from the outside computing
- world. I wish that to continue (though let's not make this a DOS or
- Mac magazine!) [Editor: No worries, mate!]
-
- //// I would also like to see a review of Atari Print magazines. An
- ongoing review of Atari "Classic" games would be nice. There are a lot
- of inexpensive games available now which are old, but still good.
-
- //// Atari's computer line a little more.
-
- //// releases of software for the Atari computers (STs, STes,
- Falcons, TTs). Even many shareware products are worthy of reviews, as
- there have been some excellent releases that I've stumbled on, which
- weren't reported or reviewed here or elsewhere. Hardware releases
- should be considered as well.
-
- //// more focus/interview articles on Atari developers and other
- Atari movers and shakers. Also more software/hardware reviews, tips,
- and applications. I'd be interested in reading about customized Atari
- computer set-ups. You know, hot-rodded, re-cased, lots of peripherals,
- and what they do with them after going through all that trouble.
-
- //// Thanks for keeping up the good work! We really do appreciate it.
-
- //// In the next year, I would like to see AEO cover Atari's takeover
- of the videogaming industry as well as a strong surge in stock price
- :). Seriously, keep up the great work--more interviews with developers
- and Atari employees (maybe with the Tramiel brothers).
-
- //// More computing and less gaming...
-
- //// International Atari activities (i.e. things that happen in
- Europe)
-
- //// Any other interesting news concerning computers, like what Star
- Trek episode does Bill Gates like the most etc.
-
- //// ummm... more stuff on Jag II, uncovering Atari's secrets (with
- exclusivity of course) and a graphical issue (non-ASCII based)
- complete with screen shots, developers pictures, trade show
- pictures... Maybe something cross platform using MacDocument Maker
- (see Inside Mac Games for a good example).
-
- //// Interviews with major Atari executives giving us a view of where
- the company is headed;
-
- //// Maybe come out more frequently as a smaller issue; each issue
- doesn't always have to have all columns. Sometimes, I don't finish
- reading an issue until after the next one comes out!
-
- //// All news about the corp., the Jaguar, the ST's (got one), the
- falcon, the milan (or whatever new computer).
-
- //// If AEO doesn't change I can't say I'll be all that bothered!
- It's great as it is.
-
- //// more Interviews more online conferences, more Jaguar Infos...
-
-
- --==--==--==--==--
-
-
- ||| The Unabashed Atariophile
- ||| By: Michael R. Burkley
- / | \ Delphi: MRBURKLEY GEnie: M.BURKLEY1
- -----------------------------------------------------------------
-
- This issue's review is going to be mostly a look at more of my
- favorite PD and Shareware Games (and a few utilities). I've not had a
- chance to review many new programs (and there have been a lot of
- them!) because I've been too busy compressing my collection of PD
- files. Have you ever had to ZIP compress nearly 11,000 programs and
- files? I haven't... yet... but give me another three or four days and
- I'll have joined that rarified group. (Has anyone else ever done this?
- Probably not!)
-
- In doing this I've gained a new appreciation for my Atari STE (with
- Geneva, NeoDesk, a T-25 accelerator board, 2.1 Gig hard drive, and
- host of other easy-to-use utilities). The reason for this new
- appreciation is that I've had to do all of this work on a 486DX 80MHz
- machine with Windows 3.1 installed (for a variety of reasons connected
- with the two volumn CD my wife and I are putting out). In the past
- I've wondered if I've been missing out on the ease which Windows
- brings to the computer world. Friends tell me how great it is with
- Windows.
-
- Well, now that I've been using this 486DX for over a week I can say
- that TOS (and NeoDesk, UIS, Maxifile, et.al.) is SO much easier and
- feature filled than Windows. Simple things like moving files from one
- directory to another are difficult, and finding the total size of all
- the folders and files within a folder is impossible (at least no one
- online or at computer stores can tell me how to do it). STZIP v.2.6
- has a much nicer interface than the ZIP program I am using on the PC.
- About the only advantages I can see is the speed of the processor
- (which is _fast_) and the graphic capabilities (which I don't need to
- compress files!).
-
- Maybe someday I'll get my own clone computer, but I'm not looking
- forward to that day (I'll still be "The Unabashed Atariophile" even
- then)! Thanks for all of your encouraging notes about my articles.
- Keep up the good work!
-
- On with my descriptions.... These are some of my favorite utilities.
- I've recommended them before to you, but I'll do it again! You'll be
- able to find them on a wide variety of online services, commercial and
- private. Since I am just pulling these descriptions out of my archives
- I don't know where I found them in the first place.
-
- [] SILKMOUS is SilkMouse v.3.2 by Mark Slagell (dated September 22,
- 1993). YOU CAN QUIT READING THIS DESCRIPTION AND JUST GET THIS
- FILE!!...Now on with the description! It is another upgrade to a
- uniquely smooth, fast, well-behaved mouse accelerator that also
- incorporates a great two-stage screen saver. Run from the desktop or
- the AUTO folder, SilkMouse is the most usable, most highly
- configurable mouse accelerator available. Have you ever found that
- when using a mouse accelerator that you can no longer use the
- Alt-arrow key combination to move your mouse pointer about? SilkMouse
- doesn't interfere with that at all. The two-stage screen saver is one
- that darkens the screen after a set period of time (fully
- configurable), but which allows whatever is on the screen to still
- remain visible (he has now updated this to allow the two stage saver
- with the mono screen as well). After a longer period of time the
- screen completely darkens. I like that feature. The accelerator may be
- configured through a CPX module or an .ACC (both supplied). One (of
- many) feature is that you can make any program hold its final screen
- before exiting. This is very handy for those programs which flash a
- screenful of text before you in one-tenth of a second and expect you
- to read it! This program used to be Shareware (I registered, and don't
- regret it!), but Mark is now giving it away (I still recommend that
- you send him some money as an encouragement). Color or mono.
- ST--Falcon/ MultiTOS compatible. I HIGHLY recommend this program. I
- think that if you try this for an hour you will never want to use any
- other mouse accelerator!
-
- [] MDISK694 is M-Disk v.6.94. JUST GET THIS FILE! This is an excellent
- .ACC reset proof (or not - you choose) RAM disk. I use this program
- every day (it's how we copy Suzy B's Software disks). It does A LOT!
- M-Disk provides you with:
- - a sizable removable multi-function ramdisk
- - a floppy disk copy program (with virus detection logic which
- Prevents viruses being transferred!)
- - It will format _and_ copy a RAM disk to floppy in 120 seconds--
- which is as fast as most format options, and yet retains all verify
- features (THIS is Wonderful!--the previous program we used took
- 180+ seconds!).
- - a fast disk "wipe" option
- - a fast ramdisk load/save program
- - a harddisk backup/restore program
- - a PS/2 compatible floppy disk formatting program; and
- - a boot sector virus destruction program
- - a "reverse" formatter, starting at a high track # going down to 1
- (this can save some of your data if you mistakenly start a
- format)
-
- MiNT and MultiTOS (KAOS, too) compatible. ST--Falcon compatible.
- Extensive docs that do a very good job of explaining even the little
- details of the program are included. I have now moved this file into
- the "boot up with" category. Excellent!
-
- [] MB49BIN is MasterBrowse v.4.9 by Michel Forget of Electric Storm
- Software (dated January 1, 1995). Master Browse is an EXCELLENT
- program which completely replaces the desktop's SHOW routine for any
- ST--Falcon. It will allow you to search, mark blocks of text (a new
- easier way to do this in v.4.5), cut and paste using the Atari
- Clipboard, print out your selected text(s) in a multiplicity of ways,
- and piles more features (in part the docs are so extensive simply
- because there are so many features! If you want a text file viewer to
- do something, this probably already has that feature!). MasterBrowse
- can be configured to call an alternate viewer for special types of
- files, such as pictures or sound files. It is _Fast_ and smooth, and
- can take full advantage of GDOS/SpeedoGDOS, the features of MultiTOS,
- MultiGEM, Mag!X, and Geneva, as well as the alternative desktops such
- as NeoDesk, TeraDesk, and Gemini.
-
- Another nice feature is that MB supports Peter Seitz' View Protocol,
- which allows other programs to instruct MB to display a file instead
- of using their own default viewers. A REALLY nice feature new in this
- version is that MB will emulate the TOS 1.4 Item Selector for all of
- you TOS 1.0 and 1.2 users out there. Keyboard (he deleted the user
- configurable feature in this version, but it will be coming back in
- the future) or mouse controlled. Online help (using the ST-Guide
- .ACC). It has an easy-to-use installation program. Shareware ($15).
- SUPPORT SHAREWARE AUTHORS! (If you register this program you get a $5
- credit from Suzy B's Software). Color or mono. This will work on
- floppy or hard drive systems.
-
- I uncompress a lot of files, so here are my favorite compression
- utilities...
-
- [] LHA310 is LHarc v.3.10 by Christian Grunenberg (dated May 25,
- 1994). Termed "The Faster Than Light" compression/uncompression
- utility this LZH compatible (lh-0 to lh-5) is in my opinion the best
- LZH compression/uncompression utility available. I haven't found any
- LZH files which it hasn't been able to uncompress, even those
- compressed on other platforms. It is extremely fast, both in
- compressing files and in uncompressing them, is almost as efficient as
- ST ZIP v.2.6, and now comes with an easy to use GEM shell (all in
- English) compatible with Geneva. You can even make self-extracting
- files using an included utility! This archive contains both English
- and German programs and "THE EXPLORER'S GUIDE TO LHarc" by Alan
- Kennedy as well as German docs. Color or mono. ST--Falcon compatible.
- Shareware. This is definitely a recommended program.
-
- [] DCX220C is the newest version of DC Xtract v.2.20c by Paul W. Lee
- (dated July 23, 1993, but just uploaded Sept. 1994). This formerly
- commercial ("bought through a store") program is now commercial
- SHAREWARE ("paid for because you are honest"). DC Xtract is a
- Wonderful archiving utility. I thought it was great when I bought it
- as a part of DC Utilities, and I can see it's even better now. Now
- this handles all of the newest ARC, LZH, ZIP, and ZOO formats. I
- recommend this program to you! It's great! One feature I like is that
- the program will automatically choose the correct compression/
- de-compression routine based on the name of the file you are
- manipulating. Another is the graphical progress report you get as you
- compress/uncompress your files (it makes everything seem to go
- faster). Mouse and/or keyboard controlled. Docs included. This program
- is now TOS 1.0 compatible. But see below concerning problems with
- this version.
-
- [] DCX22B is DC Xtract v.2.20b by Paul W. Lee. This is not the newest
- version, nor is it TOS 1.0 compatible, but I'm still including it here
- because there is a bug in the LH5 routine of DCX220C, the latest
- version included on this CD. Actually, if you don't select the LH5
- option on DCX220C you will be fine. Sometimes when selecting the LH5
- option in that version you will actually end up with a larger file
- than one produced by this file. So...now you can choose! This formerly
- commercial ("bought through a store") program is now commercial
- SHAREWARE ("paid for because you are honest"). DC Xtract is a
- Wonderful archiving utility. I thought it was great when I bought it
- as a part of DC Utilities, and I can see it's even better now. Now
- this handles all of the newest ARC, LZH, ZIP, and ZOO formats. I
- recommend this program to you! It's great! One feature I like is that
- the program will automatically choose the correct compression/
- de-compression routine based on the name of the file you are
- manipulating. Another is the graphical progress report you get as you
- compress/uncompress your files (it makes everything seem to go
- faster). Mouse and/or keyboard controlled. Docs included.
-
- [] STZIP26 is STZip v.2.6 by Vincent Pomey (dated April 27, 1994).
- This version fixes a number of bugs that crept into v.2.5, so get this
- file! This is one fantastic compression utility, and he keeps on
- making it better! ST ZIP is cross plaform compatible with PKZIP 2.04
- (from the MS DOS world), and the Unix Info-Zip programs Zip 1.9/Unzip
- 5.0. Using an excellent GEM interface (with keyboard hotkeys), it
- compresses as well or better (!) than the newest LZH utilities. This
- version is MultiTOS and Geneva compatible, allows up to 65536 files in
- a zip (given adequate memory), allows you to extract files to a
- corresponding folder automatically, now supports Unix's Info-Zip, and
- much more. This file includes a program that creates self-extracting
- archives, and a small, stripped down version (a real memory saver)
- that is accessed only through a command line interface. I highly
- recommend this program for any of you who deal with .ZIP files. Docs
- included. Color or mono. ST--Falcon compatible.
-
- Here's my bug report: I find that even with 2 meg+ of free RAM some
- large archives with multiple files fail to uncompress. I get an
- "insufficient memory" message. The trouble is that this is not
- consistent from file to file! Some huge files uncompress file while
- some others don't (it seems more to do with the number of files in the
- archive than in their size alone). If I reboot to get almost 4 meg of
- RAM free I never have this problem. When that happens I generally use
- DC Xtract v.2.2b (DCXTR22B) to uncompress the file or I uncompress it
- bit by bit (which is a pain). Nevertheless, I think this is a "must
- have" program. PostCardWare (Come on! Brag a bit and send him a
- postcard showing the sights of where you live!)
-
- On with the other utilities (some just for fun, too!)
-
- [] SIREN3 is Siren - It's the Cops! by John Eidsvoog (it's gotta be
- good if one of the CodeHead's made it!). SIREN3 is an accessory which
- periodically sends a little police car driving across the bottom of
- your screen, complete with siren and engine sounds. Who wrote it first
- is not knows, by JE has rewritten it with a vengence. It now works in
- both color and mono, registers like a normal accessory, and is user
- configurable as to the time in which it appears. This is a fun .ACC,
- especially when you sneak it on to a friends boot disk!
-
- [] MARCEL23 is an update (features added, bugs squashed) to the
- GEM-based Marcel Word Processor v.2.3.4 (dated July 26, 1994). Marcel
- has loads of features, like auto-reformatting, instant-access writer's
- note pad (saved with file, but not printed or exported), easy
- accented-letter entry, easy keyboard selection of clauses, sentences,
- and paragraphs, word erase, and hundreds of other features, many not
- found in other word processors. You can import text from all sorts of
- programs, from ASCII, 1st Word/WordWriter, ST Writer, WordPerfect
- v.4.1, and Rich Text Format (RTF) (and export in 7 or 8 bit ASCII,
- RTF, and 1st Word), you can select and see various type styles
- (italic, bold, etc.) right on screen, mark blocks, scroll through text
- (very fast!), auto-reformat your paragraphs, easily select
- pre-installed page designs (like letter, legal, business, term paper,
- etc.), insert date and time into your texts and much more.
-
- Spell checking (the American and British dictionaries are described
- below, and now you can add your selected words to them!), printing (in
- a wide variety of printers including Epson and compatibles, HP
- LaserJet and InkJets, the Atari Laser and PostScript), and literally
- 100's of other features. Marcel is an excellent program with a very
- nice "feel." Tutorial included. Color or mono. Not limited in any way
- from the registered version (you get the manual and free support on
- registering (only $10 in North America, and you get a $5 coupon ).
- Requires at least 512K of RAM (1 meg recommended), a DS disk drive (it
- works great on a hard drive, too!), and a ST med. res. display or
- higher. Any ST-Falcon, MultiTOS and Geneva compatible. Check this one
- out!
-
- [] ACCENT by Ken Badertscher is a program that adds a little spice to
- your text files... Accent takes a text file and regurgitates it to
- appear as if it were being read with whatever accents are specified.
- It will run from the desktop or from a shell. From the desktop you are
- presented with a dialog with icons representing the various options,
- and have your choice of writing to the screen, to a disk file or to
- your printer. The accent options are: -J(apanese) -C(hinese)
- -G(erman) -I(talian) -P(ig Latin) -K(cocKney) -S(tutter) -L(isp)
- -D(nerD) -O(bscene/censored) -R(andom) and -N(pass Nroff commands).
- Here's an example (from Pig Latin): Accentway akestay away exttay
- ilefay andway egurgitatesray itway otay appearway asway ifway itway
- ereway eingbay eadray ithway ateverwhay accentsway areway ecifiedspay.
- Itway illway unray omfray ethay esktopday orway omfray away ellshay.
- Omfray ethay esktopday youway areway esentedpray ithway away ialogday
- ithway iconsway epresentingray ethay ariousvay optionsway, andway
- avehay yourway oicechay ofway itingwray otay ethay eenscray, otay away
- iskday ilefay orway otay yourway interpray. Jefferson Modula 2 source
- code included. This program is a riot! Color or mono. Docs included.
-
- [] OCULT32B is Ocultar v.3.02b by Carl J. Hafner (Dated June 10,
- 1994). Ocultar can best be described as an all in one bootup utility!
- It not only allows you to restrict access to your system through the
- use of passwords (with up to 10 seperate users!), it also allows you
- to choose from up to 40 different bootup configurations! Simply press
- a key and Ocultar will activate and/or deactivate any auto programs
- and accessories, copy any DESKTOP/NEWDESK.INF files, delete any
- unneeded files, copy up to 8 extra files per setup (320 total), plus
- more!!! You can even configure Ocultar to display either a DEGAS or
- NEOCHROME picture at bootup. A special accessory is also included in
- the event someone tries to bypass Ocultar Security itself !!!
- ST/STe/TT compatible in ALL resolutions! I liked this program so much
- I registered it, and use it everytime I boot up. Shareware. Docs
- included.
-
- [] ORACLE_D is Delphi Oracle v.1.00 by Paul Lefebvre (dated Sept. 14,
- 1993). I use this program every day (registered, too!). If you have
- STalker and you use Delphi, then you should have this BackTalk Script
- that automates Delphi. Using this script you can get and send mail
- messages, read and reply to BBS conversations, and download
- files...all in the background, and all while you are asleep in bed (if
- you wish). It is very easy to set up and configure. If you have STeno
- (another excellent program) this script will take full advantage of
- its power. This Shareware program is worth getting (and registering -
- I have). Requires STalker 3.0x or higher (and since STalker works on a
- Falcon this should as well). Detailed docs included. (See ORACLE_G for
- the GEnie specific script).
-
- Now, on to the games! First of all, two of my favorite games - which
- only work with TOS 1.0! I would REALLY LIKE someone to write all TOS
- compatible versions of the below two programs! They are really
- excellent!
-
- [] LUNRLNDR is a wonderful game! Lo-rez color only. TOS 1.0 only
- (sorry!). If you have TOS 1.0 and a joystick get this (a color monitor
- helps as well!). You try to land your Lunar Module on the Moon at a
- variety of landing sites. Three levels of difficulty. This is a very
- challenging game. Enjoy!
-
- [] RIPCORD is a fun game. An airplane drops you out and you fall until
- you open your parachute (you keep falling if you don't open it -
- splat!). The object is to land on target. A simple, but quite
- challenging game. I like it. Color and TOS 1.0 only.
-
- [] 3_SHOOTS by Juergen Reichenwallner of Bavaria, Germany are three
- shoot-em-up low res joystick controlled games. They must be run from a
- floppy. These are all scrolling type games, each with a separate and
- distinct theme. GALACTIC concerns space battles (the aliens are
- dropping down on you and you blast them away - like Space Invaders,
- but more advanced), HUNTING is a Duck Hunt clone, and RIVER is a
- rescue mission with a military theme (much like Swiftar). These are
- will done, and will keep your interest for quite a while. Docs
- included.
-
- [] AKS by A.K.Schiebereien and S.B.Werninger is a mono only puzzle
- program that will provide you with hours of challenging puzzles (I
- have this from the English docs by D.A. Brumleve, the noted ST
- programmer!). You must shove barrels around a warehouse and place them
- in the proper locations. It is much like Chip's Challenge.
-
- [] ANDURIL is a very nice game. You use the keyboard to control your
- movements as you fly through a maze, picking up treasures along the
- way. Mono only. Instructions included in game.
-
- Even though I just reviewed the following program last issue, I _like_
- it!
-
- [] ASTR_ST is Asteroidia ST for all ST/STe/TT/Mega STe users, by David
- Munsie. This is one of those "must have" games. It's the best
- Asteroids style game I've ever seen. If you don't know what that is
- I'll tell you (I'll tell you anyway!). You fly around in near-Earth
- space trying to destroy all the asteroids that are heading towards
- home. You'll also have to contend with little alien thingys that want
- to destroy your ship! Zap them all with your energy cannon. The
- rotating 3D asteroids are astounding and the debris when you blast
- them are cool (and sometimes dangerous!). The sound effects are
- excellent (and on the 2 meg+ STE/TT you can use the separate ASTR_DMA
- file to get even better sound) and the background picture of the earth
- is beautiful.
-
- This takes advantage of my accelerated STE for faster and smoother
- play, and exits cleanly back to the desktop. STE owners can use the
- Jaguar joypad for control, everyone else uses the standard joystick
- (note: if you are using the joystick don't select the Joystick/Joypad
- option or you won't be able to do anything on the computer until you
- re-boot). Shareware with docs and registration information included.
- Until you register you only get one life per game. Any color res.. I
- recommend this game!
-
- [] BALLER is the BEST cannon game around. You choose your castle, the
- amount of powder you put in your cannons, how you will spend your
- money (to buy more powder, shells, guns, oil wells, men, etc.). The
- wind varies with each turn. You may play against the computer or a
- human opponent. The object is to hit the King in the other castle.
- Unfortunately the game is in German, but you can figure it out - I
- have (but then again I'm brilliant [modest, too]). Mono only.
-
- [] BLOCKADE is one of my favorite games. The object is to completely
- uncover a background picture within a stated time limit. Not hard,
- right? Wrong. Unfortunately for you there is this little nasty thing
- (LNT) bouncing around the screen. You leave a line as you cross the
- picture. If you get to the other side before the LNT touches you or
- your line, you are OK. BUT, if it touches you before you reach your
- destination, you're sunk. You get three chances. Every time you cut
- off a section of the screen more of the picture appears, and you start
- again. I really like this one. The pictures are low res Degas pics, so
- you can change them to anything you wish. Color only. Three levels.
- STe compatible.
-
- [] BODYSHOP by F. Hundley is a program designed to help students learn
- Human Anatomy as required in most Elementary or Junior High School
- science courses. The names and locations of all the major bones and
- organs of the body are taught using both common everyday terms and the
- more technical medical terms. You can "learn the parts" or "build the
- body." This is both a learning experience and a fun game (but then
- again, shouldn't most learning experiences be fun?!). Mouse
- controlled. Color only. Docs included.
-
- [] BOING by K. Walsh of Unique Software is maze, thinking, and quick
- reflex oriented game. Using a joystick to guide your bouncing ball
- through a series of vertical mazes, you try to collect the fruit on
- each level and then leave by the exit. You must watch out for the
- rising temperature. Collecting fruit will cause it to stop rising, for
- awhile, but if it gets too hot you're done for. Extra lives and score
- bonuses can be earned by completing the bonus levels. Remember you
- have a fire button on your joystick (hint)! I enjoy playing this game.
- Docs included. Color only. TOS 1.0--1.62 compatible (at least).
-
- [] BOUNCE by Paul Bininda is a wonderful mono only game. All sorts of
- objects are dropping on you from above. Avoid them and then blast away
- at them! Keyboard or joystick controlled. German docs within program,
- but here's a hint: use "A" and "S" to move, and the space bar to fire
- (or just use the joystick, but the keyboard is faster). I think this
- is an excellent game. Works with mono emulators, too. TOS 1.0--1.62
- compatible (at least). Does not work with the TT.
-
- [] BUBBLE v.1.1 by Bob Silliker is a color or mono game in which you
- move a bubble through a room filled with obstacles - pointed
- stalagtites and stalagmites, dripping acid, stinging bees and more.
- You have a limited supply of air with which to blow your bubble along.
- Well done. I like this game.
-
- [] CLEWSO15 is Inspector Clew-So ST v.1.51 by R. Van. This is an
- excellent "Clue" type game where you play the bumbling Inspector
- Clew-So. Of course you solve the case! By asking questions and
- visiting the various rooms of the house you can find out when, where,
- and by whom the murder was committed. Color or mono. Docs within
- program. Well done.
-
- [] CLRSPACE is Colourspace ST by Jeff Minter. "In the beginning was
- PSYCHEDELIA on the C64, which begat COLOURSPACE on the 8-bit Atari,
- which led to this version, COLOURSPACE ST. COLOURSPACE was the first
- ST incarnation of the light-synthesiser concept. The basic idea is
- simple: the light-synthesiser is an 'instrument' which produces
- dynamic patterns and colour sequences under the direct control of the
- operator. The lightsynth is generally used in conjunction with music;
- it's nice to sit down and mellow out with your favourite sounds and
- use the lightsynth. It is compatible with all STs (it even runs on the
- TT). There are 20 preset Colourspace modes programmed in when you
- load up the system. To see them, press any of the function keys or any
- of the number keys 0-9 on the main keyboard. The presets show various
- Colourspace effects and the use of NeoChrome images as foregrounds and
- backdrops. Color only. Lots of interesting Docs (interesting meaning
- that the author talks about his views on Atari, Shareware (it's been
- successful at Llamatron, his company, and more). SHAREWARE.
-
- ***note***I'm trying to find out where to send shareware
- registrations for Jeff Minter's programs. He's here in the US, but
- where? If anyone can help me here I would appreciate it!
-
- [] DALEKS is a superb, excellent, wonderful program by Brian
- McClendon of Bloom County Software. Based on the TV program, "Dr. Who"
- you fight for your life avoiding the attacking Daleks. Color or mono.
- GET THIS ONE! SHAREWARE.
-
- [] DMLTN_2 is Demolition Man v.2.0 by Clayton Walnum. He's done it
- again. This man is as bad as Charles Johnson (of ARCHSHELL fame). He
- keeps on improving an excellent game!. In this color or mono game you
- play a bomb demolition expert who tries to discover where all the
- bombs are hidden without exploding any of them unintentionally
- (especially when the are under you!). There are EASY, HARD, and AGONY
- levels! Mouse controlled. You have to use your brain to win this game.
- The only trouble is is that you want to keep playing. You just know
- you'll do better the next time! Docs included. SHAREWARE. C.W. is the
- author of _C-MANSHIP COMPLETE_, the only programming manual for the
- Atari ST that teaches both basic C programming and GEM applications
- programming. Are you a POPULOUS fan? He has also written _Master
- Populous_. Finally (for now) he has written _The ST Assembly Language
- Workshop, Vol. 1_. This guy knows his stuff!
-
- [] DRIVENT is Driventure by Bob Dolan (dated Sept. 3, 1987). You drive
- your car down a winding road, avoiding running off the road by adroit
- movements of your mouse. It's interesting to see how the impression of
- speed is given by a simple jiggling of the road. The view is from
- above. Very simple animation, but you need to keep constant attention
- on the screen in order to avoid crashes. There's just enough leeway to
- keep the game playable without being boring. This is one of the
- simplest games I know of that is interesting! Color only. Docs
- included.
-
- [] DUNGEONL is DungeonLord by Patrick Maidorn. In this game you stand
- at the dawn of the 7th millenium. Mankind has stretched its power
- across the universe, and has gathered god-like knowledge and wisdom.
- Reaching out across the gulfs of time and space, the interdimensional
- company INTERSPACE sends its agents into the future and past of the
- known universe, both exploring and protecting it. But sometimes
- mistakes are made. And each time something goes wrong, a daring
- INTERSPACE agent is sent through time to repair history and save the
- universe from destruction. That agent is you! Save the planet Thago
- (very much like Earth) from the evil Lord Shrax. Penetrate deep within
- his dungeon, withstand all the monsters he throws at you, destroy the
- TimeWarp machine (accidentally left in the past by the death of a time
- agent and captured by Shrax) and return to Earth. Excellent 3-D
- graphics and digitized sounds and 10 levels to challenge you! SAVE
- your game often! Color only. At least 1 meg of RAM required. Docs
- included (1st Word format).
-
- [] FLIMBO is a playable demo of Flimbo's Quest. It is a platform type
- game with beautiful graphics and parallax scrolling. Color. Docs
- included. I liked the demo so much I bought the program!
-
- [] FOREST_F is Forest Fire by M.D. Davis. Try to stop out, douse out,
- or whatever the forest fires that are raging through your precious
- wilderness. Using your mind, your mouse and all your firefighting
- skills you can succeed. Color.
-
- [] GROOMY is a wonderful mono only game from Germany. Mouse
- controlled, you try to move your mouse pointer around the board
- collecting little somethings. The only trouble is that there are walls
- blocking you from getting those items. A bouncing brick breaker comes
- to your rescue, if you can guide it to the blocks you want broken.
- It's easy enough to figure out how to do that. You play against the
- clock and for points. This is one of those "I'll-try-it-once-more-
- 'cause-I-know-I-can-do-better" games. Docs are in German, but you
- really don't need them.
-
- [] HTSHOT18 is HotShot Checkers v.1.8 by Don Middleton. This is a very
- good implementation of the game of Checkers. 5 skill levels for the
- computer are available along with the ability to pause games and to
- edit the board. Play you and your ST. Well done and fun to play.
-
- [] JEPARDY3 is the final version of Jeopardy by Dave Burns. This
- public domain program faithfully reproduces the TV game show of the
- same name (except it's better!). It now includes a dispute key so you
- never get penalized for an answer which is correct, but misspelled.
- Four new games to play are included. This is the ultimate game for
- Jeopardy lovers. Color only. Online help included.
-
- [] KLATRIX is a Columns type clone create by Mats Hogberg of Sweden
- using STOS. In this game groups of three colored tiles fall from the
- top of the screen. By pressing the fire button on your joystick you
- rotate the tiles so that you end up with the color order you wish, top
- to bottom (you hope). By aligning three of the same color, in any
- direction, you cause them to vanish (which is the goal!) This is well
- done. Color only. SHAREWARE. Docs in Swedish (but they aren't
- necessary). I like this game a lot.
-
- [] LASRSPIR is the famous "Laser Spirography" Simulator by Chris
- Gadda. Watch as a Helium-Neon Laser beam is shot into three spinning
- mirrors and is then projected onto your screen. SHAREWARE. Docs
- included. Color only.
-
- [] LAZERBLL is Laser Ball by Mike and Ryan Slemko. I really like this
- game. It's a variation of Breakout, but with a new twist. You have to
- catch the laser beam (visible as a glowing line, either moving slowly
- [or so the authors say!] or moving rapidly). You bounce your beam back
- with two mirrors, one at the top of the screen, the other at the
- bottom. Yes, that's right! You have to reflect the beam twice! Once
- at the bottom of the screen and again at the top. No rest for you if
- you play this game! To make it more difficult there just happen to be
- various mirrors and other obstacles in the middle of the playing field
- that cause your beam to shoot off in another direction. Color only.
- Docs included in program.
-
- [] MAXTOWER is wonderful game. You begin with three towers and a
- number of differing sized rings on one of the towers. Your task is to
- move those rings to another tower, always keeping the larger rings
- under the smaller. Color or mono. Needs GFABASRO.PRG to run.
-
- [] MEGAROID is an EXCELLENT adaptation of an "Asteroids" type game.
- Using the keyboard you blast away at huge asteroids that come your
- way. You have to watch out for the alien ships, too! Lots of fun.
- Color.
-
- [] NOVA is an excellent shoot-'em-up arcade game by Arunan
- Thaya-Paran. Blast everything that moves. Don't look at the stunning
- graphics too much or you will be distracted and destroyed! Color.
- Joystick or keyboard controlled.
-
- [] OTRPLACE is OTHER PLACE v.1.2 by Jonathan Corey using GFA BASIC
- v3.5E (dated April 20, 1992). Fly your spaceship through a maze of
- caverns, seeking the jewels from the central cavern. Avoid the
- Guardians, walls, and the growing "Central Objects." Keyboard and
- mouse controlled. This is another good game. It combines both thought
- and quickness in order to achieve your goal. Color or mono. Docs
- included. This just fixes one bug from v.1.1. If you have that version
- and it works, don't get this!
-
- [] PLUTOS is a one level fully playable demo of the game Plutos. I
- really like this "oldie" game, so much that I went out and bought the
- company (opps, the game). One or two players fly their spaceships in
- this vertical scroll game. Shoot all the aliens that come your way
- (and they do come, a lot of them and fast!). Color only.
-
- [] PRFMATCH is Perfect Match, the Shareware edition by Mark Nelson.
- Perfect Match was originally distributed by Michtron, but not the
- author has improved it and released it as SHAREWARE. This is an
- educational/ fun Concentration type program in which questions and
- their answers are mixed behind 8, 16 or 24 panels. You try to match
- them up. I really like how they are displayed (very small in the
- panels and then popping up in a readable form on the side.) This is a
- very well done program. Comes with several game files. Registration
- brings you a program to make your own files and more. Get this one!
-
- [] REFLEX is a program that tests your reflexes (at least your mouse
- clicking ones). You are given five tests and your reflex time is
- determined by their average (My best was .215 seconds). The only
- problem with this program is that you keep trying to better your last
- score! Color only. Docs within program.
-
- [] RIPCORD is a fun game. An airplane drops you out and you fall until
- you open your parachute (you keep falling if you don't open it -
- splat!). The object is to land on target. A simple, but quite
- challenging game. I like it. Color and TOS 1.0 only.
-
- [] ROBIN is a wonderful program for children! Non-Violent! Control the
- mother Robin as she eats flies and gathers her children from various
- nests. She must avoid hazards such as candleflames and spiders. The
- game was designed by Juergen Reichen-wallner, and the graphics are
- absolutely outstanding! Highly recommended for ages 3 and up. Color
- only. Docs included.
-
- [] ROBUGS13 is Robugs v.1.3 by Brad Heide (Dated March 14, 1992).
- Robugs is a fascinating game where you design and build miniature
- robots out of simple logic components. The robugs (i.e., robots)
- interact on a 2 dimensional playfield which you the player also design
- (include all sorts of great functionalities!). There is no score or
- goal to this game. The purpose is to have fun designing and watching
- your own robug worlds live, die and change. In addition, you can learn
- a little about simple binary logic. GEM based. Color or mono. Docs
- included. ST/STe/TT compatible.
-
- [] ROCKFALL is Rockfall by Jason Brasier with Philip and James Brown
- using the Devpac 2 assembler. Rockfall is a game based on the classics
- Boulderdash and the Repton series. Collect all the diamonds without
- having the boulders crash down on you or trap you. Watch out for the
- monsters and the pulsators. Lead them into traps or crush them with
- falling boulders. Some of the diamonds are hidden away. Find them ALL
- or you will be stuck on that level FOREVER (or at least until the game
- timer runs out!). Five lives per game, 48 levels (all are possible to
- complete!). Color only. Docs included. Joystick controlled. Well done.
-
- [] SENSORI by Michael Fordermair, Alex Metz and Eric Thoner of Magic
- Soft. This program is a fancy version of Super Simon where you hear a
- tone and see a colored panel flash. The object of this game is to
- remember the order the tones and flashes occur and repeat them back.
- Color only.
-
- [] SEX might have been programmed by someone who thinks that sex is a
- FRUSTRATING thing! Or so I suspect it since this little joke-on-you is
- very frustrating. It doesn't bomb your system, so don't worry. It
- just communicates an inappropriate message and fools around with you.
- Color or mono.
-
- [] SHERLOCK is a color or mono game in which you are Sherlock Holmes,
- the famous sleuth. You are asked to solve a murder case that happened
- in the house you will see laid out on the screen. Ask all people where
- they have been at different times, on what time they've seen the
- murdered one at last, etc. Can you solve this mystery? There are over
- 270 different mysteries in this game! By Rudolf Tiemann.
-
- [] STARBATL is the first game on the ST that I played. It's a fast
- paced, keyboard or joystick controlled "shoot-'em-up" game. Different
- screens of dastardly aliens drop bombs on you while you shoot at them.
- You try to avoid their bombs, and they dash around the screen avoiding
- your shots (but they move in predictable ways!). Color.
-
- [] TAKETWO is a very interesting game by Marco Feikert (dated April
- 1990). You are presented with a board much like Mahjong (the Chinese
- tile game, see the DRACHEN2 and DRACHNM2 in this listing). In this
- game in order to remove the tiles they must be touching or able to be
- connected by a line which bends once or not at all. Color only. This
- is another game that you say, "I'll try it once more..." Color only.
- Limited docs in game.
-
- [] THNKWORK is a mind stretching, stimulating game. You are a little
- person pushing balls around a maze towards a storage area. Don't push
- them against a wall where you can't move them again! Excellent
- graphics, keyboard or joystick controlled. If you have seen Chips
- Challenge, this game is somewhat like that (a simplified version).
- AKS, found in our catalog, is a mono game based on similar principles
- (though an entirely different game). Color only. Recommended.
-
- [] WHEELV2 is a series of programs (shareware) that allow you to
- create and edit puzzles, and play an adaptation of the popular game of
- Wheel of Fortune. This is a well written adaptation. Lots of puzzles
- included. Color monitor required.
-
- [] XENON_II is an excellent, playable demo of the game Xenon 2,
- Megablast, by the Bitmat Brothers. "Fly" your submarine through an
- alien sea, blasting away at the sea creatures who are, in turn, trying
- to wipe you out. Excellent scrolling graphics, joystick control, and a
- two player option. Much like Blood Money, but faster paced with better
- graphics (but I like them BOTH). Color only.
-
- [] 3_YAHOO is Triple Yahoo v.1.0 by Stuart Denman (dated March 20,
- 1994). Triple Yahoo is an excellent game! The docs say it is "a highly
- addictive multi-player GEM Triple Yahtzee game for Atari ST/STE/TT and
- Falcon Computers." I would tend to agree! It supports digitized DMA
- Sound (over 130K of sound files included), 3D buttons, SPEEDO/GDOS
- fonts, and colored icons if available. Works in ALL resolutions and
- all color modes including graphics cards. It also runs under MultiTOS
- and Geneva. There are a _multitude_ of features available in this
- game. The documentation is superb (I wish more authors would do even
- half as well). Recommended! Shareware.
-
- [] ABOMB is Abombinaball, a fast paced and infuriating puzzle game by
- Martin Brownlow. The game has no plot, which is good, but it consists
- of fifty levels of brainbending puzzles. Each level is made up of a
- series of tiles, which more often than not make up a crude picture.
- Most of these tiles will disappear when you jump off of them. On some
- tiles there are bombs, and the aim of each level is to defuse all the
- bombs by landing on them. The only problem is you can only defuse a
- bomb while it is "counting down", and only one bomb can count down at
- a time. In short, you have to collect the bombs in the right order and
- before its timer runs out. Things get a little hectic! One nice thing
- is that every fifth level you are given a password so you don't have
- to start all the way back at the beginning. If you like the game music
- you can save it to disk in .MOD format (what a great idea!). Color
- only. Joystick controlled. Docs included.
-
- [] ACCGAMES is the Desktop Entertainment Pack - Volume 1 by G.A.
- Szekely. It contains three .ACCs (or rename as .PRG) for the ST--TT
- computer. Each game was designed to appeal to children between 5 and
- 13 years of age (but I like them, too!) They are: Puzzle Slide where
- the player tries to put fifteen sliding tiles in alphabetical order
- (single person), Tic Tac Toe, and a variation of the board game
- Othello called Flip Flop (TTT and FF are two player games, with the
- option of having the computer be one or both players). Color or mono.
- Docs included. Shareware.
-
- [] BATSUB from Batsoftware is a multi-level SeaFox clone with sound
- (dated 1993). I like this game because it involves some brainwork as
- well as quick reflexes. Move your submarine throughout the sea using
- either your joystick or keyboard. Fire torpedoes to sink the moving
- ships (of various sizes) on the surface. The smaller the ships the
- bigger the points. Also the lower you are in the sea the higher your
- score. Of course, you must avoid the fish _and_ the depthcharges!
- Color only. Online docs. STE--TT compatible (at least).
-
- [] CALLFIX is v.1.00 of a "get this one!" program by Tom Nolan (dated
- July 29, 1992). I say that because CallFix allows some old software to
- run under newer versions of TOS (2.0x and above). If you get a crash
- when you run an old program that used to work, and you have a new TOS,
- CallFix may be for you. Just run it from the desktop or from your AUTO
- folder and then run your errant program. It just might work again! In
- old versions of GEMDOS, some registers were preserved across calls.
- Some programmers relied on this, even though Atari said not to. Now
- things have changed, and these programs crash. CallFix preserves
- registers d0-d2/a0-a2 on the stack. Color or mono. Not TT compatible.
- Docs included.
-
- [] COPNROB2 is the complete Cops and Robbers Too (i.e., "Cops, and
- Robbers, as well") by Kevin L. Scott distributed by PAC (Programs from
- Atari Consumers). This is a two player game (there aren't enough of
- those out there - and this is a good one!). In this game you and your
- opponent are both trying to get the upper hand. As the robber you must
- find and rob five banks in the city. As the cop, you must patrol your
- city looking for the robber. The police officer has his/her radio and
- radar to help locate the robber, but robbers have resources as well
- (like a souped up car that is faster than the police vehicle)! The
- city is divided up into 32 city blocks consisting of 8 across and 4
- down. A complete city is provided for you to play with. A built-in
- editor is included which allows you to modify or create your own
- cities. Color only. Two joysticks required. Docs included. ST--Falcon
- compatible (but TT and Falcon owners may find the game playing too
- fast - use one of the programs designed to slow down games such as
- NEWSPED2 or SLOWDOWN. At least one meg of RAM required. I had this
- game when it was commercially distributed, but now it's inexpensive
- shareware (only $5!). My son and I enjoy playing it together, and I
- recommend it to you.
-
- [] CUDLEE is Cud Lee's Quest v.1.0 by Robert Dytmire (dated Feb.,
- 1993). This game is basically a platform game aimed at the younger
- generation. Use the joystick to move our hero, Mr. Cudd Lee, through
- four different worlds (of 25 screens each). You move, jump, fight, and
- explore your worlds, trying to reach the exit and move on. By
- completing the game you save the poor lit'l elves (they need your
- help!). But wait! This game is more than sheer entertainment. It has
- an educational portion as well. The game can be configured to ask you
- questions each time you open a door or move from one world to another.
- It keeps track of your answers, too, and will return again and again
- to those questions with which you have difficulty. You can use the
- simple addition/subtraction questions that are included or create your
- own questions on any topic you wish (R.D. uses it to keep up to speed
- on his Calculus!). The game also has an Adult Mode, which increases
- the difficulty significantly. Color only. Docs included. SHAREWARE
- (and one which is going to cost me some money <sigh>). ST--STE
- Compatible (at least). 512K RAM or more.
-
- [] DUNGEONZ by Ben Clark is a color only Arcade & Strategy game. The
- aim of this game is simply to guide Bertie the bouncing bomb around
- the Dungeons of Zorkrath. On his way he must collect tele-gems to open
- various portals. Only after each level is clear of gems will the
- portal to the next floor open. For each level there is a strict time
- limit so watch the clock carefully (remember, stop-watches can be a
- great help). If, however, time is running out it is possible to drop
- dynamite. In this way Bertie can blast his way through the maze,
- always remembering to stand well back! When all the gems are absorbed
- Bertie will begin to glow, it is at this point you should head for the
- exit. If you don't make it Bertie will explode and you will lose a
- precious life (oh no!). You only begin with three so be careful! Good
- graphics. It does help to read the docs! I like this game!
-
- [] ENTOMBED by Nick Concannon (dated 1991) is a very interesting
- maze/dungeon type game. It begins by presenting you with a choice,
- "Select the Tomb you Want to Die In." "Some choice," you say. Me too!
- Despite that I have really enjoyed playing this game. It's one of
- those "I'll try it just one more time" games that I like. You, as an
- small Egyptian looking man walk through the tomb of your choice
- picking up various objects that will slow your demise. I don't know if
- you can ever get out once you begin (I haven't gotten that far -
- yet!), but I suspect that you can, even though the beginning monolog
- doesn't seem to indicate that! Low rez color only. TOS 1.0(512K) to
- STe compatible (maybe TT?). Now including a doc file from the author.
-
- [] FIT_ACC is a TERRIBLE puzzle .ACC!! The name of the .ACC file is
- HAVEAFIT.ACC and it's aptly named! It gives me FITS by providing me
- with twelve blocks representing the twelve possible shapes you can
- make with five square blocks (using all of them each time). Then, by
- using your mouse you try to place these blocks in a 5 by 12 square
- grid, not leaving any space free. It's impossible to do (I'VE never
- done it!) and yet... there are 2339 different ways of positioning
- those blocks so that they fit in that rectangle (I don't think I am
- exaggerating here - I remember reading an article in "Scientific
- American" on the topic and in a book by Arthur C. Clarke, "Imperian
- Earth"). ST--TT compatible. ST low, medium or high, but not any TT
- resolutions. Don't try this unless you have LOTS of time available.
- Excuse me while I try it again!...
-
- [] GNCIPHER is GNCIPHER - CHALLENGES FROM THE CRYPTO by The Good News
- Software Co. It is a phrase decoding game which is mouse driven and
- comes with a large library of pre-entered phrases called CIPHER
- CHALLENGES (500 of them!). This is an excellent and challenging game.
- You have to decide, based on letter frequency and position, which
- letters represent the correct letters in the uncoded phrase (sort of
- like "Wheel of Fortune" with clues--for example FIID might represent
- TOOL - of course you could only find that out from a larger sample
- which is why phrases are used instead of words). You will find that
- some of CIPHER CHALLENGES vary from the easy to the extremely
- difficult. You can easily create your own phrase dictionaries for
- inclusion in GNCIPHER. Color or mono. Docs included. The info section
- of this program includes a concise and clear presentation of just what
- it means to be a Christian, and how to become one. TOS 1.0--1.62
- compatible (at least). SHAREWARE (with 100% of the Shareware fee going
- to registered charities!).
-
- [] GRAV2 is GRAV 2, an Excellent game by Martin Brownlow (dated July
- 27, 1992. Joystick or keyboard controlled. Grav is a "rotate and
- thrust" game, similar in concept to Thrust and Oids. Choose between
- four different worlds to "save" with multiple levels within each
- world. Allocate your resources among various weapon systems. Color
- only. Excellent graphics and sound. Joystick and keyboard controlled.
- I really like this one. Docs (along with a "mission briefing" online).
- SHAREWARE.
-
- [] HURRY_V1 is Hurry! v.1.0 by J. Peach (dated Aug. 8, 1991). This is
- an excellent, easily playable game (though _very_ hard to win!). The
- object is to place 36 shapes into their slots within a certain amount
- of time (three levels of difficulty allowed). If you don't get it done
- in time, "BOOM!" ST compatible (STE compatible with STOSFX30, see
- below). Color only. Docs included. This is another of those games
- about which you say, "I'll try it one more time!" SHAREWARE.
-
- [] ISOLA3 is ISOLA v.3.32, an excellent strategy game by Thierry
- Grellier. I like this game. You are presented with a 6x8 grid on
- which you and your opponent (either the computer or another human).
- The goal of the game is to place blocks in your opponent's path so
- that he or she cannot move (to isolate them). Of course, they're doing
- the same thing to you! I found the computer quite smart in this game
- (with four levels of game play), giving me a "run for my money" (in
- other words I lost sometimes!).
-
- One funny thing is that when you win the computer says you're a lucky
- stiff (or words to that effect) and that it just let you win to be
- nice, but when it wins it says "Honor to the winner. Shame to the
- loser." Geesh! Sour grapes in a game! You can even save and load your
- games from disk (to replay them to find out how you could have done
- better). Mouse and keyboard controlled. This file now includes 1st
- Guide, an .ACC hypertext help system (and more) by Guido Vollbeding
- for you to use with the English and French documentation (with IMG
- files detailing program features, too). I've heard about 1st Guide,
- but never have seen it before now. Unfortunately, even though the
- author of Isola mentions the docs for 1st Guide as being included,
- someone has removed them from this archive. I'll have to keep hunting
- for it. In any case, this file is worth getting both for the game and
- for the 1st Guide .ACC! Online help (with suggested moves if you ask
- for them). ST--Falcon and Geneva compatible. Color or mono.
- Uncompresses to 347K.
-
- [] MOONLORD is Moonlord ST by Clayton Walnum (the author of C-Manship
- Complete and numerous other books for the ST). This is one excellent
- game that is tough to beat (I haven't succeeded yet!). Travel about
- the galaxy, destroying the enemy fleets as you find them. This is not
- an arcade action game, rather its appeal is in the strategy needed to
- win. Find the 25 alien fleets hidden in the 144 galactic sectors,
- husband your energy levels and equipment, and make needed trips to the
- two friendly starbases (you have to find them first!). Excellent
- graphics (by Maurice Molyneaux) and mouse controlled. I like this one.
- The SHAREWARE payment is going out! Color only. St/STe/ and I'd expect
- everything else compatible. Over 190K uncompressed. Docs and an
- interesting story line included.
-
- [] MYSTERY is Mystery Mania by Steven M. Low. This game generates up
- to 32,001 murder mysteries for you to solve. There are five levels of
- difficulty (from the sort of easy to the kind that would keep Sherlock
- Holmes hopping!). You choose which mystery number to solve each time.
- The option to print out a hard copy of the mystery is present. Online
- docs. Not STe compatible. Color only.
-
- [] NEWSPED2 is NewSpeed II (dated Sept. 25, 1994) by Bruce Noonan, the
- author of ST Writer, the freeware Word Processor and its commercial
- successor, MultiWriter (and numerous other programs as well). NewSpeed
- II is a Terminate-Stay Resident (TSR) program which can be either run
- from an AUTO folder or from the desktop. It will allow you to slow
- down your computer's speed so that you can run your games at a pace
- comfortable for you. This is especially good for those games that run
- too fast on an accelerated machine. ST--Falcon compatible (but not
- MultiTOS compatible). Assembly source code included. Assembled with
- Mad Mac. Docs included.
-
- [] OZONE by Nick Harper is an excellent game in which you play this
- cute little guy with big sneakers. Guide your alter-ego throughout the
- stone mansion, gathering all the objects you find (well, you don't
- gather the monsters - you avoid them) and advance through the various
- levels. Sometimes you need to turn a switch at the start of a level to
- effect something you need at the end of the level to exit. It's back
- to the beginning if you forget! Despite what the online description
- says, the game does have sound (read the docs). Colorful, and easily
- controlled via joystick. Play from within a folder named OZONE in the
- root directory of Drive A. TOS 1.0--1.62 compatible (at least). I like
- this game, and so do my kids. Shareware. I suspect that this will work
- with 1/2 meg of RAM, but I haven't checked it out.
-
- [] OUTOFTHS is the full version of "Out Of This Word" by Vince
- Valenti of PAC (Programs from Atari Consumers). This is an excellent
- typing tutor/fun game. Playing this game places you in a ship with
- which you must defend yourself. Defend yourself from what? From those
- maniacal monster letters (and punctuation marks) which are advancing
- towards your ship. This game has three different levels of challenge.
- As you type a letter a miles-thick column of energy so raw, so stark,
- so incomprehensibly violent rages out and utterly destroys those
- letters (wups, I've been reading too much of E.E. "Doc" Smith's
- "Lensman" series! I recommend you check out the Lensman series - it's
- fun! Unfortunately you can only find copies of the books in used
- bookstores or in your library - and no - I won't sell you mine!).
-
- If you don't get the falling letter typed in time there are shields
- which can protect you to a limited extent, but don't count on them for
- long! I thought this was an excellent tutoring program, and I
- recommend it to you. It's important for kids (and grown-ups, too) to
- know how to type today. This program can make it a little bit easier.
- ST--Falcon compatible. Only 512K of RAM required. Color only.
- Suggested for ages 12 and up (though my nine year-old likes it). This
- formerly commercially distributed program is now inexpensive Shareware
- (only $5!).
-
- [] PEARL_93 is the 10 level "demo" of Super Dark Pearl by Dave Munsie and
- Majic Soft. This excellent program is a greatly expanded version of
- Dark Pearl which was uploaded last year (see DARKPERL). This game
- requires you to guide your bouncing ball (as seen from above) over a
- grid of squares and collect various objects (jewels, et. al.) and
- points along the way (there are 70 screens for you to cover in all!).
- Watch out if you miss that landing - it's a LONG way down! If you
- don't collect all of the jewels you get sent back to the beginning of
- the level to try again. Joystick controlled. This runs and exits
- nicely from a hard drive or floppy. Color only. Requires at least one
- meg of RAM. TOS 1.0--1.62 compatible (at least). Docs (and online
- help) included. This game was written in GFA Basic 3.5e with the
- M.A.G.E. (Magic Arcade Game Machine) (formerly the GP_GRAPHICS ENGINE)
- also by Dave Munsie. The upload docs say to disable screen
- accelerators, but I haven't had any trouble with Warp 9 and this
- program (or at least none that I see). Recommended. The commercial
- version of this game (how could it get better?), and nine other arcade
- hits are coming soon!
-
- [] PLAYTHNG by Michael Ferrara is a game that tests your mouse
- clicking abilities to the limit! You score by pointing and clicking
- your mouse on a highlighted Atari Fuji emblem. The only thing that
- keeps me from getting an awesome score it that the highlighting keeps
- jumping around! STe compatible (at least). 11K.
-
- [] PMJ_ENG2 is Premium Mah Jongg II (the English version) by Jens
- Schulz & Thomas Grube (dated Oct. 10, 1993). Mah Jongg is an old
- chinese board game in which you seek to remove pairs of tiles from a
- set of 144 tiles stacked in a five level pyramid. The game itself
- might be old, but Premium Mah Jongg II is anything but old. It is full
- of features, has excellent game play and graphics, and is
- unfortunately quite addictive! It will run in all ST and TT res, and
- up to 256 colors on Falcons and graphic cards. I can't begin to list
- all the features (but I'll try anyway): First of all, there are
- excellent English Docs which explain all the rules of Mah Jongg II and
- all the features of the game. Next, the program will tell you all the
- free tiles available if you wish (only in the solitaire,
- non-tournament mode). It will even check, in real-time if you have
- reached a dead end in your play (if it doesn't tell you you're
- finished then there is a matching tile SOMEWHERE!). It will repeat
- your game for you and allow you to replay your game from any point. If
- you don't like the color of the tiles or background you can change
- them!
-
- This game has a solitaire practice mode, a tournament mode, and a
- "happening" mode. The happening mode is where the game produces
- multiple copies of the exact same set of games for as many players as
- desired. These players then each play the games and the times are
- compared. The fastest player wins (and as a prize gets taken out to
- dinner by the other players!). This game is shareware, but you only
- need to pay if you get so good that you can beat the highest tourney
- level (or participate in a "happening"). Recommended. Floppy or hard
- drive installable. On a personal note I was surprised to see my name
- listed in the docs! Joseph M. Turner (ATARIPOWER7 on Delphi) and I
- were thanked for the help we've give Jens (Joseph has done much more
- than me!). Also mentioned was the fact that Mah Jongg II cannot be
- distributed by any Commercial PD company except Suzy B's Software.
- 707K uncompressed.
-
- [] VALENCY is Only! Valency by Jens Schulz (dated Dec. 24, 1994). I
- especially like Only! Valency (O!V) because it reminds me of my
- chemistry background. But as the opening screen of this game says,
- "You will love and curse this game at the same time." It sure is a
- challenge! You don't have to be a chemist to play O!V, all you need is
- quick reflexes, both mental and physical. O!V is a boardgame which
- presents you with 300 levels of molecules which you need to build
- using the atoms at hand. Unfortunately, molecules aren't nice 2
- dimensional beings. They are 3D and so are the O!V molecules. As you
- build your molecules to match the pattern goal you need to rotate your
- molecule to bring the next link into view. This gets complicated...and
- fun! Of course, the above would just be too easy, so Jens has added
- all sorts of traps and dropouts to slow you down. There are solitaire
- (without time limits) and several Tournament modes (with decreasing
- time limits) options. This excellent game will play on any ST--Falcon
- from ST Low res through VGA 640*480 16/256 colors (including CrazyDots
- and Matrix graphic cards). Keyboard or mouse controlled. Shareware.
- English and German versions included (and their respective docs). As
- with anything by Jens I recommend this.
-
- [] PSY_PIG2 is Pyscho Pig II from AnimalSoft. This is an excellent
- platform-style game. It's quite large, ending up on two disks. You
- play the role of Pyscho Pig, the SuperPig who has taken on the task on
- the task of rescuing a clutch of baby crocodile from an evil bird who
- wants to turn them into purses! Battle across four different
- landscapes gathering everything you need to save the day. Jump, float,
- fly, bounce from platform to platform, climb hills, burrow through the
- ground - in short everything you see on any "Super NES" machine is
- right here. Shareware, and well worth it. Color only. A STOS game (you
- will need STOSFX30 in the NEWGAMES category to make it compatible with
- TOS 1.62 and up).
-
- [] PUNT_II is a fun game. It's really quite easy to play (at first!).
- All you have to do is kick all the green changlings into the cages on
- each level. The only problem is that they keep moving and dropping off
- of the levels to which you kick them. Docs in text and in the game.
- Color only. Joystick controlled. ST--Falcon compatible.
-
- [] PURLOG11 is Pure Logic v.1.1 by A. Martin (dated March 1992). Have
- you ever wondered what a Vulcan like Mr. Spock on Star Trek would do
- in his Leisure Time?!? He (or she) might play Pure Logic. This Logic
- puzzle game is based on Boolean Logic and requires you to quickly
- solve eight logic expressions by deciding what values a set of
- variables takes depending on the expressions given. There are eight
- levels of play. This is one excellent game that works your brain! Read
- the excellent docs for the information you need to play the game. Play
- with up to eight players or just by yourself. Color only. STOS (TOS
- 1.0--1.62).
-
- [] RAYOID by Raymond Hill (dated Nov.20, 1992) is a SHAREWARE program
- offering three different games in one. As soon as you double-click on
- this program you find yourself in outer space, piloting a singleship
- through a crowded asteroid belt. This program is a remake (and more)
- of the program "Asteroids." Your job (in RAYOID I) is to avoid the
- asteroids while blasting them into smaller pieces. Not to make things
- complicated but you also need to defend yourself against the marauding
- aliens in their flying saucers. One part I especially like about this
- version is that your singleship has a brake. You can stop on a dime
- (wonderful!).
-
- RAYOID II pits you against another human opponent in a fight where
- victory belongs to the most skillful of the two players linked
- together either by modem or MIDI (you can even pass messages back and
- forth). The goal is simple, destroy your opponent before he destroys
- you! Blast him down! Watch out for those flying asteroids!
-
- RAYOID III is a strategy and action game for two players linked
- together by modem or MIDI. The object of the game is to conquer and
- take control of a space zone before your opponent. To do that, you
- must explore, colonize, attack enemy bases and defend yourself against
- your opponent's attacks. Keyboard controlled.
-
- RAYOID will run on any ST/STe/TT with a color monitor (RAYOID I will
- run with 512 K of RAM, the others need at least 1 meg of RAM). On the
- STe and TT it will make use of DMA sound. It can be played via modem
- (12k or 24k baud) or using MIDI cables. All the sound samples are at
- 6300 KHz and the animation is refreshed at 60 images per second. This
- program is in both English and French. I am amazed that the author was
- able to fit all of this into one program. Excellent and recommended.
- I liked it so much that I registered it! This game appears in the Suzy
- B's Software catalog by permission of the author.
-
- [] REACTION is Chain Reaction by Stephen Taylor and Colin Whitehead.
- The object of Chain Reaction is to be the only person left with atoms
- on the board at the end of the game. This game is for two to six
- players (you can play it by yourself and your ST). Try to capture
- adjoining grid cells by building up critical mass levels of atoms.
- Arrange them so they spread and blow your opponents strategies away!
- You can defend yourself by setting up blocking cells. This is another
- thinking game. Color only. SHAREWARE. Docs included (you get more
- extensive docs when you register).
-
- [] ROB is "Robert is in a fire factory" v.1.00 by Harald Siegmund
- (dated 1991). This is a game in which you are a firefighter in a
- burning factory. Move up and down the levels dousing the fires. Search
- through the building for the squares that provide you with a shield
- against the fire. Numerous levels included with the ability to create
- even more. Color only. German docs included (you don't need them).
- ST/STe but not TT compatible.
-
- [] ROBOTFIX is RobotFix by Tom Nolan (v.1.00 dated July 29, 1992). It
- is a program that will allow you to play the excellent PD game ROBOTZ
- under newer versions of TOS. Just run it from the same directory as
- ROBOTZ and you're off! Details as to why this happens and what the fix
- is (as well as some handy cheats for ROBOTZ) are included in the doc
- file.
-
- [] ROBOTZ is a fast-paced game that places you on the deep space
- exploration vessel Darwin 8. Your ship has been invaded by hostile
- alien robots. You are the last surviving crew member and you must deal
- with his disaster! The game view is from above. Move about the rooms
- in the ship destroying your foes. It's not just "blast away" though.
- This game requires thought to win. I like it! Joystick controlled.
- Color only. Docs included.
-
- [] ROBRPARS is Robot Repairs, by Kevin and Larry Scott. This is a two
- player game (there aren't enough of those out there - and this is a
- good one!). You and your opponent are fellow employees of Robot
- Repairs, Inc.. A valuable experimental robot has been disabled by a
- virus. Your job is to be miniaturized and search out and destroy these
- virus particles. You have to watch you energy level, energy surges,
- mutated virus particles, and much more. Oh yes, you and your co-worker
- don't get along and so you try to mess each other up. Remember to
- charge up at the battery! This game is a lot of fun. Color only.
- Joysticks required. On-screen docs included.
-
- [] RUNLOW13 is Run Low v.1.3 (dated July 22, 1993) by Anthony Watson
- of Mountain Software (the author of The Recipe Box and other fine
- programs). Run Low lets you run most of your low resolution programs
- directly from the medium resolution desktop! Run Low saves your
- current desktop colors, switches to low rez, and runs your program.
- This program provides you with up to five different ways of running
- your low rez programs, depending on your preferences. I especially
- like the feature of Run Low that will allow you to click on a file
- (say a GIF file), and will run the program (in this case the GIF
- viewer) that uses that file in low resolution. When you leave your
- program, Run Low switches back to medium and restores your desktop
- colors. ST--Mega STe compatible (at least). Docs included.
-
- [] SHOCKER2 by M. Hintzen and J. Verwohlt is an EXCELLENT game! I
- recommend it to you. First of all it allows two players to play with
- each other or against each other as they attempt to solve the puzzles
- in 100 different levels (via MIDI or Modem). Of course, one player can
- play by him/herself. The first ten levels are free, but after that you
- need to register to get the clues you need to continue. Mouse
- controlled, this ST--Falcon compatible game is easy to use and a lot
- of fun. I warn you, it's one of those "I'll try it one more time" type
- games. You roll your ball about the screen negotiating various mazes,
- picking up a variety of objects, and avoiding all the bad-guys. If you
- liked OXYD, then you will like this game. German or English (you
- choose). Mono only. Online help and documentation included. You need
- to uncompress this to a hard drive or 800K floppy (788K uncompressed).
-
- [] SLEUTH is Sleuth by Gary Neal. This "whodunnit" mystery pits you,
- the famous detective, against a houseful of guests, one of whom killed
- Sir Harry Grimley. Can you solve the mystery? Only time will tell!
- Over 300 different endings! Color only. Docs included. This must be
- run from a floppy from within a folder SLEUTH.
-
- [] SOSHANG is SOS HangMan v.2.02 by John R. Duckworth, the well known
- author and programmer (dated Aug 21, 1993). This is an .ACC version of
- this well-known game will now run on any ST--Falcon. Boot up with this
- .ACC (or use MultiDesk Deluxe, Geneva, DC Stuffer, or Chameleon to
- load and unload at will, but you must keep the data file in your
- bootup drive). Guess the letters of the word until you die or get the
- word right! There are seven categories of puzzles (with over 400
- puzzles included): Cinema, Personalities, Literature, Television,
- Music, Toons, and Arcade. Thanks for a nice diversion John (and I like
- your taste in music, too). Color or mono. Docs included.
-
- [] STBALL16 is v.1.6 of STarBall by Dave Oldcorn. This is perhaps the
- best pinball game I have ever seen! I recommend it to you highly. The
- play area is three screens high (with three sets of flippers), and
- there's a lot of action, surprize bonuses, and much more! The scene is
- in outer space and as you play the pinball game you are forming a
- starfighter (by hitting all the objects about, gaining points, and in
- general, surviving!). The controls really work (meaning you can
- control the direction of the ball by skillful use of the paddles). The
- graphics and sound are excellent. If you have a Falcon, the game is
- even better, as it will allow you to play .MOD files in the background
- and display 50 frames per sec for ultra smooth operation (you can also
- get the 50 fps with an accelerated ST - great!). There are three
- levels of play with three amazing bonus levels and one "amazing secret
- barking mad bonus screen." This version fixes the bug when running
- from a Hard drive (on some machines), you can save your scores, and
- more. ST (even a 512K machine)--Falcon compatible. Docs included. Get
- this! Shareware. An excellent sound file for this game for STE, TT,
- and Falcon users may be found in STARBLFX.
-
- [] STFBALLS is STF Balls, by Simon Carter with Electralyte Software,
- Ltd. (the programmers of Druid, Cloud Kingdoms, and Warlock). This
- shareware game (dated 1992) gives you a simple, and yet difficult
- task. You must guide one (or more balls) around the numerous obstacles
- on the top-view screen, picking up all of the orange pods scattered
- about (in hard to reach places!), and then allowing just one of the
- balls to get to an exit. You must use "mirrors" to reflect the balls
- just were you want them to go. Excellent graphics with appropriate
- sounds (nothing overly fancy). Color only. Docs included. Shareware.
- Programmed using STOS and compatible with TOS 1.0--1.62 (at least).
- This is one of those games about which you say, "I'll try it one more
- time!
-
- [] STONDLX2 is a great game by John Hinkey! This newer version now
- works with the STe! It was one of my early favorite games! You travel
- around the board trying to eat all the cabbages while avoiding getting
- trapped or smashed by falling boulders. A one or two player maze game
- and a race against time. Docs included.
-
- [] STOSFX30 is STOS FIXER v.3.0 by Robert Quezada (dated May 10,
- 1994). This program will take your STOS programs, Run-time or
- compiled, and allow you to update them for any TOS release (almost -
- see below). It's a very handy thing to have when you have a nice STOS
- program that won't run on your TOS! In order to update programs to run
- on TOS's higher than 1.62 the original program must be at least
- compatible with TOS 1.62 (this is due to other, unfixable, problems
- with the pre-STE compatible STOS program). Once you update a program
- for your TOS it will no longer work for lower TOS versions (you can
- fix any program again for other TOS versions by running STOS Fix
- again). Color or mono. The program must not be compressed for this to
- work (so get the New De-pack v1.1 - NDP11 (in the UTILITYS category)
- by Mike Watson to uncompress any packed programs). ST--Falcon MultiTOS
- and Geneva compatible. Docs included.
-
- [] TOWERS_1 is part one of two making up Towers v.1.4, a 3D one or two
- player Dungeon Game from JV Enterprises. To use this excellent game
- you will need to order TOWERS_2 as well. If you liked Dungeon Master
- you'll like Towers. Choose from one of four characters and then travel
- through the Tower/Dungeon gathering up the supplies you find on the
- way, battling enemies who seek you out, and trying to find your way to
- the end--and to survival. The graphics are nice, the controls (mouse
- and/or keyboard) are easily used and controlled), and the sounds are
- excellent (who is that tapping on that door?). Towers will only run on
- a completely bare one meg system. Towers will run from a hard drive or
- floppy (Double-Sided only). It allows you to save and load games, too.
-
- Connect with another Atari computer using a null-modem or MIDI cable
- for dual player action (on TOS 1.04 and above you need more than one
- meg of RAM for dual player modes). People have asked, and JV
- Enterprises has listened...and worked! You wanted to play Towers over
- the modem, and now you can! If you have a Hayes AT command compatible,
- 14.4k Error Correction modem or better. Get ready to play Towers
- (ver.1.4) over the phone. This feature does require a 2 meg machine
- (actually 1.1meg) to play either the null-modem, MIDI, or modem games.
- Towers 1.4 even includes a simple text routine so you can communicate
- with your partner without two lines!! It also improves the game saving
- by allowing you to use numbers in game descriptions. ST--Falcon
- compatible. Detailed docs. Color only. Like OXYD (another excellent
- game!), you can play several levels of Towers for free, but after that
- to progress in the Tower you need to buy the manual for $15. Seems to
- be a pretty good deal! You can register Towers through JV Enterprises
- or through: Suzy B's Software; STeve's Software, and B&C Computers. In
- the UK you can register it through Goodman International.
-
- [] TOWERS_2 is is the second archive of Towers v.1.4, a 3D one or two
- player Dungeon Game from JV Enterprises. To use this excellent game
- you will need to order TOWERS_1 as well. For more information see the
- description of TOWERS_1.
-
- [] TWRPTCH4 is an archive which will allow you to patch any version of
- Towers, the 3D One or Two player Dungeon Game from JV Enterprises to
- version 1.4. Simply copy the files from this archive to your Towers
- disk. People have asked, and JV Enterprises has listened...and worked!
- You wanted to play Towers over the modem, and now you can! If you have
- a Hayes AT command compatible, 14.4k Error Correction modem or better.
- Get ready to play Towers (ver.1.4) over the phone. This feature does
- require a 2 meg machine (actually 1.1meg) to play either the
- null-modem, MIDI, or modem games. Towers 1.4 even includes a simple
- text routine so you can communicate with your partner without two
- lines!! It also improves the game saving by allowing you to use
- numbers in game descriptions.
-
- [] TREKPARO is a Star Trek parody combining elements from "Star Trek,
- The Next Generation" and the original Star Trek. It comes down pretty
- hard on The Next Generation. Fun reading.
-
- [] UK_MATCH is Match Maker by Dave Cobbledick (dated October, 1992).
- This color game is an excellent adaptation of Concentration. This
- program not only provides you with excellent graphics and digitized
- sounds, it gives you a challenge as well! You are given the task of
- finding the matching pairs of symbols that lie hidden behind a grid of
- squares. Finish one level and you are advanced to the next level
- (with lots more squares to keep track of). There are six levels with
- five "lives" in all (I've reached level three so far). Mouse
- controlled. Very well done. I recommend it to you. Written in STOS,
- and compatible with TOS 1.0--1.62. I recommend STOSFX30 (see above) by
- Robert Quezada for all of you with higher TOS versions which will
- easily adapt this program (and all other STOS programs) to your
- version of TOS. SHAREWARE.
-
- All of these files can be found on one or more of the following
- on-line services: Delphi (MRBURKLEY), GEnie (M.BURKLEY1) The CodeHead
- BBS (818) 980-6763), Toad Computers BBS (410-544-6999), and at Toad
- Hall, now the official BBS of the Boston Computer Society
- (617-567-8642) (as Michael R. Burkley).
-
- Drop me a line!
-
- Michael lives in Niagara Falls, NY. He is a former Polyurethane
- Research Chemist and is presently the pastor of the Niagara
- Presbyterian Church.
-
-
- --==--==--==--==--
-
-
- ---------------------------------------------------------------------------
- -- --==--==-- Delphi Sign-Up Information --==--==-- --
- -- --
- -- To enroll as a Delphi subscriber, modem call 1-800-365-4636. Press --
- -- [Return] until you see "Password:", then type IP26 [Return] --
- -- --
- -- Answer all of the questions, and you'll be cleared for Delphi --
- -- access in a few days. If you have questions about Delphi services, --
- -- give a voice call to Delphi Member Services at 1-800-544-4005. --
- -- --
- -- --==--==-- Delphi Sign-Up Information --==--==-- --
- ---------------------------------------------------------------------------
-
-
- --==--==--==--==--
-
-
- ||| "From a saved backup...."
- ||| By: Ron Whittam
- / | \ GEnie: EXPLORER.4
- -----------------------------------------------------------------
-
- In this column I hope to foster communication and support for 8-bit
- and ST computer owners... presenting a positive and directive
- approach. This will help to strengthen the users group base and
- encourage the executive element.
-
- If you have a question you would like me to answer, or a
- topic you would like to see covered; send me an EMail!
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// Look Who's Doing It
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- Ever wonder what kind of help is available for Atari computer owners?
- I have. I have also looked for help... and I found some. The
- following list of people and companies is in no way a complete list of
- those who support and help Atari computer users. However, if you are
- looking for help, here are a few people who are willing to help you
- with your Atari. They are Tomas Ensley, Gregory J. Kopchak, Anthony W.
- Watson, Nathan Potechin, Rod McDonald, Walter Wilson, Roger F.
- Burrows, John Hutchinson, and Melinda Turcsanyi. These nine people are
- known to frequent the Atari ST area on GEnie, as well as other
- services. They are easily accessable with Electronic Mail over the
- Internet since GEnie is connected to the Internet.
-
-
- //// Tomas Ensley
-
- Tomas Ensley supports the Atari computer owner with Retail/Mail Order,
- as a Consultant/Trainer, and General Help, Advice and Info. He works
- for CodeHead Technoloties. But in addition to working for CodeHead
- Technologies, he does installations, repairs, maintenance, trouble-
- shooting and consulting in the Southern California area for owners of
- Atari and other consumer electronics products.
-
- Internet: muse@genie.geis.com
- Phone: 818-798-5284
- Fax: 818-798-5284
-
-
- //// Gregory J. Kopchak
-
- Greg works for It's All Relative and does all kinds of support for the
- Atari platform. Developer/Programmer, Retail/Mail Order, Newletter,
- General Help, Advice, and Info. There products and services include
- CD rom support and software, Photo Show Pro - Kodak Photo CD for the
- Falcon and STe, View_PCD - Kodak Photo CD desktop viewer, Audio CD
- Master, SARA CD rom interface, Art For Kids - 'The World's LOUDEST
- Paint Program', View II, It's All Relative Genealogy Software, All the
- latest and greatest Atari specific CD discs from all over the world.
-
- Internet address: greg@genie.geis.com
- Voice Phone number: (314) 831-9482
- Mailing Address: It's All Relative
- 2233 Keeven Lane
- Florissant MO 63031 USA
-
-
- //// Anthony W. Watson
-
- Anthony W. Watson works for (or is) Mountain Software. He supports
- the Atari computer owner with his innovative development/programming
- skills. He has Commercial Products for sale. Mountain Reader II is a
- QWK/Bluewave offline message reader. The Recipe Box is a Recipe
- Database/Meal Management System. Anthony also has a host of Shareware
- Products:
-
- Easy Base - General purpose database
- Easy Go - Easy to use program launcher.
- Manualizer - Prints text files in booklet form
- Movies at Night - Animated Screensaver system
- Mountain View - General purpose text viewer
- Learn My Numbers - Educational game for children
- Pen Pal - Text Editor
- Tuzzle - Sliding Tile puzzle game
-
- Mission Software also supports the Atari computer owner with free
- sotfware for their use. His copyrighted Freeware Products include:
-
- BC Converter - File sorting utility for BB/ST
- Clipset - Clipboard definition utility
- DMA Sound - STE Digitized Sound Sample player
- Fast Arc - Archiver shell utility
- Mountain Time - Clock setting utility
- Run Low - Run ST Low programs from ST Medium
- SharpCon - Configuration Utility for Sharp JX-9500H
- S-10 Converter - Sound sample translator for Roland S-10
-
- Internet address: a.watson6@genie.geis.com
- awatson@pacifier.com
- GEnie Address: A.WATSON6
- BBS Phone Number: Bear Cavern BBS (360) 573-2054
- (Email to Anthony Watson)
- Mailing Address: Mountain Software
- 6911 NE Livingston Road
- Camas, Washington 98607 USA
-
-
- //// Nathan Potechin
-
- Nathan Potechin works hard at supporting Atari computer owners in the
- selective nitch market of Desktop Publishing. He is well known for
- supporting DMC's Calamus products. His list of products and services
- include the following (for pricing, contact Nathan):
-
- Calamus SL (NEW PROMO) Outline Art 3.0
- Outline Art 3.0 Upgrade from 1.0 S/N The Calamus Font Editor
- INVISION Elite Color Upgrade S/N INVISION Elite
- Vector Graphic Module SpeedLine Autotrace Module
- Color Separation Module PageTool
- Blend Module Brush Module
- Mount Module Bridge Module
- Mask Module Gridplay Module
- Toolbox/Clipboard Module Line Art Module
- StarScreening Module Allcurve Program
- Simple Pleasures EPS2CVG
- Kodak Photo-CD Driver for Calamus SL
- Focoltone Color Swatch Book
- Focoltone Set of 16 Color Charts
- Focoltone Color Specifier ChipBook
- Vector Graphic Clip Art Library (800+ files)
- DMC Font Catalog
- and over 2,000 Original Typesetters Fonts for Calamus
- USER to USER TIPS Volume 1
- USER to USER TIPS Volume 2
- USER to USER TIPS Volume 3
-
- Phone: (905) 479-1880
- Fax: (905) 479-1882
- Compuserve: 76004,2246
- Delphi/GEnie: DMCPUBLISH
- Internet: dmcpublish@genie.geis.com
- Address: DMC Publishing,
- 2800 John Street, Unit 10
- Markham, Ontario
- Canada L3R 0E2
-
-
- //// Rod McDonald
-
- Rod McDonald is the publisher of one of the best Atari magazines,
- supporting 5,000 Atari computer subscribers with ST Informer. Rod has
- been active with his Atari magazine since May of 1987, and will
- continue to "Keep On Keepin' On"!
-
- For those folks with a need to advertise, Rod offers a comprehensive
- media kit with a lot of the how-to needed to successfully reach
- readers in the Atari ST marketplace.
-
- Call Rod at (503) 476-0071 if you desire pricing on subscriptions or
- services offered by ST Informer Magazine, or software offered thru his
- subsidiary, A&D Software.
-
- ST Informer Magazine
- 909 NW Starlite Place
- Grants Pass, OR 97526
-
- Internet: st-informer@genie.geis.com
- GEnie: ST-INFORMER
-
-
- //// Walter Wilson
-
- Walter Wilson is an Atari enthusiast. He says he "will be for _some_
- time to come." He writes about our Atari world, from time to time. He
- writes GEnie Notes for "Current Notes," and usually does the Atari
- STRT LiveWire submissions, as well as software reviews. He does some
- programming in GFA BASIC 3.5e, particularly in supporting utilities
- for Fnordadel/STadel BBS's. He plans to soon to be using Personal
- Pascal, as well. His current programs (all copyrighted freeware) are:
-
- Accessory Swopper - double-click on accessories to dis/enable
- accessories for the next reboot.
- Desktop Dropper - double-click on different NEWDESK.INF files to
- have them copied onto the root of your boot
- drive, and then offer to reboot.
- Fnordadel Shell, - complete user-friendly shell and shell config
- program to run Fnordadel BBS and handle all
- external events (such as nightly backups and
- utility running).
- ACCessoryz - Allows useage (via a BBS door) of desk
- accessories for STadel/Fnordadel (and, possibly,
- other BBS).
- Append 3.0 - Rotates STadel/Fnordadel CALLLOG.SYS files daily
- to allow daily caller info, yet still maintain
- a complete CALLLOG historical archive.
- Killer 1.6 - There used to be no easy way for a Sysop to
- delete files from within Fnordadel/STadel.
- Now there is (door program).
- Gator Term 0.6 - Fledgling terminal program with capture file,
- dial directory, external program access, etc.
-
- Internet: st.wally@genie.geis.com
- wally.w@genie.geis.com
-
-
- //// Roger F. Burrows
-
- Roger Burrows works for ANODYNE SOFTWARE. ANODYNE SOFTWARE is a
- developer of Atari software. They currently offer ExtenDOS & ExtenDOS
- Pro, which provide CD-ROM access for all Atari systems.
-
- Internet address: r.burrows1@genie.geis.com
- Voice Phone number: (613) 523-7498
- Fax Phone number: (613) 236-9983
- Mailing Address: 6 Cobbler Court
- Ottawa
- Ontario K1V 0B8
- CANADA
-
-
- //// John Hutchinson
-
- John Hutchinson ("Hutch") is the owner of Fair Dinkum Technologies.
- His current Atari ST/STe/TT/Falcon products include Crossword Creator
- II, Word Search Creator, Puzzle Pack, The Cryptographer, and InfoDisk.
- His products are distributed exclusively through Missionware Software.
-
- voice: (505) 662-7236
- Internet: hutch@genie.geis.com
- GEnie: HUTCH
- Address: Fair Dinkum Technologies
- P.O. Box 2
- Los Alamos, NM 87544
-
- Distributor:
- Missionware Software
- 354 N. Winston Drive
- Palatine, IL 60067
- (708) 359-9565
-
-
- //// Melinda Turcsanyi
-
- Melinda Turcsanyi works for the developer and software retailer,
- MUSICODE SOFTWARE. She supports the Atari computer owners with some
- very impressive products. She also has a demo of BlackJack Plus 3
- uploaded to the Atari ST Library #10 on GEnie called JBDEMO.ARC. Her
- music orientated software includes the following (for pricing, contact
- Melinda):
-
- BLACKJACK PLUS 3 - The greatest blackjack game available! Now it's
- fun and easy to learn how to win at the game. All the features of a
- real casino. Teaches what to do in every situation. Lets users try new
- strategies, compiles results in statistical file, & much more!
-
- VOICE DEVELOPMENT SYSTEM - Custom designed editor/librarian for
- Yamaha (4-op)& Kawai K1 & K4 synths. When it was compared to the
- others, this program came out on top!
-
- GEnie Address: M.TURCSANYI
- Internet: m.turcsanyi@genie.geis.com
- CompuServe: 72060,3321
- Voice Phone number: (209) 966-3477
- Mailing Address: 40108 Highway 49, Suite C-280
- Oakhurst, CA 93644
-
- Well that's nine of the many developers working hard to keep you busy
- on your Atari computer. I hope this has been as informative for you as
- it was for me as I gathered this information.
-
- +----------------------------------------------------+
- | Speak up! |
- | If you are supporting the Atari platform, |
- | send me a brief bio and how you can be contacted. |
- +----------------------------------------------------+
-
- Until next time. . .
-
- ------------
- Ron Whittam is a Customer Support Specialist for a small software firm
- in Boise, Idaho; and the President of the Atari Boise Users Group.
- He can be contacted on GEnie (EXPLORER.4), on the Internet at
- <r.whittam@genie.geis.com>, or on ApC BBS (208-362-1790).
-
-
- --==--==--==--==--
-
-
- ||| Rare Gems
- ||| Compiled by: David A. Wright
- / | \ Internet: centaur@hartford.com
- ----------------------------------------------------------------
-
- The following are the "Rare Gems (sm)" selections for Feb. 26 to
- March 4, 1995. "Rare Gems" is a service mark (sm) of Rare Breed
- Noninc. and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM)
- Compilation copyright 1995 by same. All Wright's rights reserved.
- Each weekly collection may be distributed freely as long as this
- notice is retained. No other format may be distributed without further
- authorization. All quotes covered by "fair use" of copyright law. To
- subscribe by Internet email, send "SUBSCRIBE" in a message to
- RAREGEMS-REQUEST@HARTFORD.COM. Absolutely no one will be seated during
- the intense "hot pants" scene. --:Dave
-
- The more we do, the more we can do. --Unknown
-
- If you want to make your dreams come true, the first thing you have
- to do is wake up. --Unknown
-
- David's Three Rules of Reality: 1) The past was never -that- good. 2)
- The present is never -that- bad. 3) The future is never -that-
- certain. --Peter David
-
- Maybe someone should label the future, "Some assembly required."
- --Garibaldi, Babylon 5 episode "Hunter, Prey"
-
- Out of mind, back in five minutes. --Unknown
-
- I owed the government $3400 in taxes, so I sent them two hammers and a
- toilet seat. --Unknown
-
- I wasn't born Republican, Democrat, or yesterday. --Unknown
-
-
- ===
-
- The following are the "Rare Gems (sm)" selections for March 5 to 11,
- 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and
- David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation
- copyright 1995 by same. All Wright's rights reserved. Each weekly
- collection may be distributed freely as long as this notice is
- retained. No other format may be distributed without further
- authorization. All quotes covered by "fair use" of copyright law. To
- subscribe by Internet email, send "SUBSCRIBE" in a message to
- RAREGEMS-REQUEST@HARTFORD.COM. Will work for money. --:Dave
-
- A person's concepts should exceed their vocabulary, or what's a
- metaphor? --Unknown
-
- Sick, sick, sick - the humor of the Beast. --Unknown
-
- When your purpose in life is to entertain the gods, there's nothing
- to do but to put on a good show. --Unknown
-
- If you know what you're doing, how long it will take, or what it will
- cost, it isn't research. --Unknown
-
- 666...999 The quotation marks of the Beast. --Unknown
-
- In the beginning there was nothing, and God said, "Let there be
- light." And there was still nothing, but you could see it. --Unknown
-
- Nature knows no politics, but nature always votes. --Unknown
-
-
- ===
-
- The following are the "Rare Gems (sm)" selections for March 12 to 18,
- 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and
- David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation
- copyright 1995 by same. All Wright's rights reserved. Each weekly
- collection may be distributed freely as long as this notice is
- retained. No other format may be distributed without further
- authorization. All quotes covered by "fair use" of copyright law. To
- subscribe by Internet email, send "SUBSCRIBE" in a message to
- RAREGEMS-REQUEST@HARTFORD.COM. This copy of "Rare Gems (sm)" has been
- unregistered for 0 days. --:Dave
-
- There are no answers, only cross-references. --Unknown
-
- Truth comes as an enemy only to those who have lost the ability to
- welcome it as a friend. --Unknown
-
- First-rate people hire first-rate people. Second-rate people hire
- third- rate people. --Unknown
-
- Customers aren't always right, but they do get an unnatural amount of
- slack. --Unknown
-
- The world is round and the place which may seem like the end may also
- be only the beginning. --Ivy Baker Priest
-
- Every exit is an entry somewhere else.
- --"Rosencrantz & Guildenstern Are Dead" by Tom Stoppard
-
- A man's behavior is the index of the man, and his discourse is the
- index of his understanding. --Ali ibn Abi-Talib
-
-
- ===
-
- The following are the "Rare Gems (sm)" selections for March 19 to 25,
- 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and
- David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation
- copyright 1995 by same. All Wright's rights reserved. Each weekly
- collection may be distributed freely as long as this notice is
- retained. No other format may be distributed without further
- authorization. All quotes covered by "fair use" of copyright law. To
- subscribe by Internet email, send "SUBSCRIBE" in a message to
- RAREGEMS-REQUEST@HARTFORD.COM. Post no bills. --:Dave
-
- Fine conduct is always spontaneous. --Seneca
-
- He does not believe that does not act according to his belief.
- --Thomas Fuller
-
- Whatever I said in anger,
- Whatever I shouted in spite,
- I'm sorry I spoke so quickly -
- I thought up some worse ones tonight. --Sunshine Magazine
-
- We regret we are unable to give you the weather. We rely on weather
- reports from the airport, which is closed because of the weather.
- Whether we are able to give you the weather tomorrow depends on the
- weather. --Arab News
-
- There is just one thing I can promise you about the outer-space
- program: Your tax dollar will go farther. --Wernher von Braun
-
- I live by simple edicts - If it howls, feed it; if it cries, love it.
- --Clifford Meth
-
- A foundation is a large body of money completely surrounded by people
- who want some. --Dwight MacDonald
-
-
- --==--==--==--==--
-
-
- ||| Developing news!
- ||| Items of interest from TOS platform developers and supporters
- / | \ -------------------------------------------------------------------
- -------------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// ACE'95 in Toronto April 1, 1995
- =-=-=-=-=-=-=-=-=-=-=-=
-
- **** SPECIAL TO AEO ****
-
- "If you miss ACE'95 ... you're going to miss it all!"
-
- ******************************************************
- NEWS RELEASE 18: THE TORONTO ATARI FEDERATION PRESENTS - ACE '95!!
- ******************************************************
-
- ==========================================================
- ACE '95 *** THE SHOW OF THE DECADE *** ACE '95
- =========================================================
- LLLLLLLL
- LLLLLLLL EVERYTHING YOU WANT WILL BE AT ACE'95!
- LLLLLLLL JAGUARS
- LLLLLLLL COMPUTERS
- LLLLLLLL MIDI
- LLLLLLLL THOUSANDS of programs, applications, games,
- LLLLLLLL IDEAS & products
-
- >ACE'95 is being held at the North York Civic Center. It is a GREAT
- >complex: Shopping, Restaurants, Subway, Theatres, Hotel and - of
- >course - MEMORIAL HALL & ACE'95!! THE NOVOTEL HOTEL is located
- >directly adjacent to the Exhibition area. It's a great place to
- >stay! PLAN ON TAKING IN ALL OF ACE'95 (... you really should!!).
-
- >The *GREATEST*ATARI*EXHIBITION*IN*YEARS* is happening on April
- >1st & 2nd, 1995, in TORONTO!! This is the ACE '95 Exhibitors
- >List:
-
- LLLL Gribnif Software (NEODESK 4, Geneva!)
- LLLLL TOAD Computers (just your basic SUPERSTORE!)
- LLLLLL Branch Always Software (GEMulator!)
- LLLLLLL Cybercube Research (Cyrel Sunrise Card, CaTTamaran!)
- LLLLLLLL DMC Publishing (Calamus, Outline Art 3, Invision Elite!)
- LLLLLLLLL Scarborough Computers (*THE* Toronto Atari Dealer!)
- LLLLLLLLLL Missionware Software (Flash II, lottODDS, Cyberdrome!)
- LLLLLLLLLLL ICD INC/4Play/Black Cat Designs!
- LLLLLLLLLLLL It's All Relative (every CD imaginable, Photo Show!)
- LLLLLLLLLLLLL ABC Solutions (SARA, Edith Professional, tbxCAD)!
- LLLLLLLLLLLLLL Esquimalt Digital Logic (OMEN!)
- LLLLLLLLLLLLLLL GEnie Information Services!
- LLLLLLLLLLLLLLLL Suzy B's Software (& CDs!)
- LLLLLLLLLLLLLLLLL chro_Magic (RAM Gizmo, Pianistics, Crawly Crypt!)
- LLLLLLLLLLLLLLLLLL Clear Thinking (EditPlus!)
- LLLLLLLLLLLLLLLLLLL Schauzmoll Soft (ORBIT - The first GUI BBS)!
- LLLLLLLLLLLLLLLLLLLL Anodyne Software (ExtenDOS, ExtenDOS Pro)!
- LLLLLLLLLLLLLLLLLLLLL Oregon Research Associates (Diamond Edge 2!)
- LLLLLLLLLLLLLLLLLLLLLL Computer Direct! (DirecTT030, MagicMAC and an
- LLLLLLLLLLLLLLLLLLLLLLL enormous lineup of Atari products!)
- LLLLLLLLLLLLLLLLLLLLLL Binary Sounds (SMPTE, Edit Track Platinum!)
- LLLLLLLLLLLLLLLLLLLLL Fine Tooned Engineering (MIO2, Sweet 16!)
- LLLLLLLLLLLLLLLLLLLL Compuworld (Service, Parts, Drives, Upgrades!)
- LLLLLLLLLLLLLLLLLLL Encore Music (Falcon MIDI systems, Cubase!)
- LLLLLLLLLLLLLLLLLL Wizztronics (The Falcon Rack, Barracuda!)
- LLLLLLLLLLLLLLLLL Steinberg/Jones!
- LLLLLLLLLLLLLLLL SKWare One Software (Seurat!)
- LLLLLLLLLLLLLLL BEST Electronics (every Part imaginable!)
- LLLLLLLLLLLLLL COMPO (That's Write 3, SpeedoGDOS 5!)
- LLLLLLLLLLLLL SPECTRUM Atari Group of Erie (SAGE!)
- LLLLLLLLLLLL STUG (ST User Group of Winnipeg!)
- LLLLLLLLLLL The ExtremiST (the NEW independent Atari Newsletter!)
- LLLLLLLLLL Red Hot BBS (Atari Support Network!)
-
- *W*H*A*T *A* *G*R*E*A*T* *L*I*N*E*U*P*
-
- There are some SEMI-EXHIBITORS(?) we should mention too: ASTMUM
- (Atari ST/Mega Users of Montreal), will be represented by Kest
- Carter-Morgan. Kest is providing support for ESQUIMALT DIGITAL
- LOGIC (OMEn), and SCHAUZMOLL SOFT (ORBIT Tele-Information
- System). Nima Montaser will be showing his superb AUDIO CD
- Player in the IT'S ALL RELATIVE booth (and Damien Jones will be
- running the *brand new* TT version of Photo Show Pro in the It's
- All Relative booth!)
-
- >>>>>>>>>> *it doesn't get much better than this* <<<<<<<<<<
-
- =-=-=-=-=-=-
- The ACE'95 SEMINAR/LECTURE SCHEDULE:
- =-=-=-=-=-=-
- SATURDAY APRIL 1 SUNDAY APRIL 2
- ------------------------------------------------------
- 9 AM | Telecommunications &
- | Internet with
- | Stephen Christian
-
- 10 AM Cybercube Research | National Atari Newsletter
- Ralf Dowich | User Group Co-operation
- | Reg Loeppky
-
- 11 AM Branch Always Software | Suzy B's Software/CD
- GEMulator | Michael Burkley
- Darek Mihocka
-
- 12 NOON Missionware, Flash II | Secrets of ... Everything!
- John Trautschold | Al Fasoldt
-
- 1 PM DMC Publishing | Binary Sounds
- Calamus SL | MIDI for Beginners
- Mario Georgiou | Rick Ladage
-
- 2 PM SARA CD Software | Esquimalt Digital Logic
- Peter Zalesak | OMEn
- Craig Carmichael
-
- 3 PM Gribnif Software | Xwindows/Xmosaic
- Neodesk 4 & Geneva | for Atari! Internet
- Dan Wilga | Sam Mesbah
-
- 4 PM Oregon Research
- Diamond Edge 2
- Bob Luneski
-
- 5 PM Steinberg Jones
- Cubase
- Ray Williams
-
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> What a TERRIFIC lineup! Some of
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> the GREATEST PROGRAMMERS who ever
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> keyed in a line of code! Atari
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> users are lucky to have these
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> guys! Don't miss this RARE
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> OPPORTUNITY to hear the LATEST
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>> AND GREATEST!
-
- =-=-=-=-=-=-
- Check our WORLD WIDE WEB pages: http://www.io.org/~schrist/taf.html
- =-=-=-=-=-=- or http://www.io.org/~schrist/ace95.html
-
- MIDI, DTP, Wordprocessing, Graphics, JAGUAR GAMES, Power
- Computing, Software Libraries, Utilities, Accessories, Databases,
- Spreadsheets, Accounting, Animation, Custom Solutions, Games,
- Education, Internet, BBS, Networks, Accelerators, Emulators, 6502
- support, 68000 support, 68030 support, 68040 support, Mosaic,
- Modems, Upgrades, Telecommunications, JAGUAR STATION, User Group
- Center, INCREDIBLE SALE PRICES, Software, Hardware, Advice,
- Service and EVERYTHING you need to get the VERY BEST out of your
- Atari!
-
- ================================================
- GETTING TO ACE'95 IS *EASY*. Toronto is directly
- accessed by Highway 401 or the Queen Elizabeth Way,
- or Highway 400/69. Crossing the US/Canada border
- at Detroit, Buffalo, Niagara Falls, Ft. Erie,
- Ogdensburg, Kingston, etc., will lead you directly
- to Highway 401 or the Queen Elizabeth Way. Take the
- Yonge St. Ramp north off the 401 and drive to 5110
- Yonge St. (5 lights) If you take the Queen Elizabeth
- Way, follow the signs to get to Highway 401. *ANY*
- AAA or CAA or other Motor League can provide you with
- a map of Toronto, Ontario & Canada. Please call us
- if you have any trouble! Pearson International
- Airport is only 15 minutes away! Toronto Transit
- subway access is direct, too - there's a subway
- stop at the Civic Center!
- ================================================
- BOOK YOUR HOTEL & YOUR TICKETS IN ADVANCE! Call
- or e-mail for info: for INDIVIDUALS, USER GROUPS,
- ORGANIZATIONS, DEVELOPERS & DEALERS! The Show Site
- (North York Civic Center, Memorial Hall Exhibition
- Facility) has hotel, shoppping, restaurants and more!
- NOVOTEL HOTEL: $89 Cdn PER NIGHT
- (single OR double occupancy)
- ** Call Novotel direct* @ 416-733-2929 and ASK FOR
- A ROOM WITH THE TORONTO ATARI FEDERATION GROUP! **
-
- ACE'95 TICKETS: $6 PER DAY
- $10 WEEKEND PASS
-
- SHOW HOURS: Saturday April 1 - 9 AM to 6 PM
- Sunday April 2 - 9 AM to 5 PM
-
- You can also call 416-752-2744 FOR HOTEL or TICKET RESERVATIONS
- ================================================
- Meet Dan Wilga, Darek Mihocka, Bob Luneski, Peter
- Zalesak, John Trautschold, Craig Harvey, Nathan
- Potechin, Mario Georgiou, Greg Kopchak, Al Fasoldt,
- Rick Ladage, Jim Fouch, David & Jennifer Troy,
- Michael Burkley, Roger Burrows, DARLAH, Craig
- Carmichael, Tom Harker, Chris Krowchuck, Jim
- Collins, Ralf Dowich, Shawn Tedder, Mike Wilhelm,
- Mike Hohman, Christian Ernst, Michael Snape, Ray
- Williams, Stuart Watt, Stephen Christian, Steve
- Cohen, Jeff Neveu, Sonny Ang, Bill Annand, Stuart
- Watt, Robert Engberson, Suzy B, Nima Montaser,
- Damien Jones and couple of thousand show visitors!
-
- Don't miss it!
-
- "ATARI *IS* THE GREATEST!"
- ================================================
-
- ACE'95 IS BEING HELD AT:
- North York Civic Center
- Memorial Hall Exhibition Facility
- 5110 Yonge St. (at Parkhome Ave.)
- Toronto, Canada
- April 1-2, 1995 *CALL US* 416-752-2744 or 416-225-5823 *CALL US*
- Saturday 9AM - 6PM
- Sunday 9AM - 5PM
- ~~ Howard Carson, ACE'95 Chief Organizer ~~~
- E-Mail: GEnie - H.Carson1
- Atarinet - Howard. Carson@51:5/6
- Internet - h.carson1@genie.geis.com
- howard.carson@canrem.com
- hcarson@io.org
- TAF Online - Howard. Carson
-
-
- =-=-=-=-=-=-=-=-=-=
- //// New ExtenDOSes
- =-=-=-=-=-=-=-=-=-=
-
- //// ExtenDOS v1.22
-
- Supported hardware:
- Atari systems: ST, STe, Mega, TT, and Falcon. The ST/STe/Mega
- require a host adapter that can pass the entire
- SCSI command set, such as the ICD AdSCSI+ or Link.
- CD-ROM drives:
- Multisession photoCD:
- Apple CD-300/CD-300+/PowerCD
- Chinon 535
- Sony 561
- NEC 38/74-1/84-1/210/3Xe/3Xi/3Xp
- Plextor/Texel 3028/5028/4plex
- Toshiba 3401/4101
-
- Single-session photoCD:
- Chinon 435
- NEC 37/74/84
- Plextor/Texel 3024/5024
- Toshiba 3301
-
- No photoCD:
- Toshiba 3201
- NEC 25/35/72/77/80/82
- Sony 541/6211/8022
- Any fully SCSI-compatible drive
-
- Supported software:
- Operating environments: TOS, MultiTOS, Geneva, and Mag!X.
- CD-ROM file formats: ISO9660 and High Sierra.
-
- Other features:
- Configurable cache.
- Updates to ExtenDOS (bug fixes, enhancements) are typically
- distributed electronically at no charge.
-
- The next update will support more drives, including Chinon 525,
- Mediavision Reno, Sony 55S, Toshiba 3501/5201.
-
- Extendos v1.22 lists at $29.95(North America).
-
-
- //// ExtenDOS Pro v2.0B
-
- Supported hardware:
- Atari systems: ST, STe, Mega, TT, and Falcon. The ST/STe/Mega
- require a host adapter that can pass the entire
- SCSI command set, such as the ICD AdSCSI+ or Link.
- CD-ROM drives:
- Multisession photoCD:
- Apple CD-300/CD-300+/PowerCD
- Chinon 535
- Sony 561
- NEC 38/74-1/84-1/210/3Xe/3Xi/3Xp
- Plextor/Texel 3028/5028
- Toshiba 3401/4101
-
- Single-session photoCD:
- Chinon 435
- NEC 37/74/84
- Plextor/Texel 3024/5024
- Toshiba 3301
-
- No photoCD:
- Toshiba 3201
- NEC 25/35/72/77/80/82
- Sony 541/6211/8022
-
- Supported software:
- Operating environments: TOS, MultiTOS, Geneva, and Mag!X.
- CD-ROM file formats: ISO9660 and High Sierra.
-
- Other features:
- Configurable cache.
- Updates to ExtenDOS Pro (bug fixes, enhancements) are typically
- distributed electronically at no charge.
- Audio support for all the above drives (except the Chinon 435 at
- this time). This support includes an audioCD player (both as
- program and accessory) and the capability of controlling the CD-ROM
- via a user-written program.
-
- The next update, due out in April 1995, will include the following
- features:
- An installation/reconfiguration program.
- Support for multi-LUN drives (changers) such as the Pioneer 60x.
- Support for more drives, including the Chinon 525, Mediavision
- Reno, NEC 4x, Pioneer 602X/604X, Sony 55S, Toshiba 3501/5201.
- Audio support for any SCSI-2 compatible drive.
-
- Extendos Pro lists at $39.95(North America). Owners of ExtenDOS may
- upgrade to ExtenDOS Pro at a special rate (currently $15 in North
- America).
- =======================================================================
-
- >From now till April 1, get a CD starter pack of ExtenDOS Pro and three
- CD's to get you going for $39.99 US, Postpaid, from:
- It's All Relative
- 2233 Keeven Lane
- Florissant MO 63031.
-
- Been waiting to get a CD drive? Better start shopping around.
-
- The CD starter pack requires a Kodak Photo CD ready drive.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// TLC Support Change
- =-=-=-=-=-=-=-=-=-=-=-=
-
- To All Atari users:
-
- Please be advised that I have recently purchased all the copyright
- rights and source code to all the TLC Software from Tom Hayslett
- (Atari users lost a good programmer when he had to leave the market).
-
- The new contact address is as follows:
-
- Jeff Wisniewski
- P.O. Box 1243
- Newtown, PA 18940-0871
-
- E-Mail Addresses:
- GEnie: J.WISNIEWSK2
- Internet: j.wisniewsk2@genie.gen.com
-
- Any questions, comments, suggestions, or Registrations should be sent
- to me at the above address.
-
- I am currently accepting suggestions and/or bug fixes that you might
- have.
-
- I plan to support the users that have registered with Tom Hayslett (I
- will be contact these users in the near future). And I also plan to
- keep adding improvements and bug-fixes to the whole line of software.
-
-
- ^^^^^^^^^^^^^^^^^^^ Time: 3:54:30 pm
- ^^^^ JSW ^^^^ Date: Wednesday, March 22, 1995
- ^^^^ ST'er ^^^^
- ^^^^^^^^^^^^^^^^^^^
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// More CD Support from IAR
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- At the TAF show in Toronto we will be releasing a new set of CD's by
- American MPC Research with Atari Falcon support.
-
- The CD's are:
-
- U.S. Airforce Aircraft
- U.S. Navy Ships
- U.S. Navy and Marine Aircraft
- U.S. Marine Corps
-
- Each of the CD's contain 500 true color images with narration.
-
- Selected themes and groups of images can be viewed via menu entry or
- the entire disc played as a show running about two and one half hours
- per CD with narration all in true color.
-
- It's All Relative is proud to bring another "first of its kind" group
- of CD's to the Atari market.
-
- Each CD with Atari Falcon player on floppy disk has a suggested retail
- of $19.99 or $59.99 for the set of four CD's.
-
- The Atari player requires a Falcon, CD rom drive, and either TV,
- broadcast monitor, or SC-1224 color monitor or equivalent. Image
- viewing is in the 640 by 400 Falcon true color mode.
-
- The images on the CD can also be viewed with any Atari program that
- supports 24 bit Bitmap format images.
-
- Windows viewing software is also included on the CD for 386 (486
- suggested) or better machines, true color card with at least 512 k of
- video ram, double speed CD rom drive, sound card that is Sound
- Blaster compatible, and 4 meg or more of machine ram.
-
- Please let me know any quantity you require as soon as possible as the
- first order of the CD's is just about spoken for and we want to make
- sure we have sufficient quatities available for the TAF show.
-
- It's All Relative
- 2233 Keeven Lane,
- Florissant, MO 63031
-
- (314) 831-9482
- GEnie: GREG
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// Calamus SL Update
- =-=-=-=-=-=-=-=-=-=-=-=
-
- March 1, 1995 For further information, contact:
-
- Toronto, Ontario, Canada Nathan Potechin - President
- DMC Publishing
- ~~ Calamus SL now US $200.00! ~~ Tel: (905) 479-1880
- Fax: (905) 479-1882
- Calamus SL, the premier desktop Compuserve: 76004,2246
- publishing program on the Atari Delphi/GEnie: DMCPUBLISH
- computer now retails for US $200.00, Internet: DMCPUBLISH@GENIE.GEIS.COM
- $280.00 Cdn. This includes a 600+
- page manual and 4 disks containing approximately 1,000 features. For
- those of you that have been considering a desktop publishing program
- for your Atari computer, or that have been waiting for the opportunity
- to add to your existing desktop publishing program, the time is now
- and the price is right!
-
- Calamus SL offers a new concept in design and functionality, providing
- great creative control while allowing for the addition of modules for
- specific tasks.
-
- Some of the standard features in Calamus SL include:
-
- - A wide range of manipulation and rastering facilities. - Freely
- definable page layout. - Open and edit up to 7 documents
- simultaneously. - User definable and automatically generated
- registration and crop marks. - Total typographical control to 5
- decimal places. - Work with color, greyscale or monochrome images. -
- Tiling. - 16.7 million colors. - 4-color separation plus adornment
- colors. - Mix and save color palettes. - Load standardized color
- models. - Extended raster control with freely definable raster angles
- and widths. - An integral histogram allows you to optimise an image
- for your output device. - 14 professional typesetter fonts in
- Calamus' CFN font format.
-
- Besides all the standard elements and menu's, Calamus SL comes
- standard with the following modules:
-
- Clipboard - put frames, text or text rulers on the clipboard for later
- retrieval.
-
- Page - allows you to define the fundamentals of your layout (page
- format, page and chapter numbering), and process entire pages or
- layouts.
-
- Frame - contains commands for creating and editing frames and
- guidelines. Each frame type contains its own special functions.
-
- Text - is used for entering, formatting and piping text over one or
- more pages.
-
- Text Style - allows control over font size, color, fill patterns,
- attributes and effects.
-
- Line - offers functions for the creation and manipulation of lines,
- arrows, curves and corners.
-
- Raster Area - allows you to work with circles, rectangles and other
- shapes. You can also select the color and fill pattern
- for a raster area.
-
- Document Converter - is used to, transparantly to you, convert Calamus
- CDK document files created in earlier versions of
- Calamus.
-
- System Parameters - modifies a number of internal features such as:
- font directory, system paths, screen resolution,
- system memory and more.
-
- Focoltone - is a patented color system which was designed to allow
- accurate color specifications for process color printing.
-
- Printer Driver Generator - is actually an auxiliary program supplied
- with Calamus SL designed to allow users to
- create and modify printer drivers for their
- own specific printer. Note that dozens of the
- more popular printer drivers come standard
- with Calamus SL.
-
- PKS Write - is a sophisticated text editor containing features such
- as: search and replace text, block functions, search and
- replace text style; insert and edit control codes, define
- macros for text, style and rulers; footnote, index and
- reference entries; user-definable kerning and more.
-
- Vector Graphic - allows you to create and modify vector graphics. 15
- pre-defined shapes are available, as are tools for
- creating objects. Distort and rotate objects, resize
- proportionally, cut and paste to an object clipboard
- and perform copy functions. Tools for editing paths,
- setting and moving points, changing path direction,
- closing and smoothing paths, and filling polygons,
- cutting and pasting paths, exchanging lines and Bezier
- curves, showing tangents and control color and fill
- pattern settings.
-
- Raster Generator - allows the manipulation of shape, angle and size of
- raster points. This results in giving you great
- precision and control over printed output.
-
- Color Separation - eight control lines are built into this module to
- define the relationship between the theoretical
- values in the computer image and actual output. Use
- this module to output color and adjust and correct
- information sent to the printer including: black, CYM
- and UCR values using the respective control lines.
-
- Brush - is an editor that can be used to clean or touch up a raster
- graphic. It contains two command groups, one for brush types,
- the other for choice of color/fill patterns.
-
- CYMK Swap - contains a single but powerful function to allow you to
- swap or exchange the color planes in a 4-plane CYMK color
- graphic.
-
- Rotate - is designed to provide the precise rotation of raster
- graphics in any degree. Using this module, moire effects are
- minimized when rotating raster graphics. It contains an option
- to reduce aliasing caused by such rotations.
-
- Color List Converter - checks all colors used in your document and
- catalogs them in each Color List of the various
- command areas.
-
- Compress - reduces the demands on memory and disk space by reducing
- the size of your graphics, usually between 25% - 50%. When
- you re-load your document saved with compression, the
- graphics are automatically uncompressed.
-
- Linearity - is used to optimize color output for your printer. It
- allows you to set a control line for each color plane and
- save specific setup files for optimal printing based on any
- given color printer.
-
- All modules may be loaded or unloaded from memory at any time. When
- you remove a module not currently in use, the memory will be returned
- to you automatically and immediately.
-
- Join the thousands of Calamus SL owners and get this program today.
-
- Place your order by fax or email, telephone or mail. We look forward
- to hearing from you.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Upgrade Calamus 1.09 to SL
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- March 1, 1995 For further information, contact:
-
- Toronto, Ontario, Canada Nathan Potechin - President
- DMC Publishing
- ~~ UPGRADE 1.09x to Calamus SL ~~ Tel: (905) 479-1880
- ~ for US $150.00, $210.00 Cdn. ~ Fax: (905) 479-1882
- Compuserve: 76004,2246
- Calamus SL, the premier desktop Delphi: DMCPUBLISH
- publishing program on the Atari GEnie: DMCPUBLISH
- computer now retails for US $200.00, Internet: DMCPUBLISH@GENIE.GEIS.COM
- $280.00 Cdn. This includes a 600+
- page manual and 4 disks containing approximately 1,000 features. For
- those of you that have been waiting for the opportunity to upgrade
- your existing Calamus 1.09x, save a further $50.00. The price is right
- and the time is now. Place your UPGRADE order today. Your cost to
- upgrade from your existing Calamus 1.09x to the latest version of
- Calamus SL is US $150.00, $210.00 Cdn.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// DMC's Line Art 1.5
- =-=-=-=-=-=-=-=-=-=-=-=
-
- March 2, 1995 For further information, contact:
-
- Toronto, Ontario, Canada Nathan Potechin - President
- DMC Publishing
- DMC announces Line Art 1.5 Tel: (905) 479-1880
- for Calamus SL Fax: (905) 479-1882
- ************** Compuserve: 76004,2246
- Delphi/GEnie: DMCPUBLISH
- DMC, who bring you Calamus SL, the Internet: DMCPUBLISH@GENIE.GEIS.COM
- premier desktop publishing program
- on the Atari computer, is pleased to announce an upgrade to a most
- valued member of the Calamus family, Line Art. Line Art, version 1.5,
- is now available.
-
- The Line Art module is an advanced vector editing tool that combines
- features found in both the Vector Graphic module and Outline Art 3.0,
- and then some. The Line Art module is the definitive tool for creating
- and editing vector graphics without leaving Calamus SL.
-
- Line Art features the creation of graphic primitives, blends, text
- objects, paths and transformation nets which allow the distortion of
- objects using these nets. Vector objects can be created by using
- either the included vector editor or one of the Calamus primitives.
-
- New primitives include: lines, outlines and circular segments. The
- vector objects can also be defined using a variety of writing modes
- which include outline on/off, fill on/off, and EOR for intersecting
- paths. You can also define corners as either bevelled or sharp.
- Objects can also be defined as color blends, allowing the
- transformation and rotation of these objects by using the functions in
- the blends command area.
-
- The types of blends include horizontal, vertical, rectangular corner
- origin blend, circular and transformational blend with starting and
- ending angles as well as starting and ending colors (as well as a
- definable transition color). Text can be made to follow paths inside
- or outside and to include/exclude the kerning values in the font or
- allow manual adjustment of the character spacing. You may also justify
- text left, right or center and change the text direction. The text may
- then be converted to a path object for further manipulation.
-
- New Features now available in Line Art, Version 1.5
- ---------------------------------------------------
-
- Line Art, version 1.5, contains a number of new features that should
- excite our Calamus SL customers; the new Toolbox type alignment
- functions, for use in both creation and editing of vector objects, is
- one example. Line Art's new Toolbox command group includes relative
- positioning in both absolute and relative measurement options and
- more.
-
- The gradient fill section has been improved in both speed and
- functionality. In terms of features you can now change the angle of
- gradient fill with real time preview for any of FOUR gradient types:
- circular, rectangular, linear and the new conical style.
-
- Here is a partial list of the new features in Line Art 1.5:
-
- 1. Any objects, text paths or groups can now be filled with a
- gradient. The gradients can be viewed as new fill patterns.
-
- 2. New options for gradients: angle of gradient, offset of the start
- and end, and position of the gradient in the vector object.
-
- 3. Conical gradient pattern added to linear, circular and
- rectangular.
-
- 4. You can also move the origin point on either X or Y axis. For
- linear gradients, you can move the left or right edge IN or OUT of
- the object. This is like "windowing" the gradient pattern.
-
- 5. For the radial gradients, the center of the gradient can be moved
- anywhere on the X or Y axis. The same is true for the conical
- gradient.
-
- 6. Uniframes, i.e.; StarScreened frames, can now be used inside
- vector objects.
-
- 7. Exact placement with enhanced Toolbox options plus the ability to
- move objects forward and backward.
-
- 8. Objects can be automatically sized to the same width or height.
-
- 9. Objects can be sorted and placed with even horizontal or vertical
- spacing.
-
- 10. Objects can be placed along a selected path.
-
- 11. All Toolbox functions have UNDO.
-
- 12. The object alignment functions are straightforward: Edge
- Alignment, Center Alignment plus relative positioning (object to
- object).
-
- 13. The new functions include instant matching of height or width for
- one or more objects. You can also Distribute Objects Horizontally
- or Vertically with a group of three or more objects.
-
- The Line Art Module costs US $150.00, $210.00 Cdn. For those of you
- that already own Line Art, version 1.0, upgrade to version 1.5, for US
- $50.00, $70.00 Cdn. Place your order today.
-
- Note: You must have the latest version of Calamus SL (Oct. 94) in
- order to use this or any other new module.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// PhotoFX for Calamus SL
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- March 2, 1995 For further information, contact:
-
- Toronto, Ontario, Canada Nathan Potechin - President
- DMC Publishing
- DMC announces the PhotoFX Tel: (905) 479-1880
- Module for Calamus SL Fax: (905) 479-1882
- ********************* Compuserve: 76004,2246
- Delphi/GEnie: DMCPUBLISH
- DMC, who bring you Calamus SL, the Internet: DMCPUBLISH@GENIE.GEIS.COM
- premier desktop publishing program
- on the Atari computer, is pleased to announce a new member in the
- family. The newest addition to the Calamus SL family of modules,
- PhotoFX is now available.
-
- This new module allows you to apply special effect filters to images
- from within Calamus. Four filters, for use in the Calamus PhotoFX
- Module, come standard; Sharpen/Blur, Effect, Emboss and Generic
- (Matrix).
-
- Sharpen/Blur allows you to increase the detail or to Blur the
- currently selected image.
-
- The Effects filter creates a variety of special effects such as
- texturise, exposure and image streaking. The effects will vary
- depending on the image.
-
- The Emboss module will create an emboss affect on any image.
-
- The Generic Matrix filter is based on a user definable mathematical
- matrix that allows you to define your own filters. It is quite
- powerful and allows an enormous amount of possibilities. Six Matrix
- filters are included.
-
- Sample images with some PhotoFX's applied to them, have been uploaded
- to a few of the main bulletin boards.
-
- Your cost for the new PhotoFX Module for Calamus SL is US $50.00,
- $70.00 Cdn.
-
- Note: You must have the latest version of Calamus SL (Oct. 94) to use
- this or any other new module.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// 3D StereoMagic Module for Calamus
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- March 2, 1995 For further information, contact:
-
- Toronto, Ontario, Canada Nathan Potechin - President
- DMC Publishing
- DMC announces the 3D StereoMagic Tel: (905) 479-1880
- Module for Calamus SL Fax: (905) 479-1882
- ********************* Compuserve: 76004,2246
- Delphi/GEnie: DMCPUBLISH
- DMC, who brings you Calamus SL, the Internet: DMCPUBLISH@GENIE.GEIS.COM
- premier desktop publishing program
- on the Atari computer, is pleased to announce a new addition to the
- Calamus SL family of modules, 3D StereoMagic.
-
- The 3D StereoMagic module allows you to create Random Dot Stereograms
- and other 3D magical illusions. The images can be created using random
- dots, irregular dots, repeating textures, images, computer renderings
- and even photographs of yourself!
-
- The latest craze in art is now available to you from within Calamus
- SL. Create your own 3D stereo design with this interesting new
- module. Combine your favorite texture and image to create this
- exciting special effect.
-
- Your cost for the new 3D StereoMagic Module for Calamus SL is US
- $50.00, $70.00 Cdn.
-
- Note: You must have the latest version of Calamus SL (Oct. 94) to use
- this or any other new module.
-
-
- --==--==--==--==--
-
-
- |||
- ||| Shutdown ........................... Power off, EXIT, BYE, Logoff
- / | \ -----------------------------------------------------------------
-
- We welcome feedback from all of our readers; feedback both positive
- and negative. Whatever you think of our efforts, we sincerely would
- like to know. Our EMail addresses are sprinkled throughout each
- issue - with the new Internet gateway into GEnie, you can reach us
- through the Internet also. Append "@genie.geis.com" to any of our
- GEnie addresses.
-
-
- Until the next issue of AEO, I remain,
- Your Editor
- Travis Guy
- Internet: aeo.mag@genie.geis.com
-
-
- --==--==--==--==--
-
- (This issue printed on recycled photons)
-
- --==--==--==--==--
-
- DNFTEC
-
- --==--==--==--==--
-
- No Inflation Necessary
-
- --==--==--==--==--
-
- Sweet As Sugar
-
- --==--==--==--==--
-
- Atari Explorer Online Magazine is a bi-weekly publication covering the
- entire Atari community. Reprint permission is granted, unless
- otherwise noted at the beginning of the article, to registered Atari
- user groups and not for profit publications under the following terms
- only: articles must remain unedited and include the issue number and
- author at the top of each article reprinted. Other reprints granted
- upon approval of request. Send requests to <aeo.mag@genie.geis.com>.
-
- No issue of Atari Explorer Online Magazine may be included on any
- commercial media, nor uploaded or transmitted to any commercial
- online service, in whole or in part, by any agent or means, without
- the expressed consent or permission from the Editor or Publisher of
- Atari Explorer Online Magazine.
-
- Opinions presented herein are those of the individual authors and do
- not necessarily reflect those of the staff, or of the publishers. All
- material herein is believed accurate at the time of publishing.
-
-
- --==--==--==--==--
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- Atari, ST, Mega ST, STE, Mega STE, TT030, Atari Falcon030, TOS,
- MultiTOS, NewDesk, BLiTTER, Atari Lynx, ComLynx, Atari Jaguar, Atari
- Portfolio, and the Atari Fuji Symbol are all trademarks or registered
- trademarks of Atari Corporation. All other trademarks and identifying
- marks mentioned in this issue belong to their respective owners.
-
-
- --==--==--==--==--
-
-
- Atari Explorer Online Magazine
- "Your Source for Atari News"
- Copyright (c) 1993-1995, Subspace Publishers
-
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- :: Volume 4, Issue 4 ATARI EXPLORER ONLINE March 28, 1995 ::
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