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- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: Volume 1, Issue 1a JAGUAR EXPLORER ONLINE March 27, 1997 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: ::
- :: JAGUAR .............. News, reviews, & solutions ............ JAGUAR ::
- :: EXPLORER ........... for the online Jaguar .......... EXPLORER ::
- :: ONLINE ................. Community .............. ONLINE ::
- :: ::
- :: Published and Copyright (c) 1997 by White Space Publishers ::
- :: All Rights Reserved ::
- :: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" ::
- :: Publisher Emeritus Plus .................... Michael Lindsay ::
- :: Publisher Emeritus .............................. Travis Guy ::
- :: Editor/Publisher ............................ Clay Halliwell ::
- :: WWW Spinner .................................. Frans Keylard ::
- :: Genie Uploader ............................. Clay Halliwell ::
- :: CompuServe Uploader ....................... Richard Turner ::
- :: America Online Uploader .................... Lonnie Smith ::
- :: ::
- :: Contributors: ::
- :: (voluntary and otherwise) ::
- :: """"""""""""""""""""""""" ::
- :: Travis Guy, Doug Engel, Wes Powell, Don Thomas, ::
- :: Jeff Minter, Mark Santora ::
- :: ::
- :: 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 ::
- :: ::
- :: World Wide Web: http://www.ior.com/~fkeylard/aeo.htm ::
- :: http://www.mcc.ac.uk/~dlms/atari.html ::
- :: ::
- :: E-Mail Request address: AEO-by-EMail-request@maximized.com ::
- :: ::
- :: >>> To subscribe to JEO, 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 JEO, send the following: ::
- :: >>> ::
- :: >>> unsubscribe aeo-by-email ::
- :: >>> ::
- :: >>> to the same request address, making sure you send ::
- :: >>> it from the same address you subscribed from. ::
- :: ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- Table of Contents
-
- * From the Editor ......................................... JEO: AEO Reborn?
-
- * Where Was I At? ............................................. It's Travis!
-
- * Jaguar Tackboard ........ Web Message Boards - Atari Times - JEO's Jaguar
- Development List - Mail Order Directory -
- Catnips - PRs - WTR - Jaguar Underground.
-
- * Jag-Fest '97 ......................................... Jaguar Users Unite.
-
- * Llatest from Llamaland .................................. The Yak is Back.
-
- * BattleSphere Updates .................................... How it's Coming.
-
- * BattleSphere Playtester Update ......................... How it's Playing.
-
- * Baldies Review ........................................... Down With Hair!
-
- * Breakout 2000 Review ............................. Breakout, 64-bit Style.
-
- * Towers II Review ........................................ Jag's First RPG.
-
- * Did You Hear Anyone Say "Goodbye"? ........... Don Thomas Eulogizes Atari.
-
- * Martin Brownlow Interview ................. The programmer of MC3D speaks.
-
- * Vince Valenti Interviews ............... The programmer of Towers II begs.
-
- * Matthew Gosling Interview ........... The programmer of Zero 5 rolls over.
-
- * Atari Jaguar Cheats and Codes FAQ ................ Cheats for all seasons.
-
- * Shutdown ............................. Around the world and up your block.
-
-
- --==--==--==--==--
-
-
- || From the Editor .............. Jaguar Explorer Online: AEO Reborn?
- || By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- ------------------------------------------------------------------
-
- The last issue of Atari Explorer Online was Volume 4, Issue 9, published in
- January of '96... over a year ago! Since then, enough has happened to fill at
- least three or four AEOs, but unfortunately Travis Guy, the chief driving
- force behind AEO, was finally forced to retire AEO in favor of other, more
- real-world concerns.
-
- Then one day in early February, I'm browsing an old issue of AEO, and I
- realize that such a vast quantity of Jaguar news has accumulated, that
- putting out a new issue of AEO would be practically trivial. Trouble is, I
- can't just take over AEO... there's far too much baggage and infrastructure
- attached to it. Solution: Create a sort-of-but-not-really new publication,
- which I've dubbed "Jaguar Explorer Online". No ST/Mega/TT news, no Lynx news,
- no industry news. Just 100% pure Jaguar news.
-
- You may notice a lot of very old "news" in this issue... these items were
- included simply because AEO has always served as a sort of "time capsule" of
- Atari news, with each issue capturing and preserving events of note. So while
- something like Don Thomas' "Did You Hear Anyone Say Goodbye?" may be 11
- months old, it's too significant a document to allow to slip, forgotten, into
- the cracks of the Internet.
-
- But it's not all old news! What's the state of the Jaguar these days? For a
- supposedly dead system ("I don't want to go on the cart!"), the cat is
- showing a lot of life... Breakout 2000 and Towers II have just been released,
- we've got at least four more excellent games coming from Telegames, we've got
- Jag-Fest '97 ramping up, we've got the Jaguar Underground hacking away on
- their Jaguar Servers, and 4Play continues to push BattleSphere closer to
- reality.
-
- Long live the Jag!
-
-
- --==--==--==--==--
-
-
- || Where Was I At?
- || By: Travis Guy
- \__// g8trh8tr@ix.netcom.com
- ------------------------------------------------------------------
-
- When last we met, Atari was one of the oldest video games names still in
- business, Windows 95 was the shining new hope of computer operating systems,
- and I was single... ensconced in beautiful Northwest Florida.
-
- Some things change.
-
- Jaguar software was trickling out, Windows 95 users were dealing with
- aggravating bugs, and the FU Gators football team had never been able to call
- itself "the best team in the land."
-
- Some things stay the same.
-
- It's a pleasure to know that a year after Atari died, the flame - although
- nowhere near as bright as it once was - is still held high by a few. Terry
- Grantham and his crew at Telegames have stepped in to fulfill the wants
- of a small band of Jaguar owners with new titles. Tom, Doug, Scott and
- Steph of 4Play are fighting the bugs carved in silicon to bring us
- BattleSphere. Clay Halliwell has graciously offered to carry the mantle of
- Atari Online News Resource.
-
- (Speaking of such, I would like to thank once again, the two men that
- assisted AEO the most during my tenure as Editor; the two men who tried to
- keep the good news flowing: Bob Brodie and Don Thomas.)
-
- If it's not a labor for money, it must be a labor of love. That I can
- honor. Speaking of love, Clay asked me to dash off a missive that would
- explain what happened to Atari Explorer Online...
-
- The back injury I mentioned in my last editorial put me out of action
- for several months early last year. During that time, a sweet angel named
- Geri appeared, and once I had began to mend, I took her as my bride. Atari's
- death throes seemed too distant to relate as we literally loaded up the truck
- and moved to Beverly ("Penske" and "Silicon Valley" actually, but they don't
- read as well).
-
- I had to lay my Atari aside and join the "real" world. It was not an easy
- task, rather, one which simply had to be done. I will always look back on my
- many years using Atari computers and games with a sense of family and joy.
-
- Making no allusions to the recent political season here, Atari represented
- one of the first bridges - steps - between the world as it was before digital
- entertainment, and the world we are hurtling towards. Atari brought the
- digital revolution home. Helped give it a face. Revolutionized the world.
-
- But revolutions are nothing more than a change in the status quo. Once
- the change takes effect - or doesn't - the revolution is over. And so it
- goes.
-
- To commemorate Atari's preeminence in the arena of digital entertainment, I
- created an image ["FUJIFISH.GIF" --Ed.] that should be attached in this
- archive, and which should be treated as public domain. I think the image
- itself needs no explanation. Wear it, share it, improve upon it, toss it into
- the bit bin. But remember the fun we all shared.
-
- Have you played Atari today?...
-
-
- --==--==--==--==--
-
-
- || Jaguar Tackboard
- || Confirmed information about Atari's Jaguar
- \__// Compiled from online and official sources
- -----------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Atari Times Jaguar Newsletter
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Greg "Fruitman" George <greggeorge@worldnet.att.net> publishes a Jaguar-
- specific newsletter called The Atari Times. The newsletter is FREE, but cash
- donations are greatly appreciated. To subscribe, write to:
-
- Greg George
- 1531 Stevens Loop Rd.
- Babson Park, FL 33827
-
- Also, an online version is available at:
- <http://www.geocities.com/TimesSquare/Arcade/8341>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// Web Message Boards
- =-=-=-=-=-=-=-=-=-=-=-=
-
- Anyone with web browsing capability can join in on the discussions on two
- web-based Jaguar message boards out there on the net. Note that, due to the
- rapid message turnover and instant-update nature of these boards, they have a
- tendency to burn through topics in a matter of days instead of weeks (or
- hours instead of days).
-
- Just point your browser to:
-
- Jaguar Interactive
- <http://www.magicalfox.com/ken/postit.cgi>
-
- or...
-
- Toad Computer's JagTalk
- <http://www.ataricentral.com/wwwboard/jagtalk.html>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Internet Jaguar Mailing List
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Anyone with Internet e-mail access can join the discussions on the Jaguar
- mailing list. To "subscribe" to the list, send an e-mail to the following
- address: <majordomo@colossus.net>
-
- With the following as the body message:
-
- subscribe jaguar FirstName LastName
-
- (Where "FirstName" is your real first name and "LastName" is your real last
- name.)
-
- You should then soon receive the subscription information. Since the list
- moved, digesting is no longer available.
-
- The actual list address is: <jaguar@redsun.net>. All mail will go to the list
- server and be sent to the dozens of readers of the list.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Atari Underground Mailing List
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Anyone with Internet e-mail access can request to be added to the Atari
- Underground mailing list. This is a moderated mailing list maintained by Matt
- "MHz" B., generating periodic messages describing current events of interest
- to Atari Jaguar owners.
-
- To subscribe to the list, send an e-mail request to <MHz@earthlink.net>.
-
- Please do not confuse the Atari Underground mailing list with the Jaguar
- Underground hackers (more on them below).
-
-
- =-=-=-=-=-=-=-=
- //// Jaguar FAQ
- =-=-=-=-=-=-=-=
-
- Robert Jung <rjung@netcom.com> still 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.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Jaguar Cheats and Codes
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Clay Halliwell <halliwee@ts436.dyess.af.mil> maintains the Atari Jaguar Game
- Cheats and Codes FAQ. It's available by e-mail request, from Andy Eddy's FTP
- site (see above), or from Jaguar Interactive
- <http://www.magicalfox.com/ken/postit.cgi>.
-
- Lonnie "The Mage" Smith <themage1@aol.com> maintains the Concise Compendium of
- Frequently Asked Codes, Moves, and Cheats (FACMAC). It's available via FTP
- from <users.aol.com:/TheMage1/jaguar>, or from
- <http://users.aol.com/TheMage1/jaguar/jagcodes.txt>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Independent Association of Jaguar Developers
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The IAJD (Independent Association of Jaguar Developers) is still 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 JTS Corp. To apply for membership, send e-mail to
- ENTRY$ on GEnie (or <entry$@genie.com> if you're not on GEnie). Regular e-
- mail correspondence with the IAJD should be sent to IAJD$ (again, or
- <iajd$@genie.com> if you're not on GEnie).
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// JEO Development List 1.00
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The following list of game titles has been confirmed to the best of JEO's
- ability as of March 10, 1997. 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 (blank entries are assumed to be
- cartridge software). "NEW" indicates titles released since the last (and I
- do mean "last") issue of AEO.
-
- ETA dates are dates that have been provided by the developer or publisher.
-
- //// Titles in Development or Limbo
-
- S M Title ETA Developer Publisher
- " " """"" """ """"""""" """""""""
- ? Air Cars ? Midnite
- ? Arena Football ? V-Real Productions
- u Battlesphere 1997 4Play 4Play
- ? Brett Hull Hockey ? Ringler Studios
- ? C Brett Hull Hockey CD ? Ringler Studios
- ? Charles Barkley Basketball ? Ringler Studios
- ? C Commander Blood ?
- ? Deathwatch ? Data Design
- ? C Highlander II ? Lore Design Ltd.
- ? Hyper Force ? C-West
- P C Iron Soldier 2 3/97 Eclipse Telegames
- ? C Magic Carpet ? Bullfrog
- ? C Robinson's Requiem ? Silmarils
- ? Skyhammer ? Rebellion
- ? C Soulstar ? Core Design Ltd.
- ? Space War 2000 ? Atari
- ? C Varuna's Forces ? Accent Media
- P C World Tour Racing (was F1 Racing) 3/97 Telegames
- P Worms 5/97 Team 17 Telegames
- P Zero 5 4/97 Caspian Software Telegames
-
-
- //// Current Software Releases (revised ratings)
-
- M Title Rated Developer Publisher
- " """"" """"" """"""""" """""""""
- Alien vs. Predator 9 Rebellion Atari
- Atari Karts 6 Miracle Design Atari
- Attack of the Mutant Penguins 6 Sunrise Games Ltd. Atari
- C Baldies 6 Creative Edge Atari
- C Battlemorph 10 Attention to Detail Atari
- C Blue Lightning 6 Attention to Detail Atari
- C BrainDead 13 5 NEW ReadySoft ReadySoft
- Breakout 2000 7 NEW MP Games Telegames
- Brutal Sports Football 6 Millennium/Teque Telegames
- Bubsy 5 Imagitec Design Atari
- Cannon Fodder 8 Virgin Interactive C-West
- Checkered Flag 4 Rebellion Atari
- Club Drive 5 Atari Atari
- Crescent Galaxy 3 Atari Atari
- Cybermorph 7 Attention to Detail Atari
- Defender 2000 8 NEW Llamasoft Atari
- Doom 8 id Software Atari
- Double Dragon V 4 Williams Enter. Williams
- C Dragon's Lair 5 ReadySoft ReadySoft
- Dragon: The Bruce Lee Story 6 Virgin Interactive Atari
- Evolution: Dino Dudes 6 Imagitec Design Atari
- Fever Pitch Soccer 6 U.S. Gold Atari
- Fight For Life 6 NEW Atari Atari
- Flashback 7 Tiertex Ltd. U.S. Gold
- Flip Out! 6 Gorilla Systems Atari
- C Highlander I 8 Lore Design Ltd. Atari
- Hover Strike 5 Atari Atari
- C Hover Strike: Unconquered Lands 7 Atari Atari
- Iron Soldier 9 Eclipse Atari
- I-War 4 Imagitec Design Atari
- Kasumi Ninja 5 Hand Made Software Atari
- Missile Command 3D 8 Virtuality Atari
- C Myst 9 Atari Atari
- NBA Jam: Tournament Edition 9 NEW High Voltage Atari
- Pinball Fantasies 6 Spider Soft C-West
- Pitfall: The Mayan Adventure 8 Imagitec Design Atari
- Power Drive Rally 7 Rage Software Time-Warner
- C Primal Rage 7 Probe Time-Warner
- Raiden 6 Imagitec Design Atari
- Rayman 10 UBI Soft UBI Soft
- Ruiner 6 High Voltage Atari
- Sensible Soccer 6 Williams Brothers Telegames
- C Space Ace 3 NEW ReadySoft ReadySoft
- Super Burnout 7 Shen Atari
- Supercross 3D 5 Tiertex Ltd. Atari
- Syndicate 7 Bullfrog Ocean
- Tempest 2000 10 Llamasoft Atari
- Theme Park 6 Bullfrog Ocean
- Towers II 7 NEW JV Enterprises Telegames
- Troy Aikman NFL Football 6 Telegames Williams
- Ultra Vortek 8 Beyond Games Atari
- Val d'Isere Skiing/Snowboarding 7 Virtual Studio Atari
- C Vid Grid 6 High Voltage Atari
- C VLM 9 Llamasoft Atari
- White Men Can't Jump 6 High Voltage Atari
- Wolfenstein 3D 7 id Software Atari
- Zool 2 7 Gremlin Graphics Atari
- Zoop 6 NEW Viacom Atari
-
-
- //// Current Hardware Releases
-
- Item Manufacturer
- """"" """"""""""""
- Jaguar 64 Atari
- Jaguar 64 CD-ROM Drive Atari
- 3-button Controller Atari
- 6-button ProController Atari
- Team Tap Atari
- Jag-Link Atari
- Memory Track Atari
- CatBox Black Cat Design
- Lap Cat/Lap Cat Pro Ben Aein
- Jaguar Server Roine Stenberg (Istari Software)
-
-
- Pts Stars JEO Ratings
- """ """"" """""""""""
- 10 ***** THE ULTIMATE - Flawless, beautiful, deviously addictive.
- 9 ****+ EXCELLENT - Something to throw in the face of N64-heads.
- 8 **** SMEGGIN' GREAT - Something to kick on the shoes of N64-heads.
- 7 ***+ DARN GOOD - Plays as good as it looks.
- 6 *** DECENT - Plays better than it looks (or vice versa).
- 5 **+ TIME KILLER - If there's nothing else to do, you play this.
- 4 ** INEPT - The programmer's first Jag game?
- 3 *+ INCOMPETENT - The programmer's first game ever?
- 2 * UNPUBLISHABLE - Heaven help us!
- 1 + INCONCEIVABLE BAD - ...but someone conceived it. Too bad.
- 0 - EXECRABLE - This is an April Fool's joke, right?
-
-
- //// The Short Term Schedule
-
- Here's the Jaguar software schedule for the next few months. Please bear in
- mind that these dates represent everyone's best assumptions.
-
- March: Iron Soldier 2
- World Tour Racing
-
- April: Zero 5
-
- May: Worms
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// JEO Mail Order Directory 1.00
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The following list of vendors carrying Jaguar software/hardware has been
- confirmed to the best of JEO's ability as of March 10, 1997.
-
- //// Best Electronics
- Mail 2021 The Alameda, Suite 290
- San Jose, CA 95126-1127
- Voice 408-243-6950
-
- //// Bits of Fun
- Mail PO Box 12345
- San Luis Obispo, CA
- Phone 800-FUN-JAGS
- Email <ddavis@cwest.com>
- Web <http://www.cwest.com/atari>
-
- //// BRE Software
- Mail 352 W. Bedford Ave., Suite 104
- Fresno, CA 93711
- Voice 209-432-2684
- Fax 209-432-2599
- FaxBak 209-432-2644
- Email <bresw@aol.com>
- Web <http://www.cybergate.com/~bre>
-
- //// Buy-Rite Video Games
- Voice 919-850-9473
- Fax 919-872-7561
- Email <buyrite@interpath.com>
- Web <http://www.buyrite1.com>
-
- //// Demand Systems
- Voice 805-482-7900
- Orders 800-593-0059
- Fax 805-484-3745
- 805-987-1998
- Email <mbrown@demand-sys.com>
- Web <http://www2.demand-sys.com/demand>
-
- //// Electronics Boutique
- Voice 800-800-5166
- Orders 800-800-0032
- Email <feedback@ebworld.com>
- Web <http://www.ebworld.com>
-
- //// Flashback Video Games
- Mail 2284 Kresge Drive
- Amherst, OH 44001
- Voice 216-960-1622
- Fax 216-960-1663
- Email <flashback@usa.net>
- Web <http://www.sunmarkinc.com/products/flashback>
-
- //// GameMasters
- Mail 14393 E. 14th Street, Suite 208
- San Leandro, CA 94577
- Voice 510-483-4263
- Email <mchaddon@game-masters.com>
- Web <http://www.game-masters.com>
-
- //// Game Pedler
- Voice 801-273-0787 (ask for Internet Sales)
- Fax 801-273-1357
- Email <sales@gamepedler.com>
- Web <http://www.gamepedler.com>
-
- //// Games To Go
- Mail 7632 Lyndale Avenue So.
- Richfield, MN 55423
- Voice 612-798-5879
- Fax 612-869-5925
- Email <sales@gamestogo.com> (orders)
- <inquiries@gamestogo.com> (info)
- Web <http://www.gamestogo.com>
-
- //// Hardysoft
- Mail 24 Lawnside Drive
- Lawrenceville, NJ 08648
- Orders 609-883-1083
- Fax 609-538-8674
- Email <hardysoft@genie.com>
- <hardysoft@prodigy.com>
- <hardysoft@compuserve.com>
- Web <http://ourworld.compuserve.com/homepages/hardysoft>
-
- //// STeve's Computer Technologies
- Mail 405 Main Street
- Woodland, CA 95695
- Voice 916-661-3328
- Fax 916-661-1201
- Email <steves@woodland.net>
- Web <http://woodland.net/wdm/steves>
-
- //// Telegames
- Mail P.O. Box 901
- Lancaster, Texas 75146
- Voice 972-228-0690
- Orders 972-224-7200
- Fax 972-228-0693
- Email <sales@telegames.com>
- Web <http://www.telegames.com>
-
- //// TigerDirect Inc.
- Mail 8700 West Flagler Street, 4th Floor
- Miami, FL 33174-2428
- Voice 305-229-1119
- Orders 800-879-1597
- 305-228-5200 (international customers)
- Fax 305-228-3400
- Email <tmcguinness@tigerdirect.com>
- Web <http://www.tigerdirect.com/todays_special_012197.htm>
-
- //// Toad Computers, Inc.
- Mail 570 Ritchie Highway
- Severna Park, MD 21146-2925
- Voice 410-544-6943
- Orders 800-448-8623
- BBS 410-544-6999
- Fax 410-544-1329
- FaxBak 410-544-0098
- Email <info@toad.net>
- Web <http://www.ataricentral.com>
-
- //// United Game Source
- Mail 210 Ring Ave Unit 104
- Palm Bay, FL 32907
- Voice 407-726-6867
- Orders 800-564-1458
- Fax 407-726-6903
- Email <unitedgame@aol.com>
- Web <http://members.aol.com/unitedgame/index.htm>
-
- //// Video Game Advantage
- Mail 6861 Anthony Lane
- Parma Heights, OH 44130
- Orders 216-843-8815 (24-hr answering machine)
- Email <vga2000@ix.netcom.com>
- <vga2000@io.com>
- <dw901@cleveland.freenet.edu>
- Web <http://www.io.com/~vga2000>
-
- //// Video Game Liquidators
- Mail 4058 Tujunga Ave, #B
- Studio City, CA 91604
- Orders 818-505-1666 (9am-5pm PST)
- 888-944-4263 (toll free)
- Fax 818-505-1686
- Email <vglq@vglq.com>
- Web <http://www.vglq.com>
-
-
- =-=-=-=-=-=-=-=-=-=
- //// Press Releases
- =-=-=-=-=-=-=-=-=-=
-
- //// Atari Announces JTS Merger
-
- ATARI, JTS TO MERGE OPERATIONS
-
- SUNNYVALE, Calif. - Feb. 13, 1996 - Atari Corporation and JTS Corporation
- today agreed to merge the two companies. Atari is the pioneer in multimedia
- video entertainment and JTS is a manufacturer of computer disk drives.
-
- "This merger puts us in a great position to capitalize on a very experienced
- management team and a rapidly growing disk drive market. JTS is using
- innovative technology, particularly in the 3" disk drive market, and we are
- excited about its prospects," said Jack Tramiel, chairman of Atari.
-
- "Our partnership gives us the ability to expand our capabilities and pursue
- new opportunities," said Tom Mitchell, president and chief executive officer
- of JTS. "Dataquest has predicted that 115 million disk drive units will be
- shipped worldwide in 1996, and it is a great time for us to be participating
- in this market," said Mitchell.
-
- Terms of the Agreement
-
- Under the terms of the agreement, the new corporation will operate under the
- name of JTS Corporation and the officers of JTS will become the officers of
- the merged company. The Atari entertainment business and the JTS disk drive
- business will operate as separate divisions of the new merged company.
-
- Atari has extended a bridge loan to JTS in the amount of $25,000,000. In the
- event that the merger is not consummated, the bridge loan will be convertible
- into shares of JTS Series A Preferred Stock at the option of Atari or JTS and
- subject to certain conditions.
-
- As a result of the transaction, Atari stockholders will hold approximately
- 60% of the outstanding shares of the new company following the merger. The
- transaction is structured to qualify as a tax-free reorganization and will be
- accounted for as a purchase.
-
- The board of directors of Atari and JTS have approved the definitive
- agreement. The merger is subject to certain shareholder and regulatory
- approvals and other conditions to closing. The parties anticipate the
- transaction will close toward the end of the second calendar quarter of
- 1996.
-
- JTS Management Team
-
- JTS was formed in 1994 by Jugi Tandon, the company's current chairman of the
- board. Tandon is well-known in the computer storage industry for his ability
- to develop innovative products for the marketplace. Tandon will remain
- chairman of the board of the new company.
-
- Tom Mitchell was a cofounder of Seagate Technology and president and chief
- operations officer of both Seagate and Conner Peripherals. Mitchell brings
- unparalleled industry and operational experience in the high-volume disk
- drive market. He is a pioneer in disk drive manufacturing in Singapore,
- Thailand, China and India.
-
- About Atari Corporation
-
- For more than twenty years, Atari has provided consumers with high-quality,
- value-priced entertainment. Atari markets Jaguar, the only American-made,
- advanced 64-bit entertainment system and licenses and markets software in the
- multi-platform, multimedia market. Atari is located in Sunnyvale, California.
-
- About JTS Corporation
-
- Founded in 1994, JTS Corporation develops and manufactures hard disk drives
- for the computer industry. JTS has recently introduced its new 3" Nordic
- product for the portable computer market. Headquartered in San Jose,
- California, with manufacturing facilities in Madras, India, JTS employs 1,300
- people worldwide.
-
- The above statements regarding the disk drive industry and JTS' prospects are
- forward looking statements and involve a number of risks and uncertainties.
- Among the factors that would cause actual results to differ materially are
- the following: business conditions and growth in the portable computer
- industry and in the general economy; competitive factors, including pricing
- pressures; availability of components from third parties; risks associated
- with manufacturing of products in India or other overseas jurisdictions and
- risks associated with JTS' ability to ramp its manufacturing operations,
- including cost and yield issues.
-
-
- //// Atari Announces JTS Merger Again
-
- ATARI CORPORATION AND JTS CORPORATION TO MERGE
-
- On February 13, 1996, Atari Corporation and JTS Corporation announced plans
- to merge the two companies. JTS is a manufacturer of personal computer hard
- disk drives. Under the terms of the agreement, the new corporation will
- operate under the name of JTS Corporation and the officers of JTS will become
- the officers of the merged company. The Atari entertainment business and the
- JTS disk drive business will operate as separate divisions of the new merged
- company.
-
- In connection with the merger Atari has extended a bridge loan to JTS in the
- amount of $25 million. In the event that the merger is not consummated, the
- bridge loan may be convertible into shares of JTS Series A Preferred Stock at
- the option of Atari or JTS and subject to certain conditions.
-
- As a result of the transaction, Atari stockholders will hold approximately
- 60% of the outstanding shares of the new company following the merger. The
- transaction is structured to qualify as a tax-free reorganization and will be
- accounted for as a purchase.
-
- The boards of directors of Atari and JTS have approved the definitive merger
- agreement. The merger is subject to certain shareholder and regulatory
- approvals and other conditions to closing. It is anticipated that the
- transaction will close toward the end of the second calendar quarter of 1996.
-
- Atari has been in the video game business for over twenty years. Today, Atari
- markets Jaguar, the only American made, advanced 64-bit entertainment system
- and licenses its intellectual property to third parties. Atari is
- headquartered in Sunnyvale, California.
-
-
- //// Telegames Announces New Releases
-
- In the past few months, Telegames has either released, or announced their
- intention to release, SIX new Jaguar games. While they haven't put out any
- actual press releases, these are the descriptions from their web page
- <http://www.telegames.com>.
-
- TOWERS II: PLIGHT OF THE STARGAZER, is the first genuine RPG to be released
- for Jaguar. Become one of four different characters as you are immersed
- within the strange happenings in the mystical land of Lamini. You must
- uncover the secrets as you explore Daggan's castle. Many before you have
- tried, but none have returned. First-person perspective, full screen smooth
- scrolling, talk to others, collect 100's of items, refer to maps, encounter
- 100's of creatures, experience challenges in combat, magic, and spell
- casting. Hours of challenge with appropriate save and restore feature.
- Available NOW.
-
- BREAKOUT 2000 is a 3-D version of the arcade classic. Designed for one or two
- players, this reflex tester will challenge any skill level. The object of the
- game is still the same; accumulate as many points as possible by breaking
- Bricks with Balls. That's where the similarity ends. There are a total of ten
- different Phases to survive, each consisting of five playfields. Each
- playfield is more difficult to clear than the one before it, and each Phase
- adds even more difficulty. As you progress through the game you'll encounter
- bricks that you have to hit more than once to break, and even some bricks
- can't be broken at all. Also includes Classic Breakout for the nostalgic
- player. Available NOW.
-
- IRON SOLDIER 2 (CD) is the knockout sequel available on CD for Jaguar. Pilot
- your 42 foot tall mech robot through 20 new missions against the evil Penta
- forces. Dramatically enhanced 3-D graphics create a virtual battlefield with
- war waged in all 360 degrees. Outfit your mech with combinations of 12
- weapons systems and begin your fight against the multitudes of enemy weapons.
- With full motion video, driving soundtrack, and realistic SFX, all available
- in stereo or surround sound, this product must be purchased by any true
- gamer. Available March 7th. [delayed, see below --Ed.]
-
- WORLD TOUR RACING (CD) is the first Grand Prix style racing game for Jaguar.
- Select your racer, customize its features, and set off to conquer the
- international racing world. With a super-high frame rate, this game really
- puts you in the driver's seat. Split screen, head-to-head competition in two
- player mode. A multitude of features makes each race a new experience!
- Available March 28th.
-
- ZERO 5 is a futuristic space shooter set in a 3-D, 360 degree playfield. The
- year is 2044 and the battle for Earth has begun. On the far reaches of the
- galaxy, a massive invasion force is assembling. Scanners at DEFCON have
- alerted you to the alien threat. The Earth's best pilots are dispatched in
- their BAMBAM cruisers to engage the enemy. Multiple weapons, driving
- soundtrack, non-stop combat, multiple power-ups, and 15 extended missions
- contribute to a shooter's game with real depth. Available April.
-
- WORMS is the hit product that is available on most other next-gen systems.
- Designed for one to four players, this game combines the best elements from
- the very best games ever created. The game requires great thought, strategy
- and elements of sheer outrageous fortune within an almost infinite range of
- playing possibilities. Teams take it in turn to bombard the enemy with
- whatever weapon they feel is likely to reap the most reward. Each battle has
- a time period and once this is over a period of extra time may be played
- where all remaining worms are reduced to 1 unit of energy and the slightest
- hit will render them out of the game. The last team remaining wins the game.
- Available May.
-
-
- //// IS2... The Wait Continues
-
- IRON SOLDIER II DELAYED
-
- The projected release date of Iron Soldier 2 (CD) for Jaguar has been delayed
- due to a CD replication problem. Although Atari's "officially" licensed
- replicator has had the gold masters of IS2 since February 20th, they have
- been unable to create problem free glass masters that are required for mass
- production. Their problems are partly related to the sophisticated security
- encryption on the Jag CDs. Engineers have been working furiously since the
- masters were delivered to fully resolve the problems. We will update our web
- site as more info becomes available. Please do not send individual e-mail
- inquiries asking about the status.
-
- [Editor's Addendum: In response to an inquiry regarding whether the IS2 delay
- would push back the release of subsequent titles, Telegames had this to say:
- "We will try to maintain release date separations, so probably yes."
- Bummer.]
-
-
-
- //// Electronics Boutique to Carry Telegames Titles
-
- Again, this isn't an official press release, but was posted to several online
- sources. Check out <http://www.ebworld.com/news/articles/jaguar.html> for
- this offer.
-
- ELECTRONICS BOUTIQUE WANTS YOUR HELP!!
-
- Hello everyone... My name is Wes Pederson and I am the Web page creator for
- the EB WORLD web page at Electronics Boutique. We have responded to your
- requests for us to carry the new JAGUAR games by TELEGAMES. We have decided
- to try it one more time and see how it works. We will not be offering these
- games in the stores to start with but we will be offering them through our
- mail order department as a test. If this test works, we will look into
- carrying them in the stores as well. Here is how it will work... We will test
- it with IRON SOLDIER 2 by offering it through our mail order department at a
- price of $59.99 and when you call and tell them that you heard about it from
- the EB WEB PAGE <http://www.ebworld.com>, you will get an additional $10.00
- Gift Voucher upon the delivery of your new game that you can use towards your
- next purchase at EB. (Store or Mail order)
-
- To place your Pre-Order call 1-800-800-0032
-
- We pride ourselves in listening to you the customer and what you want... So
- here is your chance to make a difference... Let's here from you folks...
-
- If this test goes well, we will look at offering the rest of the TELEGAMES
- titles for the JAGUAR...
-
- Wes Pederson
- <marketing@ebworld.com>
-
-
- =-=-=-=-=-=-=-=-=-=
- //// CatNips Epilog
- =-=-=-=-=-=-=-=-=-=
-
- 08/14/96 - by Don Thomas
-
- You may like to know that I have submitted my resignation to Atari and have
- determined that Thursday, August 15 will be my final day.
-
- I have been at Atari since November 1989. I helped launch the Portfolio,
- which enjoyed tremendous success early in its life cycle. Later, I took on
- the role as a specialist and helped represent Portfolio technology at
- specialty trade shows, key account presentations and in exclusive development
- scenarios. More recently, I have streamlined an effective customer service
- department pursuant to the resources afforded by corporate direction. During
- much of this time, I have made every effort to be accessible and active on
- CompuServe as well as GEnie, Prodigy, our Web Site and a BBS I sustained
- privately in my home.
-
- Prior to Atari, I worked at Federated Electronics stores and was known within
- the organization for my prejudice for Atari brand computers and games. Much
- of my software library was provided to Federated as samples and the software
- buyer asked me to test the latest titles.
-
- I purchased my first Atari product in the early 80's. The 2600 was financed
- on my first Visa Card from a Video Concept store in Dallas, Texas. I was so
- impressed with the technology that I taught myself programming and developed
- a newspaper delivery game to present to my employer, the Dallas Times Herald,
- long before Paperboy ever hit the coin-op arcades. Only the crash of the
- video game industry in the mid 80's kept me from entering the industry during
- those years.
-
- My first computer was the TI99/4a and, later, the Commodore 64. But it wasn't
- until I opened an Atari 400 box in my apartment that I developed a passion
- and soon found myself hoarding every cool thing I could find. From Scott
- Adam's adventures to my MPP1000c modem and Rana disk drives, I was virtually
- possessed.
-
- After the Tramiels took over Atari, I bought into their 16-bit computer line
- hook, line and sinker... and never regretted a single moment.
-
- When the Tramiels acquired Federated in the late 80's, I thought I died and
- went to heaven. For the first time, I met the likes of Neil Harris and Mr.
- Jack Tramiel himself. During the day, I helped expand Atari exposure in
- Atari's new chain of electronic stores. At night I honed my programming
- skills into a line of software I called Artisan Software. I successfully,
- released a total of 5 titles under that label, all for Atari 16-bit
- computers.
-
- In 1989, Atari was compelled to discontinue Federated operations and my
- career became a casualty in Jack's business war. While seeking employment
- anywhere I could, I dedicated time and energies into the Atari Revolution...
- a grass roots movement dedicated to foster word-of-mouth for Atari's fine
- line of products. In November, Atari hired me back and I met Bob Brodie,
- Frank Foster and a brigade of personalities who have long left a permanent
- mark in the historical remembrances of the world's longest surviving home
- computer/video game company.
-
- On August 26, I will be joining the professionals at Sony Computer
- Entertainment. As you undoubtedly know, the Sony Playstation is America's
- number one choice in next generation technology. After examining the
- opportunities that are out there, the PSX looks to me to be the most
- promising long term video game investment and I am proud to become part of
- the PSX team.
-
- Atari, the name and the products is directly responsible for so many things
- in my life. Inclusive are personal development and the acquisition of
- lifelong friends. The Tramiel family is equally responsible for having
- enriched my life with wisdoms that I will forever value. There will always be
- a special part of my heart for Atari. There will always be an envy that I
- wasn't there during more glorious days and always I will take pride in
- knowing that I worked my hardest during Atari's most difficult times.
-
- As you undoubtedly know, Atari has just completed a merger with JTS; a
- reputable supplier of hard disk drive technologies. The terms of the merger
- relegates Atari as a division of JTS and no longer is Atari an independent
- corporate entity. Shares of stock are now traded under the symbol JTS.
- Atari's staff as of next week will consist effectively of 4 people, all of
- which are among the most proud and honorable I have ever known.
-
- On behalf of Atari, past and present, thank you to everyone who supported us.
- Atari will always be an institution in our hearts remembering the evolution
- of Pong, Asteroids, Star Raiders, Major Havoc, Millipede and many more. Look
- for Atari's afterlife in licensed titles for other systems.
-
- I have every intention to continue frequenting the Atari support areas and
- you will no doubt find me popping up in a PSX forum near you! I'll look
- forward to seeing you there.
-
- -- Don Thomas @ Atari
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Hark the Herald Angels SCREAM
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- by Don Thomas
-
- Hark the Herald Angels SCREAM
- no one hears the words they sing
- for 'neath the boughs of ever green
- 'midst the wraps of red and sheen
- tied with bows of satin white
- there's sorrow cradled that slumber night.
-
- There were parcels large and some petite
- there was one quite long and another smelled sweet
- there were tags for Mom and sometimes Lover
- some marked Mike, Michael or Brother
- others did say simply Sister or Susan
- and some of the ones were for Dad or for Rueben.
-
- Now all the paper is crumbled and torn
- not one gift is left still adorned
- some bows are saved for another year
- most are battered and tattered, we fear
- and all the while; during joyful festivity
- no VCS, no 8-bit, no Antic, no ST.
-
- In years gone by; not all long ago
- Mount Fuji stood tall; its pride aglow
- it inspired and nurtured millions of souls
- it marketed great things and set all the rules
- there were games and computers and printers and mice
- there were joysticks and modems and drives that were nice.
-
- Yet lo in the present there's no present to be
- that's wrapped with the factor of fun from Atari
- this year Jack The Santa; J.T.S. to be quite sure
- took funds once marked for gamers so pure
- and with disk drives that ship pairs at a time
- there's no money for gamers, not hardly a dime.
-
- Yet Christmas is perfect to remember the past
- the Tempests, the Asteroids, the game names that last
- and no one demands to know where they have gone
- the silence just deafens as new systems move on
- and through all, we shall treasure that precious green tree
- next year when J.T.S. absorbs the tree industry.
-
- --Donald A. Thomas, Jr. (75300.1267@compuserve.com)
- believing that the tremendous success of the today's
- systems has meaningful roots that should not be forgotten.
- (c) Christmas, 1996
- Please freely reprint or resend with author's credit.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// World Tour Racing Author Speaks?
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The following messages were posted to the Jaguar Interactive message board,
- by someone claiming to be the programmer of World Tour Racing (formerly known
- as F-1 Racing... coming in March from Telegames!). We have no proof that this
- individual is indeed who he claims to be, but he certainly sounds like he
- knows what he's talking about.
-
-
- //// World Tour Racing - Info
-
- 1/28/97
-
- Hello Jaguar users,
- With luck World Tour Racing will be released in March by Telegames. The game
- was originally completed 12 months ago, but the release vanished with the
- demise of Atari. Information about the product is quite scarce, so I would
- like to clarify a few things. The game IS polygon based, the project was
- originally conceived as Virtua Racing on the Jag, but as the project
- progressed that look became dated and we received pressure to include heavy
- texture mapping. The game does contain some texture mapping, but also
- includes lots of tricks involving scaled sprites and bitmaps to make the
- screen look detailed and interesting, without anywhere near the same speed
- hit. It's not 30fps but it is a lot faster than Chequered Flag.
-
- World Tour Racing was in development for almost 2 years whilst I worked at a
- company in Greenwich London. Since than I've moved on and now work at another
- company, but I'm currently helping to resolve a few technical issues so that
- the game can be published. I had to fire up a dev-kit for the first time in
- almost a year a few weeks ago to supply the screen shots which are now on the
- Telegames web site.
-
- I'm grateful to Telegames for releasing the game, as I and the rest of the
- team that worked on it were proud of the product and how well it played and
- looked when it was finished. The fact that it didn't go onto the shelves was
- a bit of a kick in the teeth.
-
- Regards
- The Programmer.
-
-
- //// World Tour Racing - More Info
-
- 1/29/97
-
- Hello again.
- Some answers to some direct questions :-)
-
- The game has 16 tracks, 12 of which are based on real F1 tracks from around
- the world, and 4 fantasy tracks which we made up (I wanted pyramids in the
- game and Egypt doesn't have any racing tracks, so what the heck). It has 10
- cars in each race, at one point the game had as few as 6, it was part of the
- process of tweaking the game play so that you were always racing against
- someone. 10 cars worked well in the final product. The fact that you never
- really raced against anyone in CF was probably the worst thing about the
- game.
-
- The Jaglink is not supported, 2 player mode is via a split screen. What
- resolution does it run at? Erm... most of them. This would probably take me
- quite a while to answer, due to a technique I used to maintain acceptable
- frame rates at all times. Instead I'll just point out that Doom is the lowest
- resolution game on the Jag, only 160 horizontal pixels, and I'm higher than
- that at all times.
-
- The music was produced by the same musician who did the music for that French
- skiing game that I can never remember the name of [Val d'Isere Skiing and
- Snowboarding --Ed.]. It's CD audio throughout and I was very happy with it,
- but you'll have to decide for yourself.
-
- I think I remember the adverts that some of you have been referring to. The
- early mock up pictures of the racing game [Checkered Flag] had nothing at all
- to do with WTR, it didn't exist back than. The company where I developed the
- game was producing Brutal Sports Football at the time (the programmer who
- converted that game wrote the first level of Die Hard Trilogy on the
- Playstation afterwards).
-
- Well done whoever it was that said that the in cockpit camera seems slightly
- higher than the drivers head, it is, by about 20cm. Very few people noticed
- in testing and it does make quite a big difference to the game's playability.
- You can set the camera to lots of different positions, you can even race via
- the TV cameras if you really want to.
-
- World Tour Racing was not a Domark project, and as a publisher I don't think
- they ever released any Jaguar software. As a side note, I now work for Eidos
- Interactive which owns Domark Software.
-
- BTW, during my time as a developer I did have access to some of the Jag 2
- papers, I think by now my NDA is pretty much dead, anyone interested?
-
- Regards
- The Programmer
-
- Sorry, I'd rather not give my e-mail directly, but I'm checking this site
- on an irregular basis, so if you want to leave me a message post it up
- here.
-
-
- //// World Tour Racing - Jag 2 Info
-
- 1/29/97
-
- I'm about to disappear as it's the end of my working day, but as there seems
- to be quite a high level of interest I'll clarify what I said about the Jag 2
- in my last message.
-
- I don't have any physical Jag 2 papers, I don't think anyone does except the
- ex-employees of Atari, as the project was confidential, but I did get to see
- some of them.
-
- Atari started releasing details to some developers around the middle of '95,
- with the intention of holding a developers conference in the Autumn. The
- conference never happened and the project died later that year.
-
- Depending on how much I can remember (it was over a year ago) I'll try to
- post some information up about the machine tomorrow. But I will say this, at
- the time it didn't look that great compared to what was looming and Atari
- must have been aware of that.
-
- Now for a few more answers :-)
-
- Yes, the tracks do have tunnels and dips and bridges, it doesn't wildly
- undulate, which is mostly due to the nature of the real world tracks and the
- type of racing.
-
- The computer cars do race against one another and have quite complicated AI.
- The car AI was originally developed on another machine before the Jaguar
- project began, so it was adjusted, refined and playtested over a considerable
- length of time.
-
- Yes the game does vary the resolution. It doesn't quite do it on-the-fly in
- the sense that it changes whilst you're racing around a track, but it does
- change from section to section and track to track. It even changes res when
- the game is paused, if things are flying past at high speed you can get away
- with lower res as the eye doesn't notice that sort of detail, speed is all
- important in a racing game. I did at one point experiment with an engine that
- changed the base res on a frame by frame basis, but that makes simple things
- like screen overlays stupidly complicated.
-
- The car is highly configurable, there is a workshop during qualifying which
- you can jump into at any time and adjust all the usual stuff. It has a fairly
- complicated vector force model driving the physics of the car, with a set of
- interpreter blocks put in to make it a fun game to play. Sliding is an
- important part of the game, simply because most testers found it a lot of
- fun.
-
- I'm not sure what the Blitter "trick" is that your refer to, but it does blit
- via CLUT & GPU memory, and uses many, many other techniques (half of which
- I've now forgotten).
-
- Bye for now
- The Programmer
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Jaguar Underground Forges Ahead
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- "THE UNDERGROUND"
- [This article originally appeared in Gamepen's Gamewire
- <http://www.gamepen.com>. Reprinted with permission.]
-
- In the wake of the Atari Jaguar's commercial death, it seems that the Atari
- community is going to pick up where the corporation left off. Certain
- dedicated members of the community are in the process of making history. A
- group of game designers and programmers that calls itself The Underground is
- working on the idea of shareware for the Jaguar. The movement is currently in
- a learning state: all the coders figuring out the tricks of assembly on the
- Jaguar. The group is also requesting rights from various corporations to
- program certain titles. If successful, this would be the first major
- shareware movement on a console, and it could very well change the face of
- the video game industry.
-
- Recently GameWire was able to get in touch with some members of The
- Underground to find out how this project is developing:
-
- "The final form of the shareware has not yet been determined. Most of this is
- in its infancy. If only (Atari) realized how many people would write games
- for them from this underground, the Jag may still be formidable. Fact is the
- Jag can do all those nice tricks the PSX can and better, with more color. We
- simply want to put out games for a system that we all love and realize a
- great potential for."
-
- "Just so everyone understands who reads this, we in no way intend to violate
- anybody or their copyrights, Atari included. If (they) had half a market
- brain, they would bring back the Consumer Program Exchange where home hackers
- produced a lot of the 8 bit computer software."
-
- The Underground has mentioned a few titles and it seems some of Atari's
- broken promises of 'classics' may be fulfilled through this. (Games by)
- Bally, Stern, and other classics are all possibilities, pending approval, of
- course, from their respective companies.
-
- Overall, the shareware movement is alive and well on the Jaguar. The game
- descriptions that have been shared with us thus far sound extraordinary. We
- wish the best of luck to The Underground and will continue to cover this
- development as it progresses, so stay tuned to GameWire for exclusive
- interviews and coverage. In the meantime, if you have any comments,
- questions, or concerns about The Underground, please email GameWire's Senior
- Web Editor, Brian C Bessemer (<kitten@dfw.net>). Messages will be forwarded
- to The Underground and we will attempt to answer all concerns, if not
- personally, then in future updates.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// New AvP Code Discovered
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Thanks to Adam Ryder for unearthing this heretofore unknown Alien vs Predator
- code. This code displays a few lines of debug info on your HUD.
-
- Debug Info:
- Hold Pause.
- Press Option.
- Press 1+3.
- Release Pause.
- Press Option.
- Shotgun blast confirms.
-
- "dec(nn,nn)" is your map grid coordinates. "hex(nnnn,nnnn)" is your precise
- coordinates (in hexadecimal). "1(nn)" is the current level.
-
-
- --==--==--==--==--
-
-
- ||
- || Jag-Fest '97
- \__// The Atari Jaguar's Woodstock?
- -----------------------------------------------------------------
-
- Several Jaguar enthusiasts (mostly on Jaguar Interactive) are organizing a
- little get-together called "Jag-Fest '97". It started out as a party to
- celebrate the release of BattleSphere and get in some networked 8-console
- nirvana, but has since expanded to encompass all Jag games, and to a lesser
- extent all Atari consoles.
-
-
- //// When is it? And Where?
-
- Jag-Fest '97 is tentatively scheduled for July 25th-26th, and will be held in
- Chicago, IL. Precise location not yet determined.
-
-
- //// Who's in Charge?
-
- Although it's everyone's combined team effort that will pull this off, five
- very dedicated Jag owners have taken charge and are constantly discussing
- Jag-Fest possibilities.
-
- Head Organizers:
- Jeff "Hyperturtle" Grimshaw <Gorgonzola@earthlink.net>
- (handles locations to stay, places to hold the event, prices for everything,
- and other organizer-type problems)
-
- Secretary and Attendance:
- Kevin Manne <kevinmanne@wycol.com>
- (takes notes and reports them to all interested parties, records names of all
- people attending)
-
- Jag-Fest '97 Home Page Maintainer:
- Chad Ridgeway <chadjag@geocities.com>
- (maintains and posts necessary information on the official Jag-Fest homepage)
-
- Graphic Artist:
- Wes Powell <powell@easilink.com>
- (creating Jag-Fest logos and Jag-Fest bumper stickers to sell at the show)
-
- Feel free to send questions and comments to any of the individuals above.
-
-
- //// Who's Attending?
-
- Currently 32 people have signed up to attend on the Jag-Fest '97 Home Page.
- Dan Iacovelli, the head of the Atari Video Club (based in Melrose Park, IL)
- has said that the AVC will attend JagFest no matter what. The club is said to
- have approximately 30 members, including Don Thomas (former Atari employee)
- and Terry Grantham of Telegames. They are not attending for sure, but it is
- an exciting possibility.
-
- Jeff Grimshaw has sent out a request for feedback on who's planning to
- attend. Here it is:
-
- "PLEASE SUBMIT A POSTCARD
-
- Send a Postcard Today!
-
- Attention all Jag-Fest '97 party goers! It has proven to be somewhat
- difficult for me to secure a place for our meeting. To help remedy this, I
- ask that you send some information to me via SNAIL MAIL!
-
- Hardcopy information I can keep and file and be happy about, electronic I can
- lose when my next HD crash occurs...
-
- My big problem is that I know we all would like to go and have a good time,
- but I don't know how many of you will be needing a place to stay. I don't
- really know how much you are expecting to spend, what you plan to bring (if
- anything), if you plan to show up early or would like to stay late and help
- clean up.
-
- I don't know if you want to donate anything, be it ideas, food, luck,
- posters, artwork, whatever. Remember, a big undecorated room is ugly to look
- at. Besides, you'll become rich and famous like me (ever heard of me before
- this event? :-Q ) when we credit you for your contributions.
-
- As of now, this is the information I will need:
-
- First and Last Name: (so I know who you are)
-
- Age: (I hate to ask... but there are curfew laws and hotel regulations we
- must take into account. If you are way too young and coming alone, we'll try
- to pair you up with someone, but your parents will be convinced all internet
- geeks are axe murders, anyway..)
-
- Mailing Address: (in case I need to mail you for whatever reason)
-
- Daytime/Evening phone numbers: (In case I need to contact you regarding
- hotel/motel rooms/pricing etc. The hotel will also need this if they need to
- contact you in case of reservation problems.)
-
- E-mail Address: (so I can e-mail you with updates)
-
- Who is Coming With You? (Wouldn't it be great if I requested a bunch of
- single rooms and your group of 12 drinking buddies come along with the
- intention of all staying in the same room? This will allow me to have a fair
- idea of how large of a room we each need. Prices will vary accordingly due to
- room size.)
-
- What can you bring? (Tell me if you are bringing something. I don't care if
- it's a thank-you card. Acceptable items are listed on Chad's page.)
-
- Are you willing to send a deposit on your room, if need be? (I will try not
- to handle the money and have it go straight to the hotel if this comes to
- light, but I can't promise)
-
- Who can we contact in case of an emergency? (If you suddenly die, we can't
- throw you away)
-
- Finally, what comments/suggestions do you have? (There's still so much to do,
- there's still time for one person to make a difference!)
-
- Here is an example of how I would fill out my own request:
- ------------------------------------------------------------------------
-
- NAME: Jeff Grimshaw
- AGE: 21
- ADDRESS: PO Box 958542
- Hoffman Estates, IL 60195-8542
- DAYTIME/EVENING PHONE NUMBERS: 630-227-3711/630-374-6806
- (You could call them and stalk me if you want, but.. if I'm dead I won't be
- of any use. The numbers are for work so don't get excited.)
- EMAIL ADDRESS: Gorgonzola@earthlink.net
- WHO IS COMING WITH ME: As of now, three friends. Should that change, I'll
- notify myself immediately..
- WHAT CAN I BRING: I'll be bringing along a Jaguar and a CatBox. Assuming (we
- pray) that Battlesphere is out by then, I'll bring that too. My friends will
- be contributing to decor and helping me set things up.
- WILL I BE MAKING A DEPOSIT ON THE ROOM?: Chances are, I won't need a room
- since I live in the area. My friends are the same way. However, I may stay
- due to the fact that I am heading up the event. If this occurs I will make a
- memo with my room and the room's phone number and make sure everyone gets it
- in case of a problem.
- WHO CAN WE CONTACT IN CASE OF AN EMERGENCY?: Since I live in the area, my
- friends coming along will take care of my corpse disposal. Or something.
-
- FINALLY, WHAT COMMENTS/SUGGESTIONS DO I HAVE?: Carry me around and call me
- the grand poobah. I suggest that everyone have a damn good time or my name
- isn't Hyperturtle!
- ------------------------------------------------------------------------
-
- I'd super-prefer it if you did not e-mail me this information. But if you
- must, my email address is: Gorgonzola@earthlink.net
-
- Please use the same format as listed above, and title the message "Jag Fest
- Applicant Information"
-
- All people who register with me will be getting e-mail shortly thereafter. I
- will try to keep everyone posted in a timely manner as to current events and
- developments. If you would like to send me artwork/posters/etc, please
- forewarn me, so that I will be sure to check the PO Box more often.
- ------------------------------------------------------------------------
-
- The PO Box's address, incidentally, is:
-
- Jeff Grimshaw
- PO BOX 958542
- Hoffman Estates, IL
- 60195-8542
-
- Thank you for your support! I look forward to meeting you all and publicly
- losing most of the contests... No one said I was a good gamer, I just like to
- play..."
-
-
- //// Where Can I Get More Information?
-
- Every Friday evening, 11:00 PM EST, there is a lengthy Jag-Fest meeting for
- everyone to attend. It's located at JPFN. To go directly to the chat, go to
- <http://www.frontiernet.net/~bwdaly/chat.html>.
-
- Be warned though, some have encountered technical problems and haven't been
- able to enter chat. If this happens, then please e-mail us (or probably
- Kevin) for the latest scoop on what went on. Of course, you can always check
- out the home page for all the info, too.
-
- Check out these home pages for further info:
-
- Jag-Fest '97 Home Page:
- <http://www.geocities.com/Broadway/4062/>
-
- Jag-Fest Info Page:
- <http://freenet.buffalo.edu/~bl478/>
- Maintained by Kevin Manne (kevinmanne@wycol.com)
-
- Atari Video Club:
- <http://www.angelfire.com/ia/AtariVideoClub/AVC.html>
-
-
- --==--==--==--==--
-
-
- || Llatest from Llamaland
- || By: Jeff "Yak" Minter
- \__// llamaman@ix.netcom.com
- -----------------------------------------------------------------
-
- [All of the following postings are taken from Jeff Minter's web page, Yak's
- Zoo <http://www.magicnet.net/~yak/zoo.html>. Check it out, and see what else
- Jeff has yakked up lately.]
-
-
- //// 22 Jun 1996
-
- Well, I have been getting on with The Project Of Which I Cannot Speak, having
- fun doing that... went to an excellent party not too long ago... enjoying the
- onset of California summer and driving around in the Red Ship... installed
- Linux on my PC... (amazingly enough, someone has converted the old C64 game
- Thrust to Linux! I was most impressed!)... unfortunately I can't say a lot
- about what is really turning me on at the moment, but soon... real soon... I
- promise :-).
-
- I've introduced a new section, dedicated to my favourite tech toys, and added
- a bit of new stuff here and there in the existing sections. I know there are
- a few snapped links around, I'll do me best to fix them and add new ones RSN.
- Sorry I have been a bit inactive Webwise of llate, I have just been a lazy
- git, iz all. And not being able to speak of my passion makes it a bit harder
- to get enthusiastic about maintaining my stuff. That *will* change. Soon.
- Watch the skies. Imagine a world without pixels :-).
-
-
- //// 14 July 1996
-
- Just done a major overhaul of the Llamasoft Titles by System page - adding
- links to scans of the original cover artwork of the games where available,
- plus a few words about each of the games. I will add more as I get hold of
- more of the cover art, but some of that stuff is quite hard to find now!
-
-
- //// 20 Oct 1996 (Wipeout XL is due to release tomorrow!!)
-
- I've been away for a while, took a short trip back to the UK... yes the new
- project is still proceeding OK, no I can't say a lot about it yet - at least
- no more than I said in the October 'WIRED' Atari piece. Soon... in the
- meantime, I have updated a couple of areas and added a piece about my recent
- trip, including some nice pictures from Wales. I'm going to have to do some
- fossicking around with my local copy of the site, as since I transferred it
- over to my new SCSI disk, somehow lots of "~1"s have got appended to
- filenames that shouldn't have them. Hehe...
-
-
- //// 27 Oct 1996
-
- Wipeout XL is out!
-
- Virgin appear to have nicked the name "Grid Runner" for one of their
- Playstation games. In Europe, they did the decent thing and renamed the game
- Grid Run, but over here they have used the Llamasoft title (albeit as two
- separate words). Needless to say the game is nothing at all like proper
- Gridrunner. Bloody cheek, I reckon.
-
- Tempest 2000 is about to be released by Interplay across the Playstation,
- Saturn, Mac and PC formats. It's nice to see the game finally reach a mass
- audience - early reviews seem to be very positive, so I have hopes the game
- will do well and generate some nice royalties for the Yak. The Playstation
- version is called Tempest-X, and contains a tweaked-up version of the game
- using some PSX-only effects and introducing some new dynamic textured webs -
- but it's still firmly based on T2K and as such should be a most enjoyable
- blast.
-
-
- //// 1 Dec 1996
-
- So here he sits, the beastly boanthrope, mildly stoned on a Saturday night,
- finally getting around to updating the ol' website... but hey, it is the
- start of the holiday season and all so why not? Hehe... So what's new with
- the shaggy ox-smelling one? Well, coding continues on That Which Cannot Yet
- Be Named. It bugs me too that I can't talk about it yet, you can be sure; but
- that period is coming to an end. Expect interesting things to read about at
- the start of '97. Next year is going to be a Time of Much Coding and Many
- Miracles. As soon as I can, I shall also start up my "Wallpaper of the Week"
- section, where you will be able to download psychedelic stills for your
- Windoze wallpaper from some of the outrageous graphics naughtiness that I
- have been getting up to. Be warned that you will need 24-bit colour to view
- them at their best. I tend to be worst-case for anything less. :-)
-
- Also, also... been playing a few new games (see In The Slot)... and got a
- couple of new emulators and finally uploaded my game packs for download from
- the Emu page, and I've also updated a coupla other areas on the website...
- Apart from coding and messing with my computers I haven't really been up to
- much recently. I've been in semi-hermetic mode, lurking in my lair communing
- with exotic constructs and occasionally breaking off to consume stimulants
- both chemical and digital. (Coffee and Robotron will get ya wired as f*ck).
- In particular, I have been firing up the Williams Arcade Classics on the PSX
- and refining my skills at Robotron, in anticipation of the imminent release
- of "Robotron X" on that system.
-
- Oh, Tempest is now apparently out on the PS and Saturn... I still haven't
- seen it as nobody at either Interplay or what remains of Atari has seen fit
- to send me a copy to have a look at, which is kinda weird, considering that
- it is my game after all. However initial reaction in the newsgroups and in
- review is good, and there is no reason why the conversion shouldn't be as
- cool as the original - maybe more so, with some cool new FX on the PS
- version. One of these days maybe I will even get to see it.
-
- I've been coding up a lot of HTML too... but nothing you are gonna see
- :-)... tech examples for the coders who are to follow me down the Path to
- Great Glory that is our current project.
-
- However it won't be long until I am comfortably enthroned in my Virgin
- Premium Economy, definitely no smoking seat, within a large metal tube
- hurtling at unthinkable velocity and altitude above a large body of water,
- glugging down one gin and tonic after another and making my inebriated way
- back home to the UK for the Christmas hols. (It's amazing - what would the
- pioneers of the old West have thought about the fact that we can now travel
- from San Francisco to London in the space of a few gin and tonics and a good
- nap?) And I am going to party my tiny brains out, go down to the pub an awful
- lot, visit the Prettiest Sheep in the World, and irritate my digestive tract
- with a succession of caustic chicken Vindaloos. It'll do me the world of good
- to get away from the computer for a while, hang out with my mates, get pissed
- and stoned a lot, play no end of games on my mum's Playstation, and generally
- chill out and prepare myself mentally for a great deal of groovy coding in
- the New Year....
-
-
- //// 5 Dec 1996
-
- The link to Rick Melick's Web page was bust on my emulator page; he pointed
- it out and I have now fixed it. One of these days I'll get around to finally
- sorting out some decent stuff to replace the hopelessly bust set of links and
- downloads I have. I guess I'm just not one of your huge link collectors. You
- go to some sites and there's no local content, only links. Oh well... I went
- into the office today, and it's looking increasingly likely that I will be
- having beans to spill at last pretty soon. Things are coming, as they say, to
- a climax ;-)... I'm greatly looking forward to the start of next year,
- because I am ready to kick some serious ass here. You people have no idea
- what I am going to do to you. I'm going to turn you into a nation of
- wireheads. You won't want to do anything except gaze at your screens drooling
- on the carpet and... interfacing... we are talking serious habit-forming 100%
- class A pure video narcotics here. Algorithmic ecstasy. A full-frontal
- digital lobotomy.
-
- heh heh heh.....
-
-
- //// 15 Dec 1996
-
- Well, I was supposed to be tidying up my house prior to my going back to the
- UK for the hols (yippee!), but instead I found myself seated firmly on my
- arse in front of the Playstation and N64 all weekend. Go to In the Slot if
- you wanna hear the whole sorry story. My arse is totally numb from all the
- videogaming I have been doing...
-
- Hey, I did tidy up at least the living room today, in between games. I nearly
- blew up my Hoover! There I was, Hoovering away, when suddenly I could
- smell... you know... that smell. Burning electrical stuff. Never a good odour
- to encounter as it usually bodes ill. I switched off the Hoover, and sure
- enough, there were wisps of smoke coming out of the ventilation slots!
-
- Now, I know my carpet was dirty. I have about as much sense of domesticity as
- a billy-goat, as anyone who has ever had to use the bogs at my gaff will
- attest. I rarely Hoover. So there was plenty of dirt on my carpet - I didn't
- have so much dust-bunnies as dust-cows. Big ones, wandering around and mooing
- loudly. However, even I would have been amazed that there could be enough
- dirt to actually blow up my Hoover.
-
- As it turns out, all that was wrong was that I had forgotten to switch mode
- on the Hoover from "low pile" to "high pile" before I attempted to suck my
- living-room carpet. Now that's an easy oversight to make, and I reckon there
- should have been some failsafe device in the Hoover to actually cut out the
- motor before it started to burn up. Bloody silly piece of design that there
- isn't. Luckily I stopped my Hoover before actual flames ensued, but it was a
- close call. Poxy dumb mechanical devices - I hate 'em. I look forward to the
- day when I can buy some nano dust that I can scatter on my carpet and which
- will eat my dirt, using it as raw material to reproduce themselves, evolving
- vast nano civilizations in the interstices of my shagpile whilst
- simultaneously keeping it spotlessly clean. Hehe...
-
- Oh well, tomorrow I shall have a go at the kitchen. That's gonna take a
- strong stomach and nerves of steel. There are things in my fridge that would
- give H.P. Lovecraft pause for thought :-]
-
-
- //// 25 Jan 1997
-
- Saturday night, got some techno thumping on the box at the moment, although
- that might change into some Floyd once I leave coffee mode and enter the beer
- zone. End of January, already nearly a month into the new year and three
- weeks since my last proper British curry - so what's up with the YaK?
-
- Well, so far it's been an auspicious start to 1997 - and I do believe this is
- in fact the Chinese Year of the Ox, which, me being me, also feels like it
- bodes well. There have been a few scorching new updates to some of the best
- arcade emulators in the last month, including the return to the scene of the
- greatest Emu of all, the Dave Spicer Sparcade. Go over to my Emu page to read
- all about those goodies, then go do some downloading!
-
- I finally got to play Tempest X3 for the PlayStation - I finally gave in and
- bought a copy just so I could review it; then, of course, I got a package
- from John Skruch at the Company Formerly Known As Atari which had a copy in
- it about two days later.. Oh well - I gave the dupe to a mate of mine, so at
- least I know it's not going to waste.
-
- The game is very pretty, sounds great, is appropriately psychedelic, but to a
- real T2K player it's going to be a bit disappointing. It's still a great
- game, but there are a couple of things that obtain my horned caprine entity.
- There's a full review, complete with moany bits and comments, on my reviews
- page. (To be honest, I am probably being a bit extra-hard on the game, but,
- well, if anyone has the right to be an opinionated git about the game, it's
- me. And, of course, the Great Originator Dave Theurer - but since he has left
- the games biz, I feel like I have kinda inherited Tempest - I care about it
- deeply, and I want to nurture and protect it, keep it safe from harm... and
- watch it grow. I don't think I've finished with Tempest yet. Oh my no, not at
- all... (hehe)...
-
- "Project X" is entering a very exciting phase, and we're all buzzed about how
- things are going at work. Yes, there will be announcements; no, I don't know
- yet when they will be, but it should be fairly soon. Keep an eye on the Area
- 51 section of my homepage, because if I let anything slip, that's where it's
- going to be slipping.
-
- Oh yes - and one other thing I have decided about this year: Exodus.
-
- Apart from that... I had a very nice break over the Xmas hols, went back to
- the sceptred isle as per usual, got to hang out with my mates, go to Wales,
- drink lots of beer and eat plenty curry. In fact on the last day, I went out
- for curry with my mates, and the curry house offered me one of the mythical,
- off-the-menu "stealth curries" which they consider to be too dangerous and
- won't even admit they exist until you have a proven record of wolfing down
- the hottest Vindaloos. I had a dark, ominous, seething chicken curry that
- made my eyes water and my tongue throb. A curry that burns like fire and,
- amazingly enough, even looks exactly the same both going in and coming out.
-
- I also went to see my mate Dave Lightsynth up in Bristol, and had one of
- those proper British nights out that I really miss since I've been here. You
- know the sort of thing - down the road for a most excellent Vindaloo at the
- Sheesh Mahal, then lots of lager, further stimulation, and conversation until
- N o'clock in the morning... Dave's gaff is an interesting place to get
- smashed in - full of boxes marked VPL and bits of Polhemus trackers, hardware
- and computers everywhere, even parts of the furniture made out of bits of old
- computers. Dave is an excellent guy to have inebriated conversations with.
- This is a guy who has interfaced the Jaguar VLM to a Theremin, for Ghu's
- sake. Me and Dave and Ian Lightsynth used to have regular such sessions at my
- old gaff in Wales, so it was most excellent to do so again - it's been a
- couple of years. Oh well - maybe soon the Welsh sessions will be starting
- again...
-
- Not that I don't get to have occasional good nights out over here - in fact
- the other night I met up with some ex-Atarians I hadn't seen for a while and
- we had a most pleasant evening indeed, consuming a degree of fermented
- beverages of varying ilks and talking about this and that and the Old Days
- Back At Atari. There was this guy there I didn't really know, kinda a FOAF,
- ya grok [Errm... no? --Ed.], and although he was a nice enough guy for sure,
- well, you know that funny feeling you get when you know someone who's
- apparently sane but belongs to some cult, or is a Scientologist? Well... this
- guy was a heretic... I can barely bring myself to say it, but he... he...
-
- He didn't like Roger Waters.
-
- Yes, yes, I know, that's shocking, and the very words look ugly upon the page
- of your Web browser, but it's true. I tell you, I knew something was up when
- the conversation happened to veer in the direction of Their Exalted
- Pinknesses, and he suddenly said something extraordinary: he said that he
- thought that Pink Floyd were losing their touch when they released The Wall.
- He thought The Wall "wasn't that great".
-
- Yeah right! And that Eugene Jarvis chap was totally missing his stride when
- he wrote Robotron. And that Shigeru Miyamoto, he's crap, he is, and Mario 64
- sucks!
-
- Now that was scary, being in the same room as someone who actually thought
- The Wall was crap... but, shock piled on horror, the heretic went on to make
- the following bizarre allegations:
-
- - The Pros and Cons of Hitchhiking is, apparently, crap!
-
- (yeah right! And the Curry Gardens serves rotten Vindaloo and it never rains
- in Wales!)
-
- - Radio KAOS is "poppy!"
-
- (yeah right! Regular Spice Girl, that Roger Waters is! Yeah! KAOS was *so*
- mainstream!)
-
- - Amused to Death only has one decent song on it!
-
- (yeah right! And the only good game on the PlayStation is "Viewpoint"! And
- that Dave Gilmour, he only knows one chord!)
-
- Naturally, I was somewhat taken aback to find out that apparently my Deity
- has been creating all this crap, poppy music for years and silly me's been
- enjoying it and thinking it's good! Damn, I hope nobody pops up to tell me
- that all Eugene Jarvis's games are crap, and I just didn't notice - that
- would really spoil my day.
-
- Amazingly enough, when pressed, the individual in question revealed that he
- had arrived at his deep, insightful opinion of Pros and Cons after just the
- one listening! Silly me, and I thought that there was such a wealth of detail
- in that album that it took me quite a few listenings before I began to get
- the most out of it...
-
- Well, after hearing such talk, in mixed company I might add, there was a part
- of my brain so deeply shocked that all it could do was go and lurk in a
- darkened recess of my cranium, quivering and thinking about spline curves.
- Normally I am very tolerant of the strange beliefs of other humans, but to
- hear someone openly profaning the Name of the Lord thy Rog was too much even
- for me. I am undertaking a purge to get rid of the nasty taste it's left in
- my mind - a process that involves frequent listening to His Great Words at an
- exalted volume, and drinking His Holy Sacrament (beer). If reading this
- account has sullied your own mind, then I prescribe at least three Floyd
- albums a night until the unpleasantness passes.
-
- Beware, people! There are some very strange people out there... heretics...
- heathens... probably meeting in darkened rooms, swearing profane oaths
- against Roger and Eugene... sacrificing virgin Defender coin-ops on their
- Altar of Hate and committing unnatural acts with the Floydian inflatable pig
- to the hellish strains of Country and Western music... dark, soulless
- people... people who honestly believe that "Mother" is crap, "Comfortably
- Numb" is crap, "Run Like Hell" is crap... strange, twisted individuals...
- could be someone you know... could be out to get you...
-
- Take care. Keep a copy of The Wall about your person at all times. Be sure
- and sing "Comfortably Numb" loudly in the shower. Think good Floydian
- thoughts, and pray the freaks leave you alone...
-
-
- //// 8 Feb 1997
-
- Ahhh, Saturday night again, and I am full of curry. I was halfway through
- writing some stuff for the website, when I had a pre-emptive curry interrupt
- that caused me to leap into the Red Ship and tool down to Monterey and
- India's Clay Oven, where I had an extra extra hot chicken Vindaloo, garlic
- naan, two spicy pappadoms (the best spicy pappadoms I have found in the US so
- far, actually) and a couple of bottles of Flying Horsie beer (according to
- the little tag you get on each bottle, Flying Horsie is "the champagne of
- beers", and each bottle is brewed "for you, the connoiseur. When you're sure
- the occasion deserves it, serve Flying Horsie Royal Lager Beer. Then sit back
- and drink deeply". Well, a good curry always deserves lager, so I did indeed
- sit back and drink deeply - in between shovelling forkfuls of steaming
- Vindaloo into my face, that is :-).
-
- Speaking of curry and lager, I am totally overjoyed that Red Dwarf series 7
- is out at long last, and being broadcast back in the UK. Thanks to a co-
- operative mum over there and a multi-standard VCR over here, I am receiving
- regular tapes of the new episodes, to my unmitigated delight. I was howling
- with mirth within the first five minutes of Episode One when Lister is
- devastated to find out that a spacetime anomaly has wiped out the ship's
- entire supplies of curry and lager ("Life without curry? That's like Laurel
- without Hardy... or the Lone Ranger without... umm... that Indian bloke!").
-
- Life without curry would indeed be a terrible thing to contemplate. Maybe I
- should marry a nice Indian girl who would be willing to cook me Vindaloo
- every night. I can just see my Personals ad now:
-
- "Shaggy, goaty-smelling coder seeks Indian female for spicy culinary
- relationship, possibly marriage. Looks unimportant, age unimportant, but
- please send photo of curry..."
-
- Hehe... so what else is up? Well, I'm off skiing next week, oh delight,
- sliding down mountains with long things on my hooves, one of my favourite
- activities! I'll be strapping on my Salomon ski-boots and getting into my
- very appropriately-named Mountain Goat ski-suit, although not in that order,
- 'coz that would be well awkward :-).
-
- Finally got around to trimming off some of the dead parts of my website, and
- gathered my links and downloads into one place; and I have decided to release
- Llamatron and Revenge as freeware. Coding continues well on the new Thang - I
- expect to twiddle with Area 51 [the section of Yak's page, not the game --
- Ed.] a bit more tomorrow and quite possibly upload a couple of new images, so
- watch the skies!
-
-
- //// 15 March 1997
-
- Saturday night again - seems to be the timezone when I am most relaxed and
- can re-enter the real world long enough to actually communicate with humans
- :-)... here I sit listening to a nice techno compil that I laid down onto
- minidisk a few months ago, and quaffing a not insignificant amount of Gin and
- Tonic. G&T is my inflight drink of choice, you see, and when I am feeling a
- little homesick, well, if I can't jump on a plane and fly right back to
- Flossie, well, at least I can do the gin part, and imagine the rest.
-
- Things are hotting up a bit in the world of Project X, and I've had precious
- little time to be human recently... I have n things to do right now, and when
- I'm not doing those, I am thinking about the n+1 things that I also need to
- do, but which are of a lower priority from the original n... and there are
- several layers of X-based priorities before you even begin to get down to
- normal human things like feeding yourself or going out or being sociable. As
- a result of this I am afraid I have fallen down somewhat on my comm duties,
- and I have a huge backlog of email that I just cannot hope to shift. I
- apologize, and don't mean to seem rude if I don't answer your email
- immediately, if at all. I always appreciate hearing from people who know of
- me and my work, particularly when people write out of the blue just to thank
- me for wearing out their joystick hand over the years - it always cheers me
- up when I get such a communication. But these days I am knocking off work
- quite late most nights, and all I'm fit for at the end of the day is a quick
- beer and then bed, and I can't really face answering a ton of email. I'm
- sorry, I don't mean to be rude. Merlin eats me, iz all. And I love it, and
- the results will be well worth it, you wait and see. You will know extreme
- bliss when I caress your quivering neurons with my nootropic algorithmic
- digital-narcotic wares. And that day is getting inexorably closer. There is
- much excitement amongst the Project X team.
-
- I've basically been in trogloditic mode, and will probably remain so for the
- next month or two - I have a long-weekend break arranged for the end of May,
- when I shall be going to an extremely good party; I'm kinda using that to aim
- for and to justify not really having a life beyond X at the moment. And after
- that, of course, there's my return to Flossie, planned for later in the year,
- to which I look forward with inordinate relish. It gives me deep joy to know
- that before the year is out I shall be reunited with my Ungulate of Choice.
-
- Of course, I have been keeping my hand in with occasional sessions on the
- emulators and in front of the Nintendo 64 - Turok stands out as a most
- excellent game indeed, and if you haven't done so already, you really should
- check out the review on my reviews page. Turok's a Doom-style game with some
- beautiful graphics and quite the most outstanding use of realtime particle
- systems I've ever seen, and comes highly recommended. On the emulator scene,
- the seemingly-unstoppable MAME seems set to eclipse Dave Spicer's Sparcade as
- the best multi-game coin-op emulator out there. New emulators are popping up
- more quickly than I can track them - a recent gem is an outstanding
- Gauntlet/Gauntlet II emulator that is perfect in every respect, apart from
- having no sound. Gauntlet's a nontrivial emulation, and if you check out the
- emu, you'll see that the dude done good. Hie thee to my emulator links and go
- grab some goodiez...
-
- One acronym that's been mentioned a bit around the office recently: T3K... it
- could well happen... and if you liked it before, you have no idea how it's
- gonna ream your neurons on a [censored] architecture running at [censored]
- MHz... hehe... ain't nothing I can't do on a system like that... hehehe...
-
- We're reaching transition-point. Things are happening which mean that
- decloaking will be inevitable in the not too distant future, and at last I'll
- be able to rant and rave to my fullest extent about what's been going on.
- Yeah, I know it's been a long time in coming, and it's been a lot of hard
- work for all of us on the X team, and will continue to be so for the next few
- months... but if I could tell you the specs right here and now, you'd
- understand exactly why it's gonna be so worth it.
-
- For you, it's gonna mean a gaming and lightsynth experience unlike anything
- you've ever seen before. N64 included.
-
- For me, it's gonna mean being back in Wales, working on stuff that I am
- passionately enthusiastic about, on unbelievable hardware that I would never
- have imagined in my wildest dreams (at least the wild dreams pertaining to
- hardware, rather than beasties) a few years ago, living not far from a decent
- pub, and in close proximity to a variety of pleasantly aromatic furry
- beasties.
-
- Well worth working for, I reckon. Trogloditic mode isn't particularly human,
- but it gets stuff done :-)
-
-
- --==--==--==--==--
-
-
- || BattleSphere Updates
- || By: Doug "Thunderbird" Engel
- \__// thunderbird@sprynet.com
- -----------------------------------------------------------------
-
- [All of the following are public postings to Usenet by Doug Engel,
- BattleSphere Chief Engineer.]
-
- //// BattleSphere(tm) Mini-Update(R) 4/17/96
-
- Greetings Sports Fans! Welcome to the latest installment of BattleSphere(tm)
- Update(r). Once again, we are slaving around-the-clock in our efforts to
- create the greatest console game ever designed on any system known to
- mankind.
-
- Since the last update, the following breakthroughs have been accomplished:
-
- 1) A super-nasty and annoying bug in the targeting system was exterminated.
- Changing targets with the selection keys no longer glitches on occasion. It's
- working fine now.
-
- 2) A bug in the sound manager was squashed, so now the sound locations in the
- universe are accurately calculated, so their relative volumes are now
- properly computed. This had caused some annoying miscues in the sounds.
-
- 3) Speaking of sounds, the new samples which we added recently have been
- described as, "Sounds like a world war". Great. That's what we wanted! Our
- sound is officially chock full of "64-bitty" goodness!
-
- 4) All of the versions of all of the Starbase objects have been created. A
- major task has been completed. There are bases for each different race. Each
- base has a unique shape and style, making them all race-specific.
-
- 5) The Starbase code has been completed, which includes the ability to
- target, shoot, damage, and eventually destroy a Starbase. The HUD icon for a
- base was added, so they can be spotted on the HUD and targeted. It looks
- great.
-
- 6) The universe was expanded (Scott playing God again) because the large
- bases would not grow small enough in the distance before wrapping around the
- universe.
-
- 7) We were not 100% happy with the way the Starbase destruction sequence
- appeared once it was first completed. We felt that a Starbase should have a
- distinctive looking termination effect. Inspired by the effects from the
- recent space-battle on Babylon 5 (which blows away any and all current
- versions of Star Trek), we came up with a last-minute revamp of the Starbase
- destruction. Now, a Starbase that dies does so in a much more spectacular
- fashion. It's last-minute inspiration like this which makes game development
- so enjoyable, and makes BattleSphere(tm)'s development process superior to
- the rigidly defined processes of other developers.
-
- 8) The "Gauntlet" play-mode is being honed to perfection. It's a lot of fun
- and has an "arcade" feel to it. The enemy AI is really wickedly evil, and few
- players will get very far against the ever improving enemy pilots. Protecting
- a group of Starbases in a sector has never been this much fun before...
-
- 9) Expect a preview from none other than Travis "El Travvy" Guy, from Atari
- Explorer Online within a few days. Travis is going to be playing a recent
- beta test version of this game.
-
- 10) BattleSphere(tm) R00LZ!
-
- Until next time, Happy BattleSphere(tm)ing!
-
- Thunderbird
-
-
- //// BattleSphere(tm) Update(R) #032396:
-
- That's right! With tonight's code modifications, you too will experience the
- amazing technological innovation of 4-times the Nonvolatile Memory Capacity
- of any Jaguar Game Cartridge ever produced!!!
-
- We felt that limiting our high-score tables to only a handful of names was
- one of the few legitimate complaints with the -awesome- Defender 2000, so we
- embarked on an effort to quadruple the storage capacity of the NV memory. The
- effort has succeeded. Now we have the ability to store complete high-score
- tables _and_ detailed ship statistics.
-
- Another record-shattering advancement from 4Play!
-
- This BattleSphere(tm) Update(R) brought to you by:
-
- Thunderbird
-
-
- //// BattleSphere(tm) Update(R) 9/9/96
-
- Greetings, everyone!!!
-
- Welcome to the latest installment of the BattleSphere(tm) Update...
-
- The three latest additions to our masterpiece are as follows:
-
- 1) The "Warp Effect" is incorporated. This is a cool wavy wormhole that
- appears in the spot where a ship exits from hyperspace. If you see one of
- these things you can pepper it with gunfire and the ship will materialize
- right in your hail of fire! Boom!!! It works!!! And it looks really cool!!! I
- have to make a sound effect for it though...
-
- 2) "Free-For-All" play mode has been added. This mode pits you up against 15
- other ships in an all-out battle to reach a selectable number of points. You
- will re-generate after getting killed after a 5 second delay, with a 1 kill
- penalty. The first player to reach the goal is the victor! This is something
- like "DeathMatch" in Doom, except that we have the additional features:
-
- a) When killed you re-generate with your targeting computer locked on
- the ship that killed you, so you can get "REVENGE(tm)" on him!
-
- b) Your targeting computer displays a bar-graph indicator under each ship
- target indicator indicating their score. A ship with a large indicator
- has more kills than one with a short one. This way you can concentrate
- fire on the guy that's winning, and cut his score back!
-
- Free-For-All mode is complete, except for the pre-game setup screen which
- allows the number of kills to be specified and the ship classes allowed in
- each game.
-
- Free-For-All works in both 1-player and Networked modes and it's a real blast
- to play!!! With 16 ships in constant battle and an infinite supply of lives,
- things get pretty hairy! There's never a dull moment here!!!
-
- 3) Check out the All-New and Vastly Improved "BattleSphere(tm) Homepage(R)".
- Just point your browsers at <http://www.best.com/~sebab> and select the
- Videogames / BattleSphere icon.
-
- We even have a feedback form so you can submit your info so we know who to e-
- mail when we release!!!! And we have e-mail links to all of your favorite
- 4Play members!!!
-
- Let us know what you all think!!!
-
- Thunderbird
- Strap yourselves in. This flight is gonna suck, and we don't serve peanuts!
-
-
- //// BattleSphere(tm) Update(R) 12/28/96
-
- Hey there BattleSpherePhanatics(tm)! The wait is drawing to a close. Gauntlet
- Play Mode is now in play testing, and I must say that it RULES!!! Never
- before have I met such a challenging shooter game in my life! (Well... maybe
- Tempest 2000). But it's great!!!
-
- The levels start off pretty easy for me (I'm an expert) but the enemy gets
- smarter and stronger as you go. Some levels require a great deal of strategy
- as you're outnumbered and outgunned. Careful planning of when and where to
- use your special weapons is crucial.
-
- The level bosses are particularly fun and challenging, and really make the
- time fly by. Finding the weakness in these guys is going to be a real
- challenge! It took me 90 minutes to get through one particular level and I
- know the Achilles heel already (heh heh heh) you guys are gonna love this.
-
- Watch out now that the enemy AI is programmed to use special weapons on you.
- Some of you complained a while back that some of our special weapons were not
- particularly useful, right? Well, you'll be singing a different tune when you
- discover how "INeffective" they are when the enemy is using them on you
- (don't cry to me).
-
- At any rate... if you finish all 100 levels of Gauntlet, you will indeed be a
- supreme BattleSphere champion.
-
- In other news, our nifty new introduction which tells the story of the game
- is completed, which really spiffs up our Attract Mode. There's even some cool
- easter-eggs in that sucker.
-
- There's a couple of other things new too, but I can't tell anyone about them
- ;-) Let's just say we have another "first" for Jaguar games!
-
- Thunderbird
-
-
- //// BattleSphere(tm) (Awesome) Update(R) 02/03/97
-
- Greetings BattleSpherical BattlePhanatics! It's time once again to give you
- all the nitty-gritty on the most eagerly anticipated videogame in all of
- videogame history! You guessed it... we're talking about BattleSphere(tm)
- from 4Play!!! (That should really annoy Martian, huh?)
-
- More amazing superhuman effort has brought about dramatic changes to the
- world of BattleSphere(tm). As we approach the end of available ROM space,
- more and more additional features are being added and play is being tweaked
- to perfection. The actual changes made include but are not limited to:
-
- 1) The graphical extravaganza introduction has been completed. The number-
- crunching graphics are indeed impressive. The nasty bug in the hardware which
- caused this mode to occasionally lock up was circumvented.
-
- 2) The mega-awesome new "Mystery" levels have been added to Gauntlet (I hate
- the term "Boss"). Several unusual new entities have been added to make things
- a little more interesting for the player trying to complete all 100 levels!
- Animated 3D ships RULE!!!
-
- 3) Gauntlet Networking is nearly finished. This allows 2 consoles to be
- connected to play a cooperative version of Gauntlet... it may be the only way
- some of you get to see the nifty later levels (heh heh heh).
-
- 4) Cockpit radars have been aesthetically improved for a more high-tech look.
-
- 5) Another incredibly realistic explosion has been added.
-
- 6) Several all-new sound effects have been added.
-
- 7) Steph is pleased to announce that all non-in-game music has been increased
- to 8 or 10 track stereo sound, thanks to an all-new music player expertly
- coded by TBird. (Limited bandwidth forces in-game tunes to remain 4-track).
-
- 8) A nasty hardware bug killing BattleSphere(tm) mode was eliminated. It
- didn't show up until testing.
-
- 9) BattleSphere(tm) Play mode is finished. This mode is a show-stopping,
- strategy-invoking, white-knuckle blast! Conquering the bases of the enemy
- team is challenging and fun... and the more players you bring to the Battle
- Sphere, the more fun it gets. Forget about mindless "Deathmatching" (Which
- you can play too in "Free-For-All" mode)... BattleSphere(tm) mode's vastly
- more elegant play mechanics create a networked play environment that's light-
- years ahead of the simplistic kill-or-be-killed doldrums everyone's so weary
- of.
-
- The object of the mode is to capture the enemy team's bases using special
- energy weapons... but you need to accumulate kills to be able to upgrade your
- ship to be able to carry these weapons. Once you upgrade your ship, you can
- dock with your bases and load up on special weapons.
-
- But watch out! If you get destroyed, you have to start over again. Once you
- have sufficient weapons to conquer a base, and you get through the enemy
- fighters defending it, you can lay into it and take it over. Once the base is
- yours, you can go after the next. Be careful though because the enemy may not
- want you taking over their base and may take their own base down with a last-
- ditch bombing run, if it looks like you're about to conquer it!
-
- Of course the number of bases, number of players, and method of victory
- (conquest or destruction of enemy bases) is completely configurable... for
- hours and hours of networked play fun. By itself this play-mode is an entire
- game. Remember... this mode is for 2-8 consoles only (no 1-player version).
-
- 10) Coding is progressing on the final play-mode (Alone Against the Empires),
- which is the Star-Raiders-ish mode. An all-new galactic map is being designed
- as well as the enemy AI required to seek and destroy bases in multiple warp
- sectors. This mode will be super cool.
-
- With the multiple play-modes available and the variety of them, it's a lot
- like getting 4 or 5 different high-quality games all for the price of one!
- Imagine getting a game and 4 of its sequels all at one time! That's what
- BattleSphere(tm) is all about.
-
- As always... BattleSphere(tm) continues to improve daily.
-
- Until next time....
- Thunderbird
-
-
- //// BattleSphere(tm) Collector's Edition 03/02/97
-
- Anyone who is interested in having their very own customized and personalized
- "Collector's Edition" of BattleSphere(tm), please go to our web-site and
- leave us Feedback mentioning your interest in this sort of item. Also, please
- mention how many we should limit the number of them too, and how much you
- would pay for one:
-
- <http://www.best.com/~sebab/dvidgames/dsphere/sphere.shtml>
-
- You have to realize that these would have to be "hand made" and individually
- encrypted, etc. It will be labor intensive, so the fewer of them we make the
- easier it will be, but they will probably cost more for us to make.
-
- If we're going to do this, we need feedback to judge how many of them we can
- make.
-
- We are CONSIDERING doing this sometime after we finish the current game and
- we see how sales are.
-
- At the very least, we'd have the owner's name displayed on the title screen
- or a special dedication screen. We'd probably have a serial number on there
- too to authenticate the rareness, and we'd sign the cart or something.
-
- Thanks.
-
- Thunderbird
-
-
- [Editor's Addendum: 4Play has just made available a 30-second "commercial"
- for BattleSphere. It's a bit... odd, and it's their first effort with their
- new video capture card, but is darn good considering. Snag it at:
- <http://www.best.com/~sebab/dvidgames/dsphere/amovies/web.avi>]
-
-
- --==--==--==--==--
-
-
- || BattleSphere Playtester's Update
- || By: Mark "Stingray" Santora
- \__// santora@earthlink.net
- -----------------------------------------------------------------
-
- [Be sure to check Mark Santora's BattleSphere Playtester's home page at
- <http://home.earthlink.net/~santora/index.html> for updates. World Tour
- Racing preview coming soon!]
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// The January/February 1997 Report
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- //// The Plot
-
- In the future, an intergalactic war is about to break out. Eight different
- races were set to fight until they controlled the galaxy. But in a brief
- moment of intelligence, the races agreed to save the galaxy from being
- ravaged by war. They did this by placing their best pilots in an enclosed
- area of space to fight until one remained. Which ever race that was, would
- rule the galaxy. Here lies the plot for Battlesphere.
-
-
- //// Commentary
-
- Well gamers, the wait is almost over! That's right, with a full force
- programming blitz over the past few months, Battlesphere is a hell of a lot
- closer to getting finished. Let me tell you, the gang at 4Play have managed
- to really pump up the action. But more on that later. At this writing, there
- are about 7 more concepts to be put into the game. Also, work on the Gauntlet
- mode is complete.
-
-
- //// Gameplay
-
- As I said above, the Gauntlet mode is pretty much done, aside from some minor
- tweaking. That said, most of this report is going to focus on that.
-
- Gauntlet mode starts off with a simple yet effective screen asking for which
- level you wish to start on, what type of ship, and difficulty level. There
- are 99 levels in this portion of the game. They start off pretty easily,
- sending a ship or two into your sector and they go after your starbases. But
- as you get higher up in the levels, you start running into Squadrons. That's
- right, out of one "jumpgate" area, three or more ships will appear. They each
- have their own vortex, but you get the point. The best way to describe what
- this looks like is from a movie(a movie reference from me?). Remember at the
- end of Return of the Jedi all the squadrons of Tie Fighters heading for the
- Millenium Falcon? That's what you will see, minus the Death Star. Hey, these
- guys don't want to get sued!
-
- Now, a quick fighting tip for Battlesphere: Whatever you do, Don't Fly
- Straight At An Enemy Squadron! This is a good tactic for anywhere in the
- game, but when you are facing the squadrons, they will kick your ass in a
- real serious way.
-
- Speaking of enemies, they have taken another step towards consistently
- flogging you. They now use their special weapons, i.e. missiles. A nice
- little sound accompanies each missile as it moves towards your ship, sort of
- like sonar. The missiles can be shot down, you just have to find them first.
-
- For all you science fiction fans out there, also look for nods towards the
- past in Gauntlet mode. One level is inhabited by beings from a planet in our
- solar system. Nak! Nak! Nak! If you don't get it now, you might once you play
- it - level 48.
-
- Speaking of the radar, the gang has added a bit of depth to it by layering in
- a few things. I can't really describe it, but it looks nice and gives you a
- bit more eye candy. It looks polished.
-
- Also in Gauntlet, you get the Boss Ships. Put your head between your legs and
- kiss your ass goodbye. They are extremely difficult and make you wish for
- those squadrons of Capitol Ships.
-
-
- //// Graphics
-
- The graphics are still sharp and look better than half the crap that is 100%
- texture mapped. Sure, texture mapping is nice, but usually I find that it
- bores me and interferes with the gameplay. Let's face it, a nice looking game
- with bad gameplay is TFX2000. And a bad looking game with bad gameplay is
- Battlecruiser 3000.
-
-
- //// Sound Effects
-
- Well, we've got the new sound effect for the incoming missiles, but nothing
- that I've noticed aside from that. Of course, Scott will pull me aside later
- and give me a whuppin' for that comment.
-
-
- //// Networking
-
- It appears that the eight-player networking in Gauntlet is finally solid. No
- new bugs have creeped up, at least none that Scott has told me about. Link up
- with your friends, and get rocked!
-
-
- //// Music
-
- Stephanie has been diligently working on new/different tunes for the game.
- The ones she has shared with me, and what's in the game, are most excellent.
- Take the energy of the Tempest 2000 music, give it more of a John Williams
- tone, and put it in Battlesphere. Now you know what to expect. Steph has a
- few MODs of the tunes on her web page, check them out.
-
-
- //// Alone Against the Empires
-
- It has finally started. Here comes what unofficially can be called, Star
- Raiders 2000. This is the game loyal computer users have been waiting for
- since the original hit in 1982. Really folks, this is the game to beat.
- Scott's got some time to finish this one, hopefully I will have more to tell
- you about it once I get a Flashrom of it.
-
-
- //// Secrets
-
- I can't tell you the easter eggs, but I'm trying to keep track over here and
- my last count put the number of easter eggs around 15. I'm sure there are
- more. This doesn't count the hidden race which everyone knows about. These
- are the funky things. Things you don't expect. That's why they're so much
- fun.
-
-
- --==--==--==--==--
-
-
- || Review: Baldies
- || By: Clay "Macabre Kiwi" Halliwell
- \__// halliwee@ts436.dyess.af.mil
- --------------------------------------------------------------
-
- So you say, you want to be a god? You've watched jealously as your PC- owning
- friends have simulated cities, founded entire civilizations, and ruled
- benevolently over a worshipful populous. How many times have you glared at
- your Jaguar and wished you could take command of a group larger than those
- four little guys in Cannon Fodder?
-
- Well, now you can. Baldies is here for the Jaguar CD. So slap on that halo,
- grab a thunderbolt, and step on up to the throne!
-
-
- //// The Bald and the Beautiful
-
- Upon loading, in what has to be one of the more unusual intros I've seen,
- Baldies goes straight into a long claymation video with no dialogue and very
- little connection to the actual game. The CinePak video here is some of the
- worst I've seen on the Jaguar, and on top of that the animation itself is
- very crude.
-
- Once at the main menu, you can start a new game, enter a level password, or
- load a saved game from a Memory Track cartridge. Baldies supports a single
- save slot on the Memory Track, which consumes a whopping 16K of space! I'd
- sure like to know what all that data is, since the only thing saved is which
- levels you've completed.
-
- After that's taken care of, you're sent to the level select screen. There are
- 100 levels in Baldies, divided into 20 levels each of Green, Ice, Circus,
- Desert, and Hell terrain. While you must complete the levels sequentially,
- the game does let you go back and replay previously completed levels.
-
- Levels in Baldies are all variously-shaped islands. From your top-down
- perspective (with one wide-view zoom level available), you can see trees
- (some of which you can drop your Baldies into for safekeeping), rocks, and a
- variety of amusing nonfunctional objects (on the Ice stage, keep an eye out
- for a submarine conning tower poking through the ice, or a wrecked ice cream
- truck). There is also a small selection of fauna on each level (dogs, skunks,
- etc.), including land sharks, which will gobble up anyone unfortunate enough
- to stray into their path. Your cursor is usually a small hand, with which you
- can pick up your Baldies and drop them anywhere you want.
-
-
- //// Manhandling
-
- Okay, enough details... what do you actually DO in this game? Each round
- starts with a number of your Baldies wandering around the landscape in a
- loose cluster. Elsewhere on the map there will be up to three bands of
- Hairies, the mortal enemies of the Baldies. Your goal is simple: Kill all the
- Hairies!
-
- You have four types of Baldies at your disposal. Each has a different task to
- perform, and each also has a power bar that is depleted as they perform their
- tasks. Baldies can either be wandering around outside or placed inside
- buildings.
-
- [] Workers (red): The default Baldy type. Inside, they produce more Workers
- (amusingly depicted by a Baldy jumping up and down on a bed). Outside,
- they build up the red power bar. The red power bar is depleted by digging
- holes and laying down strips of land.
-
- [] Builders (blue): Inside, they repair and maintain buildings. Outside,
- they build up the blue power bar and build new buildings.
-
- [] Soldiers (green): Inside, they build up the green power bar and defend
- buildings from invasion. Outside, they pummel, shoot, and lob grenades at
- the Hairies.
-
- [] Scientists (white): Inside, they construct weapons for use against the
- Hairies. Outside, they build up the white power bar.
-
- You can switch Baldies between types as much as you like, whether they're
- inside or outside.
-
- Generally Baldies who are outside will wander around aimlessly, stopping only
- to pick a flower or take a nap in the shade of a tree. I've also spotted
- suspicious yellow patches on the ground in the Ice stages, but haven't
- actually caught anyone in the act yet. There are no territorial boundaries in
- Baldies, so be careful that your guys don't wander onto enemy soil!
-
-
- //// Let There Be Condos
-
- While some levels start with a building ready for you to use, most of the
- time you'll have to build your own. Simply plant a flag anywhere on the map,
- and all your Builder Baldies will converge on it, eventually causing a basic
- hut to appear. Then you can fill it with Builders and choose what kind of
- building you'd like it to expand into. The type of building you create has a
- direct impact on what it's optimized for. Building proceeds along the
- following decision path:
-
- Hut -+- House --- Large House -+- Larger House -+- Largest House
- | | |
- | +- Nursery +- Heliport
- |
- +- Fort ---- Large Fort
- |
- +- Laboratory
-
- [] Houses: Have the highest Baldy capacity, and are good all-around
- production centers.
-
- [] Nursery: Best for producing more Baldies.
-
- [] Forts: Best for military production.
-
- [] Laboratory: Best for churning out inventions, and required to access
- certain inventions.
-
- [] Heliport: Must have one of these to access the helicopter invention.
-
- If you don't allot enough Baldies to building then your building won't expand
- to the next size. Even if you don't want your building to get any bigger, you
- still have to assign a certain number of Baldies in each building to
- performing maintenance, otherwise it will fall into a state of disrepair (at
- which point all production going on inside stops), and eventually
- disintegrate.
-
- If the number of Baldies inside exceeds the maximum capacity of a given
- building (usually due to Baldy breeding), the extraneous Baldy is kicked out
- the door. If you abandon a building it will eventually fall down, but don't
- be surprised if your computer-controlled opponent starts dropping Hairies
- inside and takes it for his own.
-
- As you build more buildings, you also gain new abilities. At three buildings
- you gain the ability to dig up and create terrain, and at four buildings you
- can make your Baldies fly. To use this ability, you select an area of Baldies
- to be affected, then click where you want them to go. This is good for moving
- large numbers of Baldies across the map quickly.
-
-
- //// Implements of Destruction
-
- You have two main means of wiping out the opposing Hairies-- Soldier Baldies
- and inventions.
-
- To use your Soldiers, just set your inside Baldies to military production and
- send in the troops! Target selection is accomplished via a shield icon which
- you pick up and drop wherever you like. Soldiers will home in on this, but
- will also lob grenades at any enemy buildings they pass on the way. Shooting
- and using grenades will quickly consume the green power bar, so be sure you
- have lots of Baldies back home supporting the cause. Soldiers with an empty
- power bar will be reduced to just knocking the Hairies down (which only stuns
- them).
-
- Inventions are where the real fun is... theoretically anyway. With your
- Scientist Baldies, you can create gizmos such as poppers, mines, bear traps,
- cannons, springs, and almost a dozen other items. You can increase the
- fertility of your Baldies, decrease the fertility of your enemies, rain down
- boulders and goldfish, cause earthquakes, zap your enemies at will, and bring
- about Armageddon!
-
- Poppers, mines, et al, fall into the general "trap" category, which I try to
- avoid using. They're good for taking out wandering Hairies, but can't get at
- the ones inside buildings. For that you need to send in your troops, which
- can also be killed by all the traps you've laid. So for the most part you end
- up either not using traps, or finishing off the enemy by building a
- helicopter and bombing them back to the stone age.
-
- Most of the really good inventions aren't available until you work your way
- through the basic inventions. You can also gain new inventions by picking up
- objects and dropping them in a Laboratory building. One of the most useful of
- these is the Stink Bomb, which you gain by dropping a skunk in a laboratory.
- Using the Stink Bomb on any building will cause about five of the inhabitants
- to come running out (and right into any traps you've laid...).
-
- By the way, the Exploding Cow is truly awesome. It does require a lot of
- Hairies to set off though. And some of the inventions (balloon, angel cloud)
- I have yet to figure out.
-
-
- //// Sights and Sounds
-
- Graphics are pretty much what we've come to expect from Euro software... very
- tiny, and very detailed. I was definitely glad to be running S-Video while
- playing this game. The animation is decent enough, but the scrolling is
- embarrassingly coarse.
-
- Where the graphics really fall short is in the various inventions. Half the
- fun of a game like this is meting out death and destruction upon your
- enemies, yet the lack of graphic payoff here severely undermines that
- pleasure. For instance, the first time I used the cluster bomb invention, I
- expected to see a fusillade of missiles falling from the air, fireballs,
- craters, and flying bodies. Instead, a small cluster of Hairies simply cried
- "Eek!", burst into little pixelly flames, and fell down. Very, very, VERY
- lame. All of the high-power inventions are like this, leaving you with little
- more than a strategic satisfaction at having used them.
-
- Sound effects are similarly underpowered. What's there is okay (your Baldies
- protest with a "Hey!" when you pick them up), but when you're dealing with a
- game where you can only see a small part of the action at a time, audio cues
- become extremely important. Baldies simply doesn't have enough sound effects.
-
-
- //// Conclusion
-
- Baldies is essentially "Populous Lite". It tries to convey the impression of
- great variety of gameplay, but this is mostly a sham. All five sets of levels
- (green, ice, desert, circus, hell), while graphically different, play exactly
- the same. All the traps perform the same function. With few exceptions, the
- variations in terrain have very little effect on gameplay.
-
- As for the game itself, at times it feels more like a level editor than a
- complete game. By giving the player the ability to redraw the terrain, drop
- Baldies wherever you like, and change Baldy types at a whim, you don't get
- much sense of having a virtual world to work within. The interface is clumsy
- as well. I won't go into the details, but there are about a dozen little
- things that they didn't get quite right about it. Well, I'll list one. The
- game treats the entire screen as your window on the Baldies world, and then
- overlays your menu bars on top of that. So, if you're at one of the far edges
- of the world and want to pick up something that happens to be underneath a
- menu... you can't.
-
- Overall, I enjoyed Baldies for quite a while before its weaknesses started to
- get to me. There is a mild appeal to building up your little civilizations
- and clobbering the Hairies, but the uninspired AI and long waits for
- buildings and power bars to come up to strength guarantee tedium in the long
- term. A two-player mode would have made this game exponentially more
- entertaining, but is sadly absent.
-
- In the end, it's a technically mediocre product that simply lacks the depth
- and polish of the games it attempts to imitate.
-
- If you have WWW access, be sure to check out <http://www.baldies.com>.
-
-
- //// Final Ratings
-
- Title: Baldies JagNet: No
- Design: Creative Edge Players: 1
- Published by: Atari Media: JagCD
- Retail: $59.99 Availablity: Now
-
- A Summary of Ratings:
- "*" is a whole
- "+" is a half
- 5 stars Maximum
-
- Graphics - *** Choppy scrolling, teeny-tiny character design.
- Audio - **+ Tinny music and too few sound effects.
- Control - *** Imprecise object selection and placement. Objects
- sometimes unreachable under menu bars.
- Gameplay - *** Shallow and repetitive. Not much real variety to the
- weapons. No 2-player option.
- Overall - *** A pleasant waste of time. Occasional crashes.
-
- Key to Clay's Ratings
- (leaders of men)
-
- ***** - Julius Caesar
- **** - Winston Churchill
- *** - Jimmy Carter
- ** - George Steinbrenner
- * - Leonard Tramiel
-
-
-
- --==--==--==--==--
-
-
- || Review: Breakout 2000
- || By: Wes Powell
- \__// powell@easilink.com
- --------------------------------------------------------------
-
- Breakout 2000... a game that's been due out for, 'ahem'... too long. The
- third in the series of 2000 [fourth, if you count MC3D --Ed.] games, B2K
- doesn't disappoint. T2K and D2K were fairly similar, with their distinctive
- styles. B2K may not be as good as they are, but it's definitely a 2K game
- with a new flavor.
-
-
- //// Blast from the Past
-
- You're greeted by a polished title screen and a dull and repetitive tune.
- From the menu screen, you have great control over the way the game will be
- played. You can choose between Breakout Classic and Breakout 2000. In 2K, you
- can choose from three difficulty settings and three paddle speeds. You can
- choose to play solo, against the computer (that, I might add, has superb
- artificial intelligence) or against a human opponent.
-
- As in the other 2K's, you can take a dose of nostalgia by going back and
- playing the original version of the game. In B2K, they didn't do a good job
- on the classic mode. There are only two levels... but, I can't say that I'd
- want more. I'd rather that they put the effort into the NEW version, and let
- the diehards of old pick up an older Atari system and jam to the classic.
-
- B2K's object is simple: destroy the bricks on the playfield. It's not as easy
- as it seems though, especially with new stuff thrown into the mix.
-
- B2K's gameplay is anything but predictable. The levels designs are very well
- planned to give you a run for your balls. There are robots that can help or
- hurt you. Some shoot down much-needed power-ups. Others try to make a mess of
- your paddle. There are bricks that take multiple hits to destroy, and some
- that are unbreakable. Ball speed, angle, and rotation are very important. If
- you're gonna get anywhere, you've got to get good at aiming the ball by
- judging the angles.
-
- In two-player modes, you'll be faced with even more obstacles. If you clear
- out a section of your bricks, your ball will hit a ramp at the back of the
- playfield and hit the opponent's bricks. Unfortunately, you may be handling
- two balls at one time. If you miss your ball, you lose a ball. If you miss
- the opponents ball, you lose 1,000 points (a hefty chunk). Watch your balls
- closely.
-
- To keep the game from being repetitive, they were smart, and threw in some
- great new stuff. Complete five levels, and you'll be treated to an
- intermission of either a 3D Pong round, or a target round. 3D Pong is
- awesome! I had never thought about a 3D Pong, but here it is, and it's
- intense. You'll face your friend or a computer foe. With every hit, the balls
- moves faster... and keeping track of two balls moving at blinding speeds
- isn't easy. The target round is a test of your lightning shooting skills.
- You're equipped with lightning, and you'll be awarded points for destroying
- the target bricks in the least amount of shots. Very cool bonus rounds
- indeed.
-
- The mechanics of the ball are excellent. Angles and stuff are precise and
- very realistic. Scaling of the ball is also great... almost flawless. The
- ball floats above the ground and has an appropriate shadow. It looks very
- shiny, and spins in different directions. When you hit the ball left or
- right, it'll spin respectively.
-
- The robots that you'll be faced with are animated very well. They look almost
- like SGI with the exception of some rough edges. They move around well, and
- they scale smoothly too. They'll throw down some nifty power-ups, or some
- sucky power-downs. Get the breakthrough ball to sweep the levels clean. Bag a
- bigger paddle or an extra ball. Paddle boosters like lightning charges and
- ball attract. Beware, there is an opposite to every power-up.
-
-
- //// Graphics
-
- The graphic package is nice, but it's not going to blow you away. In the
- game, there are different space-like backdrops which are nice and colorful.
- There is a molasses-speed star field in the back as well... very choppy, but
- your mind will definitely be on other things.
-
- The bricks that make up the levels are fairly basic, but look shiny
- nonetheless... the 3D look that is created is mighty cool. Your paddle is
- transparent... and that's a nice plus. It also recoils when you hit the ball.
- The sight of your ball traveling up and down the ramp is outstanding. When
- the bricks become multi-stacked, that's when you'll realize that this really
- looks awesome.
-
-
- //// Sound
-
- The music and effects bundle is also done well. The SFX are basic stuff. Some
- seem to be pulled right off of the 2600 or something (not sure on that).
- Other sound effects have a newer and cooler sound, fortunately. There's not
- much to complain about... some of the effects are very nice, and others are
- average.
-
- On the music side, what we have heard in the other 2Ks isn't matched here. It
- doesn't seem that they fine-tuned the music the way that Imagitec did.
- Although, the music does a great job of suiting the game. It's always upbeat,
- and offers a lot of variety in the way of beats and rhythms. You'll get a new
- track each five levels. Some of the tunes are remixes of others with new fill
- ins and beats, but they are varied enough that you won't mind at all. I find
- myself tapping my toes to these tunes... I really enjoy 'em.
-
-
- //// Overall
-
- The control is dead on. With speed configurations, you should be able to play
- the way you want to. There's not much more to say-- it's perfect in this
- category.
-
- If you've seen a screenshot, or watched a Quicktime of this game, and weren't
- impressed, believe me... it has to be PLAYED to be believed. The action is
- intense, and that makes for great fun-factor. Multi-player options are also
- very cool and add much to the replay value. Great game for any library.
-
-
- //// Final Ratings
-
- Title: Breakout 2000 JagNet: No
- Design: MP Games Players: 2
- Published by: Telegames Media: 2 megabyte cart
- Retail: $59.95 Availablity: Now
-
- A Summary of Ratings:
- "*" is a whole
- "+" is a half
- 5 stars Maximum
-
- Graphics - **** At first they look basic, but in the later levels, you'll
- respect the excellent 3D look that is created.
- Audio - **** The tunes are great, and the sound effects are more good
- than bad.
- Control - ***** A great game for beginners with its simple control setup.
- Nice and easy to use.
- Gameplay - ****+ It's awesome. Multi-player increases the replay value
- dramatically, and solo is great fun too. Don't judge this
- game on pics alone... play it.
- Overall - **** A game that will appeal to all types of gamers with its
- simple controls. In the later levels it gets pretty
- intense, a la T2K and D2K.
-
- Key to Wes' Ratings
- (an audiophile state of mind)
-
- ***** - Mini-CD
- **** - CD
- *** - Cassette
- ** - 8-Track
- * - Rocks
-
-
- =-=-=-=-=-=-=-=-=
- //// Author's Bio
- =-=-=-=-=-=-=-=-=
-
- I'm Wes Powell. I'm 16, have brown hair, blue eyes, and I stand about 6 foot.
- I'm one of the biggest Jaguar freaks ever, and I run the Jagu-Dome web site
- <http://www.geocities.com/SiliconValley/Park/4106/jagu-dome.html>. My talents
- include, but are not limited to: Jaguar <g>, kicking peoples' butts at Jaguar
- <g>, playing piano or keyboard, artwork, and HTML code.
-
-
- --==--==--==--==--
-
-
- || Review: Towers II
- || By: Clay "Macabre Kiwi" Halliwell
- \__// halliwee@ts436.dyess.af.mil
- --------------------------------------------------------------
-
- After years of waiting, false starts, canceled agreements, and last-minute
- deals, the Jaguar finally has its first (and only) true RPG... Towers II:
- Plight of the Stargazer.
-
-
- //// Enter the Daggan
-
- Like the original Towers (released for the Falcon), Towers II is set on the
- island of Lamini, where your merry band of adventurers is still shipwrecked
- after an unfortunate run-in with some pointy rocks. As the nicely presented
- intro relates, the titular stargazer is a wizard by the name of Daggan. Seems
- he's been acting strangely of late... ranting and raving, blowing things up
- at his castle, and exhuming the corpses of dead mystics. Everyone who goes to
- find out what's up never returns, up to and including all of Lamini's knights
- and high council members. Oh my.
-
- It's at this point that the sheriff resorts to you. In exchange for entering
- Daggan's towers and apprehending him, he offers you a keep of your very own
- (a keep to keep?) and as much treasure as you can grab inside the tower.
- Being poor and bored, you of course accept.
-
-
- //// Tower Power
-
- Towers II is a single-player, single-character, first-person RPG. The game
- environment is very Alien vs Predator-ish (but with lower ceilings). The
- entire game takes place within Daggan's tower. There are 12 floors, which you
- can move between freely via stairs, teleporters, and the occasional hole in
- the floor. There are two types of game saves you can perform-- a complete
- save to RAM (unfortunately lost when you power down your Jag), and a partial
- save to the cartridge. This partial save includes only the bare essentials...
- your inventory, stats, position, groups of monsters killed, and major
- objectives completed.
-
- Before you start, you select and roll your character. There are four
- characters to choose between:
-
- [] Merton, the wizard. Physically weak, but a magical powerhouse.
- [] Tasler, the boy. Reasonably strong, the decent magic.
- [] Andros, the circus performer. Similar to Tasler.
- [] Gerand, the fighter. Strong as a blue ox, but little magical talent.
-
- The character selection you make determines the range of the stats you roll
- for that character. The stats are:
-
- [] STR - Strength
- [] INT - Intelligence
- [] WIS - Wisdom
- [] DEX - Dexterity
- [] CON - Constitution
-
- Fortunately, you can immediately re-roll a character if you don't like the
- numbers that come up. The character selection you make has a real outcome on
- how you play the game. For instance, Gerand can only cast a handful of the
- available spells, and Merton is too frail to wear any armor.
-
- Once you've created a character, you're placed on the ground floor of
- Daggan's tower with only the clothes on your back (why do videogame
- adventurers never bring weapons with them?).
-
- The user interface is relatively simple. Pressing the joypad moves and turns
- you in the usual way. Your character has rather a lot of inertia... if you've
- stopped and press forward, it takes a full second to start moving. This can
- be extremely annoying (and fatal) when trying to weave around monsters in
- combat. The game uses every available button but one on the joypad. You can't
- change button assignments, but the layout is optimized for use with a
- ProController. Pressing the shoulder buttons lets you sidestep, and the most
- commonly used keypad functions are mapped to the X/Y/Z buttons. Unfortunately
- there is no keypad overlay included.
-
- The game runs full-screen, with health and mana bars at the top and a compass
- in the upper-right. Your currently-selected weapon bobs, Doom-style, at the
- bottom of the screen. A press of a button bring up additional overlays-- a
- spell canvas on the right, which gradually fills with icons as you find spell
- scrolls, an inventory on the left, and miscellaneous text displays in the
- lower center. The drag-and-drop inventory management system clearly shows its
- roots in the Falcon... to pick up items you go into inventory mode, click on
- an onscreen object, and drop it into any available inventory slot. You start
- with only four inventory slots (forget about collecting every bit of treasure
- you find), but this can be increased by finding bags and backpacks. Equipping
- is done by moving inventory items into boxes overlaid on a small human
- figure.
-
- The mouse-based functions of Towers II can be somewhat of a hassle. Your
- cursor moves much too rapidly, forcing you to tap-tap-tap the d-pad to
- position the cursor where you want it. You even have to go into inventory
- mode to open doors (yep... stop and click on the door).
-
- Your health is whittled away by enemy attacks, and can be regained only by
- sleeping or drinking a healing potion. Sleeping is implemented rather oddly
- in Towers II. To go to sleep, just punch the Sleep button... anytime... even
- in the middle of a fight. Weird. Health is regained at a fixed rate, so the
- more powerful you become, the longer you have to sleep to fully heal. You can
- only sleep when you're not hungry, so be sure to carry some food with you at
- all times. Happily, "summon food" is one of the first spells you find.
-
- There is an excellent automap feature, which maintains a full map of every
- level as you explore, and you can view the map of any level at any time.
- Naturally there's no way to fit these maps on the cart EEPROM during game
- saves, but the game makes a valiant effort to reconstruct your map by looking
- at the monsters you've killed and the goals you've achieved.
-
-
- //// All Out of Bubble Gum
-
- There's a satisfying variety of destructive implements in Towers II. Attack
- from afar with arrows, wands, and spells, or get in your opponents' face with
- swords, clubs, maces... even a broom! You also have the ability to throw
- knives (or apples, very small rocks, whatever...) but the mode-switching
- required to do this makes it practically useless in a fight.
-
- To select a weapon, you go into inventory mode and drop the weapon on the
- character's right hand. If you've found a shield, you can drop that on the
- left hand. After attacking, if you continue to hold the button down your
- character will raise his shield, blocking or reducing damage from enemy
- counterattacks. There's a minor bug in this system, as you have to actually
- fire before raising your shield, so if you're out of arrows or wand charges,
- you can't raise your shield. D'oh!
-
- The magic system is based on mana. There is no cumbersome "learning" of a
- spell before you can cast it. Simply select a spell off the spell canvas, and
- press the Cast button. If you have enough mana, the spell will be cast (with
- the occasional failure due to low stats). As with your health, mana can only
- be regained by sleeping.
-
- Enemies can hurt each other with projectile attacks, but they won't fight
- each other. Also, don't be surprised if a wounded enemy turns tail and runs
- in the middle of a fight!
-
-
- //// Head Games
-
- When you're not killing things, the overall goal of Towers II is simple: work
- your way to the top. On the way, expect to fall down holes (or levitate up
- them), jump through teleporting mirrors, pull chains, trip switches, and chat
- with the locals. Conversation is very limited. Either a character says
- nothing (hostile), "Hello." (neutral), gives you some kind of hint, or asks
- for something. Strangely, characters continue to wander around randomly even
- while you're talking to them.
-
- There are no shops, bars, or inns in Towers II. This is somebody's home, not
- a mini-mall!
-
- As you progress through the levels, various mini-quests present themselves...
- charging an artifact, forging a sword, and so on. Thankfully there are almost
- no dead ends. Most puzzles have been designed so they can be solved two
- different ways.
-
-
- //// Graphics
-
- If you stick Towers II in the slot expecting the rock-solid graphics of AvP
- or Wolfenstein, you're going to be sorely disappointed. Instead of a ray-
- casting engine, Towers II builds its dungeon walls and floors out of texture-
- mapped polygons, resulting in a rather herky-jerky appearance as you move
- through the maze. Furthermore, the clipping horizon is only about four
- squares in front of you, and bitmap objects near this horizon distort
- strangely.
-
- There are holes in the ceilings and floors in some parts of the tower, and
- instead of simply texture-mapping a "hole" graphic, they're rendered as
- actual 3D holes (albeit square holes). It's pretty neat-looking.
-
- Enemies are a bit lo-rez, but there are 20 of them, they're animated, and you
- can view them from any angle... not too shabby for a 2meg cart!
-
-
- //// Sound
-
- The music in Towers II is excellent... very moody and medieval, with lots of
- deep gonging bells and whistling wind sounds. There are three songs total...
- one for the title sequence, one for the endgame, and one that plays during
- the game. The ingame song takes a long time to repeat, which is good because
- you'll be listening to it for literally hours on end.
-
- The sound effects are decent... not particularly engaging, but sufficient...
- a generic collections of oofs and thuds. You can hear your footsteps as you
- walk around, and the footsteps of approaching enemies as well. Since the
- sound effects are in stereo, this is very nice.
-
-
- //// Overall
-
- Essentially, Towers II tries to merge the Doom style of gameplay with a role-
- playing game, all within the limits of a 2meg cart. The result is a game that
- doesn't especially excel at either genre. Also the ending is on the
- disappointing side, and the spelling of some of the game text leaves much to
- be desired ("aloud" for "allowed", "stock" for "stalk", etc...). Don't get me
- wrong though... Towers II is a fun game; an enjoyable - if lightweight - RPG
- that will definitely give you your money's worth.
-
-
- //// Final Ratings
-
- Title: Towers II JagNet: No
- Design: JV Games Players: 1
- Published by: Telegames Media: 2 megabyte cart
- Retail: $59.95 Availablity: Now
-
- A Summary of Ratings:
- "*" is a whole
- "+" is a half
- 5 stars Maximum
-
- Graphics - *** Decent frame rate and wide variety of monsters, but
- limited textures, short horizon, and some graphic
- glitches.
- Audio - *** Good in-game music, and sound effects are in stereo!
- Control - **** Your basic dungeon-crawl interface. Excellent use of
- ProController.
- Gameplay - **** An effective combination of role-playing and real-time
- combat.
- Overall - **** Well worth the investment. You'll want to finish it at
- least once as each character.
-
- Key to Clay's Ratings
- (great adventurers)
-
- ***** - Xena: Warrior Princess
- **** - Conan the Barbarian
- *** - He-Man and the Masters of the Universe
- ** - Beastmaster
- * - She
-
-
- --==--==--==--==--
-
-
- || Did You Hear Anyone Say "Goodbye"?
- || By: Donald A. Thomas, Jr.
- \__// 75300.1267@compuserve.com
- -----------------------------------------------------------------
-
- 10/4/96
-
- It's odd to imagine an institution which was as big and as powerful as
- Atari once was, to have been shut down in recent days. The real amazement for
- me is that it was all accomplished without a measurable flinch from within or
- outside the gaming industry. I can understand that gamers wanted to push Pong
- out the door early in the timeline. I can appreciate that the classics such
- as Missile Command and Asteroids do not push 32-bit and 64-bit systems to any
- technological limits. I know all these things intellectually, but the heart
- cannot face the truth that the world and the corporate machine known as Atari
- could not find an amicable way to coexist.
-
- On Tuesday, July 30, 1996, Atari Corporation took each and every share of its
- company (ATC), wrapped them all in a tight bundle and presented them to JTS
- Corporation; a maker and distributor of hard disk drives. On Wednesday, the
- shares were traded under the symbol of JTS. Within a few weeks, the
- remaining staff of Atari that were not dismissed or did not resign, moved to
- JTS' headquarters in San Jose, California. The three people were assigned to
- different areas of the building and all that really remains of the Atari
- namesake is a Santa Clara warehouse full of unsold Jaguar and Lynx products.
-
- It was only as long ago as mid '95 that Atari executives and staff believed
- things were finally taking a better turn. Wal-Mart had agreed to place Jaguar
- game systems in 400 of their Superstores across the country. Largely based on
- this promise of new hope and the opportunities that open when such deals are
- made, Atari invested heavily in the product and mechanisms required to serve
- the Wal-Mart chain. But the philosophical beliefs of the Atari decision
- makers that great products never need advertising or promotions, put the Wal-
- Mart deal straight into a tailspin. With money tied up in the product on
- shelves as well as the costs to distribute them to get there, not much was
- left to saturate any marketplace with advertising. While parents rushed into
- stores to get their kids Saturns or PlayStations, the few that picked up the
- Jaguar were chastised by disappointed children on Christmas day.
-
- In an effort to salvage the pending Wal-Mart situation, desperate attempts
- to run infomercials across the country were activated. The programs were
- professionally produced by experts in the infomercial industry and designed
- to permit Atari to run slightly different offers in different markets. In
- spite of the relatively low cost of running infomercials, the cost to produce
- them and support them is very high. The results were disappointing. Of the
- few thousand people who actually placed orders, many of them returned their
- purchases after the Holidays. The kids wanted what they saw on TV during the
- day! They wanted what their friends had! They wanted what the magazines were
- raving about!
-
- In early 1996, Wal-Mart began returning all remaining inventory of Jaguar
- products. After reversing an "advertising allowance" Atari was obligated to
- accept, the net benefit Atari realized was an overflowing warehouse of
- inventory in semi-crushed boxes and with firmly affixed price and security
- tags. Unable to find a retailer willing to help distribute the numbers
- required to stay afloat, Atari virtually discontinued operations and traded
- any remaining cash to JTS in exchange for a graceful way to exit the
- industry's back door.
-
- Now that JTS has "absorbed" Atari, it really doesn't know what to do with
- the bulk of machines Atari hoped to sell. It's difficult to liquidate them.
- Even at liquidation prices, consumers expect a minimal level of support which
- JTS has no means to offer. The hundreds of calls they receive from consumers
- that track them down each week are answered to the best ability of one
- person.
-
- Inquiries with regard to licensing Atari classic favorites for other
- applications such as handheld games are handled by Mr. John Skruch who was
- with Atari for over 13 years.
-
- In spite of Nintendo's claim that their newest game system is the first
- 64-bit game system on the market, Atari Corporation actually introduced the
- first 64-bit system just before Christmas in 1993. Since Atari couldn't
- afford to launch the system nationwide, the system was introduced in the New
- York and San Francisco markets first. Beating the 32-bit systems to the punch
- (Saturn/PlayStation), Atari enjoyed moderate success with the Jaguar system
- and managed to lure shallow promises from third-party companies to support
- the system. Unfortunately, programmers grossly underestimated the time
- required to develop 64-bit games. The jump from 8-bit and 16-bit was wider
- than anticipated.
-
- In addition, Atari was already spread thin monetarily, but were required to
- finance almost every title that was in development.
-
- After the initial launch, it took Atari almost a year before an assortment
- of games began to hit store shelves. Even then, having missed the '94 Holiday
- Season, many of the planned titles were de-accelerated to minimize problems
- caused by rushing things too fast. Consumers were not happy and retailers
- were equally dismayed. The few ads that Atari was able to place in magazines
- were often stating incorrect release dates because that information changed
- almost every day although magazines deadline their issues up to 120 days in
- advance.
-
- It was in 1983 that Warner Communications handed Jack Tramiel the reins of
- Atari. By this time, Atari was often categorized as a household name, but
- few households wanted to spend much money on new software and the systems
- were lasting forever. No one needed to buy new ones. That, combined with
- Warner's obscene spending, amounted to a *daily loss* of over $2 million.
- Atari was physically spread all over the Silicon Valley with personnel and
- equipment in literally 80 separate buildings; not considering international
- offices and manufacturing facilities. Mr. Tramiel took only the home consumer
- branch of Atari and forced Warner to deal with the arcade division
- separately. Within a few years, Jack took the company public, introduced an
- innovative new line of affordable 16-bit computers and released the 7800
- video game system.
-
- To accomplish these miracles for Atari, Jack implemented his "business is
- war" policies. While people who publicly quoted his statement often felt that
- policy meant being extremely aggressive in the marketplace, the meaning
- actually had closer ties to Tramiel's experience as a concentration camp
- survivor. Of the 80 buildings in Sunnyvale, Santa Clara and Milpitas, almost
- every one of them were amputated from Atari's body of liabilities. The
- people, the work, the heritage, the history were fired or liquidated. Those
- who survived were unsympathetically required to fill in the gaps and while
- most tried, few actually found a way to be successfully do what a dozen
- people before them did. Atop the mountain, Jack pressed with an iron thumb.
- All Fed-Ex mailings were required to be pre-approved by one of a handful of
- people. "Unsigned" purchase orders went unpaid regardless of the urgencies
- that inspired their creation. Employees found themselves spending valuable
- time trying to find ways around the system to accomplish their jobs. Many of
- them lost their jobs for bending the rules or never finding a way to make
- things work. As horrible as it all sounds, it actually was the only way to
- protect Atari as a company and give it a chance to survive, as it did and did
- very well.
-
- Jack's introduction of the 16-bit computer was initially hearty in the United
- States but it went extremely well in Europe. Europeans were not accustomed to
- "affordable" technology and although the Atari computers were not IBM
- compatible, it didn't matter because people could afford them. Jacks' private
- laugh was that the computers were sold at prices much higher in Europe than
- Americans were willing to pay. As a result, most of the machines made were
- being shipped to European destinations to capture the higher margin. This
- enraged the people in the United States that had been Atari loyalists. While
- waiting months for stores to take delivery domestically, international
- magazines were touting ample supplies. Those in the know within the U.S.
- became dismayed. The remainder never knew Atari was slowly abandoning the
- value of Atari's name recognition as it became easier and easier to forget,
- some assuming Atari had long filed for bankruptcy.
-
- On a technical level, Atari 16-bit computers were designed beyond their
- time. For less than $1,000, consumers could enjoy "multimedia" before the
- phrase was ever really widely used. The icon-based working environment
- preceded Windows' popularity, although the essential attributes of the two
- environments were very similar. MIDI was built-in and became an instant hit
- in the high-end music industry. Tasks were activated and manipulated with a
- mouse and the system accepted industry standard peripherals such as printers,
- modems and diskettes.
-
- With all the genius that went into the technology of the machines, very
- little of equivalent genius went into the promoting and marketing of the
- machines.
-
- Mr. Tramiel was the founder of Commodore Business Machines. When he
- introduced the PET computer in 1977, Jack discovered he didn't have to call a
- single publication. Instead they all flocked to his door demanding an
- opportunity to see the product. News magazines. Science Journals. Business
- newsletters. Newspaper reporters. They were all there with microphone, camera
- and pen in hand. And they kept coming back. Adding a switch, announcing a new
- 4K application or signing a new retailer were all big stories the press
- wanted to handle.
-
- Today, a new video game announcement may generate a request from any of the
- dozens of gaming magazines for a press release, but a lot of costly work has
- to be done to assure fair or better coverage. Editorial people are literally
- swamped with technical news. Samples are mailed regularly to their attention.
- Faxes fly in through the phone lines and e-mail jams up their hard drives. It
- takes a lot to grab their attention.
-
- While Atari retained hopes to be successful with the Jaguar, Atari's
- marketing people were fighting established standards in the industry with
- severe handicaps. Since cartridges (the Jaguar was/is primarily a cartridge-
- based system) were so expensive, editorial people were required to return
- them before new ones would be sent. Editorial people like to assign review
- projects. So finding cartridges they sent out was not always easy to do.
- Additionally, reviewers often love their work because they get to keep what
- they write about. Regardless, the few magazines willing to cover Atari
- products were more often turned away because of a lack of programmable
- cartridges or any number of other indecisive barriers. In-store signs and
- posters were sometimes created, but many retail chains charge premiums to
- manufacturers that want to display them. Some direct mail campaigns were
- implemented, but Atari often could not afford to keep those things being
- advertised on schedule. Therefore, the advertisements were published and
- distributed, but the product was not available.
-
- Clearly, Jack's experience with the world beating a path to the door of a
- company making a better mousetrap no longer applied. The world had revolved a
- few times beneath him and he never noticed. The tactics used to successfully
- sell Commodore computers were simply antiquated notions from the past.
- Meanwhile, Sony launches the PlayStation with over $500 million in marketing
- funds. Today, the PlayStation is considered the most successful next-
- generation gaming machine throughout the world. Sony bought the market.
- Tramiel's Atari never learned how to do that. Actually, they never could
- afford it anyway.
-
- After the 1990's got underway, Europe as well as the rest of the world,
- discovered that IBM-compatible computers were becoming more powerful and more
- affordable. The world always did want computers at home just like in the
- office and companies like Dell and Gateway exemplified the industry's trend
- toward home-based office computers. As a result, companies like Commodore,
- Atari and NeXT couldn't compete any longer. While the dedicated user base of
- each of them felt abandoned by these companies having to leave the computer
- market, the inevitable prevailed. Commodore jumped ship, Next changed
- business goals completely and Atari invested what they had left in the Jaguar
- game system. Even today, Apple is kicking and screaming. As good as Apple was
- at creating a huge niche for themselves, they focused more heavily on
- education. When kids grow up and get jobs, they want business machines. IBM
- was always the business standard.
-
- When one examines the history of Atari, an appreciation can grow for how many
- businesses and people were a part of the game over the years. Chuck E. Cheese
- Pizza was started by Atari's founder, Mr. Nolan Bushnell. Apple Computer was
- born in a garage by ex-Atari employees. Activision was founded by ace Atari
- programmers. The list goes on and on.
-
- But for some pathetic reason Atari's final days came and went with no
- tribute, no fanfare and no dignified farewells. Why? Where did all the talent
- go? Where are all the archives? Where are the vaults? Where are the
- unpublished games and where are the originals of those that were? Why has no
- company stepped forward to adopt the remaining attributes Atari has to offer?
- Where are the creditors? What has happened to all the properties and sites?
- Where are the databases, warranty cards, promotional items, notes on
- meetings, unanswered mail? Who owns P.O. Box 61657? Who goes to work in
- Atari's old offices? Where do consumers have their systems fixed? Who is
- publishing new games? Who still sells Atari products? Why are there still a
- lot of people talking about Atari on-line?
-
- I'm an ex-Atari employee and proud to have been. I'm still an Atari devotee
- and proud to be. To me, these are questions which all deserve an answer, but
- who will ask them?
-
- The best people to ask these questions are those who have exposure to the
- public. If you believe Atari left us without saying goodbye, contact Dateline
- at dateline@nbc.com. If you REALLY believe, then send this article to 10 of
- your friends in e-mail. AND if YOU REALLY, REALLY believe, mail a few to
- newspapers or other news programs. A letter in your own words would be great!
-
- I'd spend money for a thorough retrospect on Atari. Wouldn't you?
-
- Wouldn't it at least be nice to say "Goodbye"?
-
- -- Don Thomas
- 75300.1267@compuserve.com
- 209/239-3898
-
-
- --==--==--==--==--
-
-
- || Martin Brownlow
- || Interview by: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- This interview with Martin Brownlow (programmer of Missile Command 3D) was
- assembled from several e-mail exchanges between Martin and myself.
-
- [JEO] What other games have you written?
-
- [Martin Brownlow] I wrote a few shareware and PD games on the Atari ST -
- Grav, Grav 2, Gems, Chaos, Abombinaball, [Tanx] - and whilst at Virtuality I
- wrote two VR coinops - Virtuality Boxing and Buggy Ball (don't blame me for
- the frame rate on those - I wasn't allowed to touch the 3D engine!), and
- helped do the Sega NetMerc VR coin-op. I'm currently working at Shiny and
- finishing off MDK.
-
- [JEO] What home console games have you done?
-
- [MB] This (MC3D) was my first home game to be published.
-
- [JEO] How long did it take to write MC3D from start to final version?
-
- [MB] Six months.
-
- [JEO] When I saw preview footage of MC3D I was a bit skeptical about what
- you'd done to Missile Command... it seemed like substituting point-and-shoot
- lasers for missiles ripped the entire heart out of Missile Command.
-
- [MB] I was pretty skeptical myself when told to do a VR Missile Command (I
- was kinda hoping for Marble Madness VR!), but when I finally resigned myself
- to doing it, I think I came up with a pretty good game design (VR version).
-
- [JEO] Isn't it kind of short?
-
- [MB] Too short? Doesn't it take about half an hour of constant blasting to
- beat it?
-
- [JEO] Well, Tempest 2000 has dozens of levels and takes a long time to beat.
-
- [MB] The only problem with T2K is that it gets boring after about 20 waves -
- you know nothing really special is going to happen, that it's just going to
- be the same. MCVR was designed to draw the player into the VR. Hence the
- fact that nothing attacks from below until stage 3. It was all ramped around
- the user getting better with the headset (which of course never came out).
-
- [JEO] Are there any scraps of VR headset code left in the cart?
-
- [MB] Yeah. If you can get your hands on a prototype headset (unlikely) with
- the right ROM in it that transmits the correct keycode (even more unlikely)
- then you can play using the headset in both VR and 3D modes. If a headset is
- attached then you get some extra options in the options menus and the keypad
- functions differently (left and right will move between bases rather than 1
- and 3, since the D-pad is easier to use when you can't see).
-
- [JEO] Who designed the "MISSILE COMMAND 3D" variation?
-
- [MB] This game was totally Atari's design, and was written in about 2 weeks
- (including tweaking to get it how Atari wanted). Please don't talk to me
- about this section - it's a sore point. Atari at one point wanted to drop
- the 6 months of work on the VR game in favor of making the cartridge 100%
- MC3D, which just sits in a spare couple of K off in one corner of the
- cartridge!
-
- [JEO] What are all the missile powerups in "MC3D"? The highest I've seen is
- Fireball Missiles.
-
- [MB] I honestly have no idea I think that fireball missiles are the best
- (don't they make a horizontal line of explosions?). As I said before, I
- didn't really care for this game, since it wasn't designed very well. I
- believe that a lot of people have complained that the game won't actually let
- them die.
-
- [JEO] Would you say that MC3D came out well in spite of Atari?
-
- [MB] Yeah, although I still think the 3D game sucks.
-
- [JEO] The "classic" Missile Command was a major disappointment. I'd rather
- play a 99% perfect Missile Command than fool around with polygon models of TV
- sets and Lynxes.
-
- [MB] I would have preferred this, too, but Atari gave me absolutely zero
- support, no screenshots, no arcade machine, no copies of near perfect
- conversions, just a design doc for the Microsoft Arcade version, which went
- more into wave structure than screen resolution and appearance.
-
- [JEO] Why are powerups only identified the FIRST time you pick up one of each
- type? Sometimes it's impossible to see what you've picked up through all the
- explosions.
-
- [MB] Blame the producer, and Atari. Atari wanted no text, the producer
- compromised and made me change it from every time to just once.
-
- [JEO] Did Atari give a reason for this bonehead idea? And was there a
- Tramiel involved?
-
- [MB] So you heard stories about the big bad Leonard, too... they're all true!
-
- [JEO] I've heard that the level select cheat originally had no "9" in it,
- that you added it to hide the cheat from Atari when they demanded you take it
- out. Any idea why Atari wanted it out?
-
- [MB] I have no idea. They just said take it out.
-
- [JEO] Were the city domes and tunnels originally transparencies?
-
- [MB] No, they were always stippled. Transparency is almost impossible to do
- at any speed on the Jag without limiting yourself.
-
- [JEO] What does "SWIRV" stand for, if anything?
-
- [MB] Erm... actually, the producer came in one day near to the end of the
- project (the first two levels were almost totally finished and I was just
- putting the last 1/3rd of the last level together) and said that he wanted to
- add a new missile type that was like a MIRV but targeted your bases. When I
- asked for a name for it (for the missile ID screen in the intro) he said to
- call it the SWIRV, but I believe I called it UNKNOWN and moved the name SWIRV
- to the one that swerves out of your sights. So SWIRV doesn't actually stand
- for anything, but is a corruption of "swerve".
-
- [JEO] In the VR mode, are missiles really useful against anything besides the
- bosses?
-
- [MB] With practice you can use them to detonate multiple ships or missiles,
- or pick powerups up, and this was the original idea, but it's kind of
- flogging a dead horse... there's no point when the lasers do a perfectly
- adequate job against all the smaller enemies. I wish it were otherwise, but
- there was really no obvious way to keep the game missile based when moving
- into immersive 3D.
-
- [JEO] Why wasn't there the standard "city count" between MC VR waves?
-
- [MB] The wave summary was kind of a last second thing. There was no room in
- RAM to decompress a sample, and no time to do it.
-
- [JEO] Does the game decompress all three wave bosses into RAM at the
- beginning of each stage?
-
- [MB] No, what happens is that while you are playing the wave, the game
- decompresses the boss on the 68K. Then when you beat the boss and the next
- wave starts, the next boss is decompressed over the old one. That's why I
- didn't leave the smart bomb cheat in - you could get to the end of a level
- before the boss was decompressed and have to wait around for it to finish.
-
- [JEO] Was the dragon boss inspired by Panzer Dragoon?
-
- [MB] Yup. The artist outdid himself on that one.
-
- [JEO] Why is the AI on the dragon boss so cheesy? Sometimes he'll cruise
- around sightseeing, and sometimes he'll wipe out all your cities in 30
- seconds flat!
-
- [MB] He's not got AI as such, just 4 or 5 linked paths that he randomly goes
- down. You know that if you shoot him in the head he stops breathing fire for
- a little while? If you missile him in the head it's quite a while.
-
- [JEO] I thought the bosses were on the simplistic side . Star Fox pretty
- much set the standard for polygonal bosses, and MCVR doesn't really compare
- (with the exception of the spectacular FINAL boss).
-
- [MB] The FINAL boss? I thought he was one of the simpler ones... Certainly
- from my point of view the more complex bosses were the dragon and the robot
- (especially the robot). The problem with the bosses (and the number of SFX)
- was that there's only so much memory in the Jag cartridge, and I didn't want
- to go up to a 4MB cartridge because of the increase in unit price, and I was
- dead set on having 3 bosses per level.
-
- The only defense I have is to say that there were 10 bosses to do (originally
- 9 but I decided to surprise you at the end when the artist came up with a new
- boss (I wanted to keep the little robots boss!)), and it kinda gets hard to
- think of new things to do with them.
-
- [JEO] Do you have names for the bosses?
-
- [MB] Nope.
-
- [JEO] Did you program the Virtuality arcade MCVR? How does it differ from
- the Jag version?
-
- [MB] No, Simon Fox did that, but it was based heavily on the Jag game. The
- differences are that it is a lot more arcade oriented - a lot faster, the
- waves designed for high response headset input, the players go around the
- arena in gun platforms that go around a circular runner.
-
- [JEO] Does MC3D use much 68000 code?
-
- [MB] The spinny logos are on the 68K, the vertical blank interrupt and the
- in-game decompression, but mainly the 68K is pointing at a STOP instruction.
-
- [JEO] Is the Jaguar a pain to program?
-
- [MB] Yes. You only have 4K of memory in the GPU, so you need to page code in
- and out of this, and there's a horrible Blitter bug that caught me out - when
- you start a blit off, it takes 3 cycles for the busy flag to be set, so you
- have to wait for 3 cycles before you can test to see if the blit has done.
- This is not documented anywhere, and Atari wouldn't even recognize it as a
- bug or agree to put it in future documentation. It caused me so many
- problems - jumping into code that hadn't been blitted yet is not a good idea!
-
- [JEO] Do you have any idea why MC3D crashes on some Jags?
-
- [MB] No, it's never crashed on our development machines, and it got right
- past Atari's testers... so I can only presume that Atari's testers didn't
- test it on every model of Jag.
-
- [JEO] Did Virtuality have any other Jag games started or in mind?
-
- [MB] They were doing Exorex - a mech game, and Zone Hunter - originally an
- explore 'em up, but got changed into a Doom style game (and it's a real
- travesty that you never got to see my Jag Doom engine - it FLEW!) but they
- stopped all that ages ago.
-
- [JEO] Do you own a Jag? And if so, what's you favorite game?
-
- [MB] Yeah, I own two (one of which is sitting back in England). I really
- liked AvP and sort of liked T2K, so I think I'd have to say AvP (apart from
- MC3D, of course!).
-
- [JEO] The frame rate is good, but a bit on the slow side. What happened?
-
- [MB] Blame Atari... "Oh, and texture this, texture that, texture the other."
- "But textures are at least 8x slower than flat shaded" says I. "Actually,"
- says Atari, "they're at least 22x slower, but we want them anyway". You saw
- how the motorcycle game (Supercross 3D --Ed.) game came out - really slow -
- that's because they gave in to Atari and textured everything, which the Jag
- just can't handle.
-
- [JEO] Why are the lasers only solid white triangles?
-
- [MB] That's the frame rate issue.
-
- [JEO] Which name do you like better: Missile Command 3D or Missile Command
- 2000?
-
- [MB] Actually I liked Missile Command VR (and if Atari had made me change the
- name around once more, then they would have been firebombed). As it was,
- there's still a mistake in the final game - the high scores for the 3D
- section are actually called PLUS HIGH SCORES, from when that section was
- Missile Command Plus - how I ever let that game become the title game is
- beyond me.
-
-
- --==--==--==--==--
-
-
- || Vince Valenti
- || Interviews by: Wes Powell and Clay Halliwell
- \__// powell@easilink.com, halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- Anyone who's had the pleasure of corresponding with JV Games' Vince Valenti
- (programmer of Towers II) knows that he's a pleasant and remarkably talkative
- fellow. So it shouldn't come as too much of a surprise that we have not one,
- but TWO interviews with Vince. Enjoy.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Wes Powell's Vince Valenti Interview
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- [JEO] Hey Vince, first of all I want to thank you for your time and effort on
- this interview. Thank you. Let's begin.
-
- [Vince Valenti] Thanks for doing the interview. :)
-
- [JEO] First of all, can you tell us a bit about the Towers II team?
-
- [VV] JV Enterprises began with two people, Jag (Jaeger) and myself. When we
- were developing Towers II we decided that we could not handle the work load,
- so we found Eric Richardson, our music writer, and John Easton, who helped
- design the monsters and characters.
-
- I, of course, did the programming, and Jag did the designing, map creation,
- and puzzles in the game.
-
- [JEO] How long has this game been in the works?
-
- [VV] We first developed this game for the Atari Falcon. It took us about 9
- months to develop and create. We then started porting the game to the Jaguar,
- made tons of visual improvements, and that took us about 6 months to do.
-
- [JEO] What will be the cart size on the game?
-
- [VV] The game will fit in a 2 meg cartridge. The Falcon game was about 4
- megs. The Jaguar version w/added textures and size of some graphics two more.
- We were able to squeeze it into a 2 meg cartridge.
-
- [JEO] Tell us a little about the game's plot and storyline.
-
- [VV] The story is a continuation from Towers I on the Atari ST & PC. It's
- about a group of men, who were sailing to battle. Along the way, they were
- shipwrecked on a little island. In an attempt to repair the ship and continue
- on their way, they took up odd jobs to pay for the repairs.
-
- Towers II starts when the sheriff calls the characters in for a job. One of
- the lords, who owns a tower, has been on a rampage and no one has heard from
- him. The sheriff asks one of the party members to go into the tower alone,
- and find out what is going on. The reason alone? Only single thieves have
- been seen coming back out of the tower. A party of all the elite entered the
- tower, but never returned.
-
- [JEO] Will there be selectable characters? If so, how will they vary?
-
- [VV] You can select from one of four characters. Gerand, the fighter. Andros,
- the circus performer. Tasler, the boy. Merton, the wizard.
-
- Each character can cast spells and use weapons, but in varying degrees.
- Gerand's magic is really weak, but he can carry a horse and use heavy and
- strong weapons. Merton has problems lifting himself. :) But, can develop and
- use powerful magic. Andros and Tasler are in between Gerand and Merton, as
- far as their skills are concerned.
-
- [JEO] What types of RPG elements does the game contain? Bosses? Spells?
- Weapons?
-
- [VV] At first the game starts off pretty easy. It's a matter of killing some
- characters and finding the correct keys to move on. As you progress, puzzles
- become far more intricate. Certain weapons/spells work on certain
- monsters/areas. Other traps, puzzles and riddles also occupy the tower.
-
- [JEO] How will the battles take place? Will the game be played like Doom?
-
- [VV] All the battles are in real time. I guess they can be compared to Doom,
- at least at first. However, there may be several monsters that you may not
- defeat in one battle, and some weapons or spells may not work on them as
- well.
-
- [JEO] Do you know what the rating on the game will be? Is there any gore in
- the game?
-
- [VV] There is not any gore in the game. There are some blood spots, drops of
- blood flying out of the monsters. Other than that, it's pretty timid. :)
-
- [JEO] Now that we've discussed some of the gameplay elements, let's talk
- about some technical stuff. What is the resolution on the game? Colors?
- Speed? Any special effects?
-
- [VV] The game runs at a resolution of 320x200 with 65,000 colors, in-game
- music and stereo sound effects at 41.4Khz. The speed is between AvP and Doom.
-
- [JEO] In your opinion, how long would it take the average gamer to complete
- this game?
-
- [VV] Wow, that is a tough one to answer! I'd say it takes ME about 15 hours
- to play from start to finish. There is a lot of stuff to do and get, and
- things to fight, that even if you know what to do, it can take some time. :)
-
- [JEO] A lot of people have talked about developers taking their games from
- the Jag and publishing them on other platforms. Will this be an Atari
- exclusive?
-
- [VV] Towers II should be available on the PC as well. BTW, We tested the port
- on a 50Mhz 486DX in 65K colors and the Jaguar version still runs faster.
-
- [JEO] What are your future plans?
-
- [VV] Right now, I am trying to close up our projects, so that Jag and I can
- start designing our new game.
-
- [JEO] Vince, I want to thank you again for taking your time to do this
- interview for the Jagu-Dome. I wish you and the crew good luck on whatever
- the future holds for you. Towers II should breathe some new life into the
- Jaguar community. We thank you for that. Cheers!
-
- [VV] Thanks for your time. I can't wait to see Towers II finally reach the
- Jaguar public.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Clay Halliwell's Vince Valenti Interview
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- [JEO] What other CRPGs would you most closely relate your game to?
-
- [VV] I would say Ultima Underworld.
-
- [JEO] How big was Jag Towers II originally planned to be, and did you have to
- leave anything out?
-
- [VV] Actually, when we designed Towers II for the Falcon, we designed it
- around the Jag's specs, as we knew them at the time. Like 2 Megs of RAM, 16
- bit color, stereo sound, etc... So if we decided -- or could -- port it to
- the Jag, we would minimize problems. It worked! When we converted it to the
- Jag, we added stuff because we had more room available than we thought.
-
- [JEO] Is the game set in one huge world (like AvP) or split up into levels?
-
- [VV] The world has 12 floors, but each interconnect. You can use stairs
- between each, teleports, fall down pits, or levitate up holes in the ceiling
- to traverse between levels.
-
- [JEO] Are there adjustable difficulty levels?
-
- [VV] Yes, by the character you select. Gerand and Andros are easier, then
- Tasler, then Merton. Merton is the wizard, who can't physically hit well, and
- has no spells at the beginning of the game. He is the hardest to keep alive.
- However, toward the end of the game, he is pretty powerful.
-
- [JEO] How would you rate the replay value?
-
- [VV] We feel the replay value is really high. For example, if you play the
- fighter, you will be able to equip yourself with all the best weapons in the
- dungeon, your fighting style will most likely be hand to hand or close range.
- However, when you play the wizard, he can not pick up half of the armor, and
- can't hit well. But he will be able to use all the spells you can find. So
- chances are you will not be fighting closely. Also, certain areas of the game
- are easier or harder for the different heroes.
-
- [JEO] Are there any hidden player stats, like reputation or alignment?
-
- [VV] No, there is no reputation or alignment. All the stats are shown.
- Depending on what character you choose will determine the max of your stats,
- and how much you increase per level.
-
- [JEO] Are there awesome magical weapons of mass destruction? :)
-
- [VV] Sphere of Annihilation, and Hammer of Titans. I like the Fire and Ice
- storm. If you have a few creatures following you in a row, these spells
- continue through and damage each of them (and you too, if you're in the
- path). Also several weapons/spells only affect/do extra damage to certain
- creatures.
-
- [JEO] Is there any environmental interaction?
-
- [VV] Secret doors, falling through cracked marble floors, creating a
- temporary wall with the spell create wall, freeing the Sword from the
- Boulder...
-
- [JEO] Are there environmental hazards?
-
- [VV] Yes, teleports, triggers, pits, etc...
-
- [JEO] How many different wall textures are there?
-
- [VV] There are three groups of wall textures. There are approximately 30
- different bitmap images for the walls and doors. Approximately 7 more bitmaps
- for the floor and ceilings.
-
- [JEO] Are the torch textures on the walls animated?
-
- [VV] Yes they are.
-
- [JEO] Are there environmental sound effects or in-game music?
-
- [VV] There is music playing throughout the game. And loads of sound effects.
- Doors opening and closing, your footsteps, other monster's footsteps, etc...
-
- [JEO] How many graphically unique creatures are in the game?
-
- [VV] There are 20 unique character graphics in the game.
-
- [JEO] How many frames of "walking" animation do most creatures have?
-
- [VV] They have 3, moving in 8 directions, and an attack graphic. The graphics
- vary in size, but human types are approximately 45x60. We increased the size
- of the bitmaps to allow more detail within each monster than the normal 32x48
- type character found in most RPGs that smooth scroll.
-
- [JEO] How were the creature graphics created?
-
- [VV] The characters were drawn by an artist. Then I took the drawings and
- modeled a character in a 3D rendering package. I created several rotation
- animations where in between frames the character would rotate 45 degrees,
- giving you 8 directions.
-
- [JEO] What's the color depth of the creature and wall texture bitmaps?
-
- [VV] Everything is stored and rendered in 16 bit color depths.
-
- [JEO] Does each creature have its own unique sound effect?
-
- [VV] No not each of them, but many of them do. Some have heavy footsteps,
- some light, some are silent, some fly...
-
- [JEO] Does each creature have its own unique behavior?
-
- [VV] All behavior is set by a group of conditions. Speed, morale, mood,
- etc... Example, if you hit someone enough, they might run based on their
- morale, some won't run at all.
-
- [JEO] Are creatures activated by seeing the player, or just proximity?
-
- [VV] They have to see you to become aggressive, which means you can sneak up
- behind them.
-
- [JEO] Do non-activated creatures sit still or roam?
-
- [VV] It depends on the character. Some stand guard at their post until
- disturbed, some wander around, and some are friendly.
-
- [JEO] Does the player character (and/or creatures) have any projectile
- attacks?
-
- [VV] Yes, several of them do, and they stay arms reach away from you and pelt
- you with magic attacks. You have to move up to them to hit them.
-
- [JEO] Can creatures hurt each other with stray shots?
-
- [VV] Yes, they can; just like you can hurt yourself with yours.
-
- [JEO] Can creature corpses be moved or affected in any way?
-
- [VV] No they cannot be moved. But you can search them for stuff.
-
- [JEO] Is the graphics engine strictly Wolfenstein 3D-ish (but with textured
- floors and ceilings)?
-
- [VV] There are also textured pits in the floor and ceiling, reaching to the
- next levels.
-
- [JEO] How far out does the graphics engine render walls/creatures?
-
- [VV] We could have rendered as far as we wanted, however to keep the speed up
- we limited the view in the distance, somewhat like Dungeon Master does,
- although not as short. Right before the graphic appears it begins a fade in,
- or depth cue, so no, nothing seems to pop-up like Cybermorph or the like.
-
- [JEO] Are there any dynamic lighting effects (flickering lights, etc...)?
-
- [VV] There are flickering candles, and depth cueing. However, no dynamic
- lighting like Phong or something.
-
- [JEO] What's the best/worst/average frame rate?
-
- [VV] Approximately 12FPS. In between the speed of AvP and Doom for the
- Jaguar. There are a couple of slow downs but, they are very minor, and only
- in a couple of areas.
-
- [JEO] Is there a "run" button?
-
- [VV] No "run" button per se. But you do move pretty quickly through the
- tower. Unless you are hungry or something.
-
- [JEO] How big is the save-game EEPROM?
-
- [VV] The EEPROM is 128 bytes. As long as the Jaguar is on, you get two full
- saves to RAM. Once you turn off the Jaguar and turn it back on again, then
- the cartridge save will reconstruct the save game from EEPROM. All inventory
- and stats, locked and unlocked doors, full and empty wands and quivers,
- groups of dead monsters, and automap reconstruction, fit into the EEPROM.
- Don't ask me how I fit it all, I still don't know.
-
- [JEO] Are there any cool cheats?
-
- [VV] Of course. We had to hide something. :)
-
- [JEO] How long are you going to wait before releasing the cheat codes?
-
- [VV] We have not decided yet.
-
- [JEO] Does the ending suck? :)
-
- [VV] The ending is short, but not cheezy. Our music writer even wrote a
- unique song for the end of the game (sounds like the song to the end of a
- movie).
-
- [JEO] Are there multiple possible endings?
-
- [VV] No, there is only one ending.
-
- [JEO] Must you complete every puzzle to win the game?
-
- [VV] No, There are several blockades that have two solutions or more, so you
- only have to solve/find one of them.
-
- [JEO] If Towers II does well, and Telegames is still interested, do you see
- yourself porting any more games to the Jaguar?
-
- [VV] I would not mind porting another game to the Jaguar if Telegames is
- still interested.
-
- Vince Valenti
- JV Games
- PO Box 97455
- Las Vegas, NV 89193
- (702) 734-9689
- (702) 433-3973 Fax
- <jvent@vegas.infi.net>
- <http://www.jvgames.com>
-
-
- --==--==--==--==--
-
-
- || Matthew Gosling
- || Interview by: Wes Powell
- \__// powell@easilink.com
- -----------------------------------------------------------------
-
- Out of all of the games that Telegames is releasing, one really catches my
- attention... that's Zero 5. From what I've seen, it looks sensational. Now,
- from what I've read, it sounds great as well.
-
- I want to thank Mr. Gosling for being so kind in letting me do this
- interview.
-
- Note: There is some adult language at the bottom of this interview as Matthew
- gets angry (not at me of course!)
-
- [JEO] First off, who developed Zero 5? What did the team consist of?
-
- [Matthew Gosling] Caspian Software, a tiny development house. In-house, there
- were just two of us working full-time:
- * Chris Dillon - MD, producer, head honcho
- * Matthew Gosling (me!) - programmer
-
- Everyone else on the project was freelance, they were used as they were
- needed, (some a lot more than others):
- * Dave Pratt - programmer
- * Dave Newman - music & SFX
- * James Veal - music & SFX
- * Mark Bloomfield - graphics & modeling
- * Sean Baggeley - programmer (tools) (also programmed Caspian's first game
- "Rock & Roll Clams" for the ST)
- * David Philbedge - bitmap graphics
- * Andrew Gisby - technical support, supplied various graphics, sound FX,
- and was also the poor sucker who got to do the speech :) Also programmed
- the STe/Falcon original version of Zero 5.
-
- [JEO] Can you tell us a bit about the game's story?
-
- [MG] There are aliens. You shoot them. The general storyline is that you've
- got a load of aliens attacking Earth (mold-breaking concept, I know), and
- Earth sets up Defcon (Defense Control), a network of defense craft around the
- Earth. All the alien activity comes from sector 0-5, hence the name. I think
- that's roughly it, I had nothing to do with the STe/Falcon version, and we
- chucked in a cut-down storyline for the Jag version fairly late in the
- project.
-
- [JEO] There's been a big discussion about whether or not this game is on
- rails... from the vid-clip I saw of the game, it looked close. Can you clear
- this up?
-
- [MG] Sort of. Basically, there are 3 completely different styles of game in
- there. Your mothership is called a HitPak, and it holds a small fighter
- called a BamBam (stands for Break-Away Mode). Sometimes you are in a gun
- turret in the HitPak craft, other times you go into break-away mode and
- control the BamBam craft.
-
- The three game types are:
- (1) BamBam Space Dogfight
- (2) HitPak Gunner Sequence
- (3) BamBam Trench Sequence
-
- I'll go through the 3 in turn.
-
- (1) BamBam Space Dogfight
- In this mode, you're flying in outer space - you aren't actually GOING
- anywhere as such, so there is no exploration involved. Aliens attack on pre-
- set patterns (Atari was touting it as a "Virtual Galaxians" which is a pretty
- good definition). You have complete freedom of rotation with your ship, you
- can point anywhere you want (flying "out" of the screen if you want).
-
- Example: If you see a load of aliens to your left, and you rotate so you are
- pointing right at them, you won't actually fly through them, just closer. If
- you rotate so you point to the right, you won't completely escape from them,
- you'll just move a bit further away (they are always tracking you, and trying
- to keep up with you).
-
- When they shoot at you, they hardly EVER miss, so you have to shoot the
- incoming fire. This is made quite easy because when one of your "bullets"
- collides with an alien bullet, the alien bullet explodes but yours keeps
- going, so you can easily take out a whole stream of alien bullets with just
- one or two of your own. Collision detection between bullets is tweaked
- HEAVILY in the player's favor so you don't have to be perfectly accurate, you
- just have to shoot in roughly the right direction.
-
- We went for this style of play because we found that most 3D polygon shooters
- (such as Cybermorph) were based on exploration, and you have to sort of
- wander round for ages trying to find some action. That sort of game is fine,
- but we wanted to do something where all the action comes to you, a more
- intense blast. Basically we wanted to create the same sort of frantic
- blasting action you had in games like Gradius and R-Type, but in 3D.
-
- BTW, this mode also has an "intelligent" camera, which moves slightly
- depending on which way you're pointing, and zooms in/out depending on the
- action. For example, if an alien appears somewhere where it can't be seen
- (e.g. "out" of the screen behind the camera), then the camera will zoom out
- until the alien is visible. The player can then see the alien, rotate around
- to point "out" of the screen at it and blow it away.
-
- (2) HitPak Gunner Sequence
- In this mode, you are in a mothership (a HitPak) which is constantly drifting
- forwards through space, with aliens attacking on pre-set paths. You, the
- player, are situated in a gun turret on the underside of the ship. Moving the
- d-pad will move your sights on the screen, but when you reach the far left or
- right side of the screen, continuing to move in that direction will start to
- rotate the gun turret around. The angle of the gun turret can only rotate on
- the Y- axis, but has 360-degree freedom. In this sense, I think that means it
- is "on rails" not like Galaxian 3 (where you just guide a 2D crosshair) but
- more like Panzer Dragoon where you can rotate your viewpoint and shoot stuff
- that's coming up behind you, etc.
-
- If you've seen screenshots (up-to-date ones) you'll see that when in the
- HitPak gun turret, there is like a radar screen on the console, with 2 lines
- making a "V" shape. This shows the player's field of view, and as you rotate
- the turret, the "V" on the scanner will rotate.
-
- When you get onto the harder levels, this gets a bit like Defender, in that
- you spend more time watching the scanner than you do watching the main
- screen. When a new alien warps into the area, you hear a sound, so the first
- thing you tend to do is look at the scanner to see where it is, rotate around
- to it and shoot it.
-
- Another thing you should see in the screenshots is that on the scanner, there
- are lots of small lines around the outside of the scanner "screen" on the
- console. These give the shield status for your HitPak craft. If a bullet hits
- your ship, the part that got hit will have its shield strength turned down.
- If any one of the shields goes below critical, it's game over. This means
- that you have to monitor your shields closely, so for example, if the shields
- along the left-hand side of the ship are weakest, then you need to defend
- that side of the ship more, even if it means taking a bit of damage on the
- right-hand side.
-
- As in BamBam mode, you shoot incoming fire from aliens.
-
- (3) BamBam Trench Sequence
- This mode crops up three times during the game, and is a bit like a cross
- between Tempest 2000 and the bonus stage on Sonic 2! It's completely on
- rails, a texture-mapped trench/tunnel flies at you, (you're supposed to be
- strafing along the top of a huge mothership - this is straight out of Star
- Wars) and you use left/right to rotate around the walls. There are some walls
- which you have to shoot through, some are invincible and must be dodged
- around (you can tell these because of how they look, and the metal "clang"
- noise they make when one of your bullets hits them). Somewhere in the trench
- you will come across the reactor core which you must blow up quickly, as
- colliding with it = instant death (no matter how much shield strength you
- have).
-
- This section is put in as a bit of eye candy, and to give the player
- something a bit different, which is why we didn't use it too much.
-
- [JEO] Is this game single- or two-player?
-
- [MG] One only. We originally planned to put in a 2-player mode but time
- didn't allow.
-
- [JEO] Is the ProController supported?
-
- [MG] We were going to, but it became obvious that the Jag was dying, we
- didn't think there was any WAY that the 6-button pad would ever come out, and
- we just didn't have time for it.
-
- [JEO] Can you select different ships?
-
- [MG] No, that's all fixed.
-
- [JEO] Can you tell us something about the different weapons?
-
- [MG] In BamBam mode, killing a complete wave of aliens without missing any
- gives a powerup globe. You have to point towards it to fly into it. The
- player can choose whether they want to take it as a weapon powerup, a shield
- powerup, or a score bonus. Powering up your weapons makes your bullets start
- to get faster and do more damage, then they start to get bigger, and
- eventually you get to fire four shots of super-powered bullets (instead of
- two shots of weak small bullets).
-
- You also have three smart-lazers. This is like a smart-bomb, and you are
- invincible when you activate it. It makes a blue stream of bullets (a bit
- like a bolt of lighting) fly out from your ship and automatically lock on to
- all the enemies that are active. Its power is spread amongst the aliens, so
- using it when there are eight aliens out there will do less damage per alien
- than if there was only one out there. It automatically destroys all alien
- bullets (without absorbing any of its power) as well. We usually put in at
- least one virtually impossible wave in the levels somewhere which is your cue
- to make use of your smart-lazer.
-
- There are no powerups or smart-lazers in HitPak mode. In Trench mode, it's
- like the BamBam dogfight with the exception that you get no smart lazers, and
- you can't power up to the stage where you fire four bullets per shot.
-
- [JEO] How many enemies are there? Levels?
-
- [MG] There are 15 missions. Some will be in only one of the three modes,
- others combine several of them. When you complete a mission, the next mission
- is "unlocked" (if your cartridge EEPROM works), same system as in Doom.
-
- [JEO] Are there selectable views?
-
- [MG] No, there is intelligent camera zooming in BamBam mode, and also there
- are link animations between levels (can't do FMV off a cart!).
-
- [JEO] I've heard that the game has a driving soundtrack. What kind of tunes
- does the game have, and how big is the selection of tunes?
-
- [MG] There are four tunes, one for the title screen, three in the game. The
- music is sorta techno-ish. It's not quite the same style as Tempest 2000, but
- it's similar.
-
- The sound driver is 8-channel - that's 4 channel music + 4 channel sound FX.
- There is also real-time audio filtering; the user has a slider control for
- bass/treble.
-
- [JEO] How big is the game?
-
- [MG] It's a 2 megabyte cart. I think I read somewhere that it is 4 meg, but
- that might just be Telegames trying to justify the $60 price tag.
-
- [JEO] What resolution does the game run in. What color depth?
-
- [MG] 256 colors. Most of the polygons are flat-shaded, so running in 8-bit
- color gives a blitting speed around twice as fast as 16-bit.
-
- [JEO] Can you tell us how fast the frame rate is?
-
- [MG] It's usually around 30 FPS. The display is triple buffered, so it can
- simulate any frame rate - if we're running just below 30 FPS we don't have to
- drop to 20, it can do 29.
-
- The frame rate is limited to a maximum of 30 FPS on NTSC, otherwise slowdown
- would be too noticeable. On the PAL version, we allow it to run at 50FPS but
- not for two consecutive frames, so the max limit is around 35 FPS on PAL. It
- needs this, as the engine stretches all polygons vertically to keep the
- aspect ratio the same as NTSC, and 25 FPS is just slightly too jerky.
-
- The polygon performance is around 20,000 per second if I remember correctly.
- That's when it's around 10% textured, and with 8-channel sound over the top
- (this affects performance). We used a very fast Z-sorting algorithm. We found
- that Z-buffering is really really slow; although Atari said Z-buffering was
- the fastest way of doing it, unfortunately that's complete crap. Z-sorting
- does mean there's a few polygon glitches, but at least it's not running at 5
- FPS =).
-
- [JEO] Are there any special effects in the game? i.e. light sourcing,
- animated textures, etc.
-
- [MG] There is no lightsourcing. Some people thought there was gouraud
- shading, but this is not even possible in 256 colors, the effect comes from
- the high polygon count in BamBam mode, with subtle color changes between
- polygons.
-
- [JEO] How did you pull off those explosions? How were they made? They seem to
- be somewhat pixelshatter.
-
- [MG] The Blitter can scale a bitmap out by spreading out the pixels - it's
- quite a straightforward thing for the Blitter to do, I actually had the idea
- before I saw T2K, then I was really pissed off that it had already been done!
-
- The main reasons why we used particle explosions were:
-
- (1) Speed. It doesn't matter how big or small you scale the bitmap, the speed
- is only affected by the size of the source image (in our case 32x32 pixels),
- so you can spread the pixels out really wide for a huge explosion without
- slowing down.
-
- (2) Gameplay. Because of the way that the camera can sort of zoom out (when
- in BamBam mode) when your ship is surrounded by aliens, what often happens is
- that you shoot "out" of the screen at aliens that lie between your ship and
- the camera. If we put a huge solid explosion there when you took out one of
- these aliens, it would completely obstruct the screen and you wouldn't be
- able to see what the hell you were doing. So basically it allows you to still
- see what you're doing, as you can see through the explosions.
-
- In T2K, it scaled up static images (like the "2000" thing and the "Excellent"
- text), but what I did was to scale up an animated image. The explosions use
- something like 20 frames of animation, so you have an animated explosion
- being particle-exploded at the same time. It's a nice effect.
-
- In BamBam mode, when you take out an alien, it actually triggers about 4 or 5
- particle explosions on the same spot, but with slight differences in the
- scaling speed, so each pixel in the explosion appears to have a "trail" of
- about 4 other pixels. (Wes says that sounds awesome)
-
- [JEO] What kinds of improvements were made over the Falcon game?
-
- [MG] It's a completely different game! It shares the title, parts of the
- storyline, and a few graphics (such as the 8x8 font!), but in general it's a
- different game. I wasn't even allowed to see the STe/Falcon version when I
- first started at Caspian, in case I got the wrong idea about what was wanted
- for the Jag version!
-
- [JEO] How much time was spent on the project?
-
- [MG] It started towards the end of January '95. We delivered the beta to
- Atari towards the end of February '96. We then spent about a month waiting to
- be paid for the beta, fixing a few small bugs, and trying to tie up a
- publishing deal with a giant publisher (I can't say who) for a Playstation
- version of Zero 5. This deal fell through because the publisher was already
- handling too many projects - we could probably have done it if we'd waited
- for a few months, but Caspian just couldn't afford to stay afloat for that
- long.
-
- [JEO] How difficult is it to program a Jaguar game? Compared to other
- systems?
-
- [MG] It's really nice. I came from an Amiga demo coding background, so I went
- straight from Amiga to Jaguar and I was just completely blown away by the
- hardware. It's just like an Amiga that's miles better at EVERYTHING. The only
- thing that caused headaches for me was the GPU bug that stops it from running
- out of main RAM, so you have to keep splitting code into 4K segments - that
- is a real pain, but it's necessary if you want your code to perform well.
-
- [JEO] What's this I'm hearing about you guys not getting paid for this game?
- Did you guys get paid salaries for working there?
-
- [MG] All the people involved in the project were paid by Caspian software, we
- all got our salaries. When I say we didn't get paid, I mean that Caspian
- software was not paid money owed by Atari for the development.
-
- There was a milestone due when Atari received the beta version, and they
- didn't pay it. All of a sudden, they decided that they didn't like aspects of
- the game that had been in there since day one, and unless we completely
- change everything they won't accept it as a beta version. They kept us
- hanging on for a month, coming back to us with utterly ridiculous "bugs"
- (there was a very very small number of genuine bugs, but most of them were
- just Atari being stupid), and in the end, the company couldn't carry on, and
- was "put to sleep".
-
- I was laid off, and both me and Chris got new jobs.
-
- A couple of months ago, however, I got internet access at work, and nearly
- had a heart attack when I saw people on rec.games.video.atari talking about
- Zero 5 being published by Telegames. We thought that someone must have just
- spread some bullsh*t rumor, but the Telegames website suggested otherwise. We
- had absolutely NO idea that this had happened, we were not consulted at all,
- and we are still not getting paid for it (Caspian still exists, it never went
- into receivership).
-
- Atari still maintains that it was not a beta, and sold it to Telegames on the
- understanding that it was an unfinished product. This doesn't stop Atari from
- getting a royalty on sales of the "unfinished product", but that royalty is
- so embarrassingly low that if they're that f*cking desperate then they're
- welcome to it as far as I'm concerned.
-
- There are legal reasons (that I can't go into) as to why Caspian is not suing
- the ass off Atari/Telegames.
-
- Hopefully you can see why the tone of my Usenet post came across as a bit
- angry, you have to understand that I spent a year working flat out (the
- latter half of which was working around 12 hours a day, 6-7 days a week) on a
- game that never came out, and that is now being published and cashed in on
- without any of the people who created it being consulted in any way. It's
- Atari that are the scum here, I don't think that Telegames knew the
- situation, they just bought the rights off Atari.
-
- The money doesn't really bother me, it's the principle - but hey who gives a
- sh*t, I got my break into the games industry, Atari is welcome to their $1.50
- per cart (oops...).
-
-
- --==--==--==--==--
-
-
- || Atari Jaguar Cheats and Codes
- || FAQ by: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- The following are excerpts from the Atari Jaguar Cheats and Codes FAQ,
- covering only the entries for the more recent Jaguar releases (or new cheats
- for old games). If you'd like the complete copy of the FAQ (20+ pages!), see
- the sources listed below.
-
- Atari Jaguar Game Cheats and Codes
- --------------------------------------------------
- Compiled by Clay Halliwell (aka Earl C. Halliwell)
- Last updated February 3, 1997
-
- As seen in the "Atari Jaguar Official Gamer's Guide", by Zach Meston and J.
- Douglas Arnold.
-
- Additions/corrections to:
- halliwee@ts436.dyess.af.mil
- e.halliwell@genie.com
-
- The latest version of this file can be snagged from:
- Andy Eddy's ftp site
- ftp://ftp.netcom.com/pub/vi/vidgames/faqs
-
- Jaguar Interactive
- http://www.magicalfox.com/ken/postit.cgi
- (follow the link at the top)
-
- CODES WANTED
- The following codes are known to exist and WANTED: Kasumi Ninja "Play as
- Demon Gyaku" and "Reset Parental Lockout" codes (bug Ted Tahquechi
- (ttahquechi@accolade.com) for these), Double Dragon V "Play as Shadow Master"
- code, Baldies hidden/bonus levels, Super Burnout "Move to the Head of the
- Pack" cheat, and Towers II cheats.
-
- ATARI KARTS
- Skip to Miracle Race:
- The Beginner Challenge Miracle Race must be playable. Start this race,
- then reset (* + #) at any time. Start a new game and select any of the higher
- Challenges. The Miracle Race will still be highlighted and can be played.
-
- Spinout Bug:
- On any California Highway track, pause the game while driving through a
- puddle of water, then unpause. You will be spinning at a speed proportional
- to how fast you were going when you paused. You can speed up the spin by
- stepping on the gas while spinning.
-
-
- BALDIES
- Level Codes:
- Green Ice Circus Desert Hell
- # 1 (none) #21 26481912 #41 99799799 #61 69556532 #81 99589435
- # 2 69317691 #22 37736169 #42 71394421 #62 92826938 #82 26997667
- # 3 32585431 #23 29329995 #43 37118763 #63 38293232 #83 72143164
- # 4 53199313 #24 25849779 #44 51776684 #64 92729513 #84 25454616
- # 5 95568176 #25 44694221 #45 99584621 #65 23835728 #85 99162722
- # 6 14799741 #26 25259781 #46 96193782 #66 46365977 #86 15969299
- # 7 99112932 #27 26827251 #47 55992751 #67 42127597 #87 22789619
- # 8 25579427 #28 37495714 #48 75326691 #68 59744212 #88 19783692
- # 9 94554648 #29 25899273 #49 36296862 #69 66652545 #89 32927721
- #10 95555366 #30 25141462 #50 17228223 #70 92969395 #90 19892933
- #11 95532656 #31 98435959 #51 75478824 #71 22169481 #91 99997799
- #12 22938689 #32 69667792 #52 67788234 #72 93671736 #92 17214394
- #13 89232323 #33 24164317 #53 13324585 #73 52999329 #93 33677118
- #14 22513979 #34 55616442 #54 35133199 #74 92757849 #94 45816776
- #15 33728582 #35 96722219 #55 69751568 #75 14242694 #95 19296584
- #16 66977534 #36 56299991 #56 11447799 #76 12857259 #96 29867193
- #17 22597714 #37 28619972 #57 29399112 #77 12562827 #97 15557992
- #18 94212475 #38 98692371 #58 72254579 #78 43177495 #98 17956326
- #19 65545266 #39 22721793 #59 89446554 #79 32752899 #99 23668296
- #20 26395999 #40 99933281 #60 69653555 #80 22654141 #100 31272228
-
- BATTLEMORPH
- Cluster Codes:
- All codes entered as new player name. You will be given all weapons and
- magazines you would have earned up to that point (including secret weapons).
- Note that on the load-game screen it will say "Zephyr Cluster" even after
- successfully entering a code.
- Zephyr (none)
- Carmine ATDC2
- Ferial ATDC3
- Pan Alma ATDC4
- Straussen ATDC5
- Pyroxine ATDC6
- Cygnus ATDC7
- Pernish ATDC8
-
- Quake:
- Destroy most of the trees (at least 400, of 476 trees total) on all the
- worlds of the first cluster.
-
- Comedy Mode:
- Enter "A NAME" as new player name. Sound confirms. Changes Skylar's
- voice, cockpit graphics, and between-level FMV.
-
- Extra Ships:
- If the last two digits of your score are "99" on completion of a world,
- you are awarded two extra ships.
-
- Bonus Points:
- If the last two digits of your score are "42" on completion of a world,
- you are awarded 99,958 bonus points ("Hitchhiker's Guide bonus").
-
- BLUE LIGHTNING
- Comedy Mode:
- At the option screen, hold 0+1+2+4+5+6+7+9. Sound confirms. Changes
- voices.
-
- BREAKOUT 2000
- Enter all cheats after bricks are formed, but before any balls are launched.
- 99 Balls 1+3+5
- Skip Level 1+6+7
- Skip Phase 1+5+7
- Super Ball 7+8+9+1
- Plasma Cannon 7+8+9+2
- Attract Ball 7+8+9+3
- Catch On 7+8+9+4
-
- DEFENDER 2000
- Cheat Codes:
- All codes entered on high score entry screen (any play mode). Codes remain
- enabled until the cartridge EEPROM is cleared.
- Plazma Pong NOLAN ("Perfect" confirms)
- Plazma Pong is added to the list of available games.
- Flossie Defender OVINE ("Baaa" confirms)
- Play Flossie Defender by pressing any button to choose a
- Defender Plus game, then pressing "A" to start.
- Level Skip BEEST ("Baaa" confirms)
- Defender 2000 only. Anytime during play, press "3" to skip
- a level, "6" to go to the warp screen.
-
- Huge Bonus:
- In Defender 2000, catch a falling humanoid as the wave is ending.
-
- FIGHT FOR LIFE
- Passwords:
- Demo Mode (default) JAGUARTIME
- All Special Moves IWANTPOWER
- Play Junior vs Junior GIVEMEPOWn
- (Morph as Junior: C+U,L,D)
-
- FLIP OUT!
- Cheat Codes:
- Enter during game, before play starts. Sound confirms.
- Finish Match 7,7,9,8,8,9,#
- Programmer's Heads 1,4,2,8,3,7,2,2
- (must be a level with three "cheerleader" aliens)
-
- Enter on map screen. Sound confirms.
- Access All Levels 7,7,9,8,8,9,9
-
- HIGHLANDER: LAST OF THE MACLEODS
- Temple of the Chicken God:
- The Temple is hidden in the canyon, behind the large tall rock with the
- sniper on top.
-
- Chicken God/Teleportal:
- To gain the Chicken God and activate the Teleportal, place a flower in
- the vase in the Temple of the Chicken God.
-
- MISSILE COMMAND 3D
- Stage Select:
- Virtual mode only. Enter anytime during play.
- Stage 1 Pause, 1+9+C+Pause
- Stage 2 Pause, 2+9+C+Pause
- Stage 3 Pause, 3+9+C+Pause
- Ending Pause, 4+9+C+Pause
-
- MYST
- Atari Headquarters:
- Set the machine in the planetarium to May 22, 1970 6:30am (birthday of
- programmer who did the Jag Myst conversion). The front view of the library
- will be replaced by a picture of Atari's former HQ. Look up to see the Myst
- crew on the balcony.
-
- All Places of Protection Open:
- B B B B C C B B A B
- 5 5 8 7 2 7 0 0 1 7
-
- B A B C B A A A B C
- # 6 5 6 3 0 3 7 5 7
-
- All Red/Blue Pages and White Page Collected:
- A C A A B C C B C B
- 5 1 5 4 # # 7 0 7 5
-
- A A B B B C C B B A
- 3 4 2 2 3 # 2 6 7 *
-
-
- PITFALL: THE MAYAN ADVENTURE
- Play 2600 Pitfall:
- At the main menu, move the cursor to "Info". Press C 26 times, Down.
-
- PRIMAL RAGE
- Cheat Menu:
- At the "jungle" title screen, before the logo appears, type Left, Left,
- Right, Right, Left, Left, Right, Right.
-
- Alternate Character Colors:
- Type at the character select screen.
- Original Recipe B
- Alternate A+B
- Weird #1 C+B
- Weird #2 Option+B
-
- TOWERS II
- Cheat Codes:
- Enter any time while paused.
- God Mode & Full Map 3+7, 1+9
- Screen Position C+Up/Down
- Screen Height C+Left/Right
-
- NOTE: Towers II ships with the screen height set slightly larger than the
- "neutral" setting. To correct this, start a game, bring up the character
- stats, then gradually decrease the height until there are no doubled lines in
- the text.
-
- Secret Room:
- In the Test of Magic area, stand on the purple carpet flanked by two
- candles, and use the Levitation spell.
-
- VID GRID
- Instant Unscramble:
- Anytime during play, press 4+7+8+B.
-
- VIRTUAL LIGHT MACHINE
- Spectrum and Triggers Edit Mode:
- On a blank VLM screen (no menus or status bars displayed), hold
- * + 0 + 1 + 3.
-
- Effects Edit Mode:
- Enable Spectrum and Triggers Edit mode. With the cursor on the first
- entry, press Up then Down, eight times. Press C to exit menus with no
- designated exit button.
-
- External Input Mode:
- Close lid without a CD in the drive. Hold A + * + #.
-
- NOTE: This "code" may be a bug, because the read head will continually
- attempt to seek the surface of the CD once you've entered it. This could
- possibly shorten the lifespan of your Jag CD.
-
-
- --==--==--==--==--
-
- ||
- || Shutdown ....................... Power off, * + #, EOL, Game Over
- \__// -----------------------------------------------------------------
-
- Well, there it is... JEO #1. I hope you liked it and found it informative.
- Will there be a JEO #2? That depends. As you probably noticed, much of the
- information in this issue is rather old... just drifting on the internet
- waiting to be collected. A second issue would require much more work, much
- more digging, and probably end up a good deal shorter anyway. I welcome all
- feedback on this matter.
-
- Buzzword Index:
- HTTP 42 occurrences
- Texture 20 occurrences
- Bug 13 occurrences
- Polygon 10 occurrences
- Network 7 occurrences
-
- Until the next issue of JEO, I remain,
-
- Your Editor
- Clay Halliwell
- <halliwee@ts436.dyess.af.mil>
-
-
- --==--==--==--==--
-
- (This issue printed on recycled photons)
-
- --==--==--==--==--
-
- DNFTEC
-
- --==--==--==--==--
-
- Pull the String!
-
- --==--==--==--==--
-
- Keep Circulating the Tapes
-
- --==--==--==--==--
-
- Jaguar Explorer Online Magazine is a bi-centennial publication covering the
- Atari Jaguar 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
- <halliwee@ts436.dyess.af.mil>.
-
- No issue of Jaguar 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 Jaguar 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.
-
- --==--==--==--==--
-
- Atari, 400/800, XL/XE, 2600, ST, Mega ST, STe, Mega STe, Atari Falcon030,
- Blitter, Atari Lynx, ComLynx, Atari Panther, Atari Jaguar, Pong, and the
- Atari Fuji Symbol are all trademarks or registered trademarks of JTS
- Corporation. All other trademarks and identifying marks mentioned in this
- issue belong to their respective owners.
-
- --==--==--==--==--
-
- Jaguar Explorer Online Magazine
- "Your Source for Jaguar News"
- Copyright (c) 1997, White Space Publishers
-
- ******
- **
- **
- ** **
- ****
- :::::::::::::::::::::::::::::: J E O :::::::::::::::::::::::::::::::
- :: Volume 1, Issue 1a JAGUAR EXPLORER ONLINE March 27, 1997 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-