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- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: Volume 1, Issue 3 JAGUAR EXPLORER ONLINE October 15, 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 ::
- :: JEO Mailing List Maintainer .................. Joachim Vance ::
- :: Genie Uploader .............................. Clay Halliwell ::
- :: CompuServe Uploader ......................... Richard Turner ::
- :: America Online Uploader ....................... Lonnie Smith ::
- :: FidoNet Uploader ................................ Troy Cheek ::
- :: ::
- :: Contributors: ::
- :: (voluntary and otherwise) ::
- :: """"""""""""""""""""""""" ::
- :: Scott Le Grand, Doug Engel, Mark Santora, ::
- :: Jeff Minter, Vince Valenti, Kevin Manne, Don Thomas ::
- :: Robert Jung, Wes Powell, Glenn Bruner, Brett Daly ::
- :: ::
- :: Telecommunicated to you via: ::
- :: """""""""""""""""""""""""""" ::
- :: GEnie: ST/JAGUAR RT Library 15 ::
- :: AOL: VIDEO GAMES FORUM Hints, Tips and Tricks II Library ::
- :: CompuServe: ATARIGAMING and VIDGAME Forums ::
- :: FidoNet: ATARI_ST and VID_GAME Echoes ::
- :: ::
- :: World Wide Web: http://www.ior.com/~fkeylard/aeo.htm ::
- :: http://www.mcc.ac.uk/~dlms/atari.html ::
- :: ::
- :: E-Mail Request address: JEO-request@maximized.com ::
- :: ::
- :: To subscribe to JEO, send e-mail to the request address, ::
- :: with the following line (no subject): ::
- :: ::
- :: subscribe JEO ::
- :: ::
- :: Your request will be automatically processed and your e-mail ::
- :: address will be subscribed to the list. To unsubscribe from ::
- :: the JEO list, send the following: ::
- :: ::
- :: unsubscribe JEO ::
- :: ::
- :: to the same request address, making sure you send it from ::
- :: the same address you subscribed from. ::
- :: ::
- :: Subscription problems requiring human assistance can be sent ::
- :: to JEO-help@maximized.com. Thanks to Maximized Software for ::
- :: hosting the JEO list. ::
- :: ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- Table of Contents
-
- * From the Editor ..................... Thought You'd Seen the Last of JEO?
-
- * Jaguar Trivia Challenge: The Questions ............... Strain Your Brain.
-
- * Jaguar Tackboard .................. Newsletters, Message Boards, Mailing
- Lists, FAQs, Codes, Development
- List, Mail Order Directory.
-
- * CyberChatter .......................................... Overheard Online.
-
- * Out of Sight! Atari Celebrates 25 Years! ..................... Don Talks.
-
- * BattleSphere News ..................................... 4Play Marches On.
-
- * Llatest from Llamaland ........................................ Yak yaks.
-
- * JagFest '97 .............................................. The Aftermath.
-
- * Zero 5 Review ............................................ Space Zap 3-D!
-
- * AirCars Review .............................. The Game That Wouldn't Die.
-
- * Lee Briggs Interview .................................. World Tour Racer.
-
- * Steve Scavone Interview ..................... The Gorfian Empire Returns.
-
- * DKG Extreme Joystick Review ........................... Gravis Meets Jag.
-
- * The BFG FAQ .......................... More than you ever wanted to know.
-
- * Jaguar Trivia Challenge: The Answers .............................. D'Oh!
-
- * Shutdown ............................ Around the world and up your block.
-
-
- --==--==--==--==--
-
-
- || From the Editor
- || By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- ------------------------------------------------------------------
-
- Welcome to the third edition of Jaguar Explorer Online. This month (err...
- season?) we've got reviews from "A" to "Z" -- AirCars and Zero 5. AirCars
- has its own reputation to deal with, while relative unknown Zero 5 may be
- the first N64-quality game to appear on the Jaguar-- awesome graphics
- paired with crappy gameplay. <g> But seriously, I've been playing Zero 5
- for a several days now, and it's not bad.
-
- In the press releases section, I bend my "Jaguar news only" rule a bit.
- Yeah, the Best Electronics catalog primarily sells Atari computer
- equipment, but this thing is a must-have (no, really!) for any serious
- Atari fan. I just got mine in the mail today, and have been blown away by
- the page count (200+!), the variety of merchandise -- both common and
- obscure -- and the pictures of rare and never-released Atari hardware. It's
- like a Whole Earth Catalog of Atari. And anyway, it does have a nice
- selection of Jag stuff. Every possible replacement part you could hope for,
- plus goodies like Kasumi Ninja headbands and Jaguar hologram stickers.
-
- CORRECTION: In the last issue of JEO, I stated that the music in World Tour
- Racing was not Redbook audio. Turns out this is incorrect... oops! See the
- Lee Briggs interview later in this issue for more info.
-
- Included in the ZIPped edition of this JEO are screenshots of BattleSphere
- and Native, and a shot from JagFest '97. Native is a very impressive-
- looking little game in the R-Type genre, being developed on the Jaguar
- Server. It's unknown at this time whether or not it will ever be published
- though.
-
-
- --==--==--==--==--
-
-
- || Jaguar Trivia Challenge: The Questions
- || By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- Here's a little trivia quiz to see how well you know your Jag library.
-
- 1. What's the only Jag game with the stereo sound channels reversed?
-
- 2. What's the only Jag game with multiple light-sourcing?
-
- 3. What's the only Jag game with true transparent polygons?
-
- 4. What are the only two Jag games that use the Team-Tap?
-
- 5. What's the only Jag game that supports the VoiceModem?
-
- 6. What's the only Jag game that supports the VR headset?
-
- 7. What's the only Japanese arcade game on the Jag?
-
- 8. What's the only Jag game that uses MIP mapping?
-
- 9. What's the only JagCD game without any FMV?
-
- 10. Which two Jag games have Atari's former HQ hidden in them?
-
- 11. What's the only Jag game (besides Tempest 2000) with a soundtrack CD?
-
- Answers are at the end of this issue. Don't peek until you've tried to
- answer them all yourself!
-
-
- --==--==--==--==--
-
-
- || 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>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Jaguar 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 (maintained by Ken Baum)
- <http://www.magicalfox.com/ken/postit.cgi>
-
- Toad Computer's JagTalk
- <http://www.ataricentral.com/wwwboard/jagtalk.html>
-
- Club Drive Avenue Atari Message Board
- <http://www.insidetheweb.com/messageboard/mbs.cgi/mb7005>
-
-
- =-=-=-=-=-=-=-=-=
- //// Jaguar Chat
- =-=-=-=-=-=-=-=-=
-
- Anyone with web browsing capability who wants to chat in realtime with
- their fellow Jaguar enthusiasts, but has no access to IRC, should take
- advantage of this Jag chat page:
-
- JFPN's Jaguar Chat
- <http://www.geocities.com/SiliconValley/Heights/5916/chat.html>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Jaguar Discussion 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 read-only 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.
-
-
- =-=-=-=-=-=-=-=
- //// 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 "No Handle" 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/jagcheat.txt>.
-
- 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 1.2
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The following list of game titles has been confirmed to the best of JEO's
- ability as of October 15, 1997. Entries in the "S"tatus column reflect any
- "u"pdates, "n"ew titles, or "?"uestionable listings since the last JEO
- list. Entries in the "M"edia column reflect whether the title is "C"D-ROM
- or "J"aguar Server (blank entries indicate cartridge software). "NEW"
- indicates titles released since the last issue of JEO.
-
- ETA dates are dates that have been provided by the developer or publisher.
-
- //// Titles in Development or Limbo
-
- S M Title ETA Developer Publisher
- " " """"" """ """"""""" """""""""
- ? Arena Football ? V-Real Productions
- u BattleSphere 4Q/97 4Play 4Play
- ? Brett Hull Hockey ? Ringler Studios
- ? C Brett Hull Hockey CD ? Ringler Studios
- ? Charles Barkley Basketball ? Ringler Studios
- ? C Creature Shock ? Argonaut
- ? Deathwatch ? Data Design
- ? C Demolition Man ? Virgin Interactive
- n J Gorf 2000 ? Krunch Korporation
- ? C Highlander II ? Lore Design Ltd.
- ? Hyper Force ? C-West
- n Iron Soldier 2 12/97 Eclipse Telegames
- n J Jagmania ? Matthias Domin
- n J Native ? Duranik Software
- n Painter ? Sinister
- ? Skyhammer ? Rebellion
- ? C Soulstar ? Core Design Ltd.
- ? Space War 2000 ? Atari
- u Worms 12/97 Team 17 Telegames
-
-
- //// Current Software Releases
-
- M Title Rated Developer Publisher
- " """"" """"" """"""""" """""""""
- AirCars 5 NEW MidNite ICD
- 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 ReadySoft ReadySoft
- Breakout 2000 7 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 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 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
- C Iron Soldier 2 10 Eclipse Telegames
- 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 High Voltage Atari
- Pinball Fantasies 6 Spider Soft C-West
- Pitfall: The Mayan Adventure 8 Imagitec Design Atari
- Power Drive Rally 7 Rage Software TWI
- C Primal Rage 7 Probe TWI
- 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 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 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
- C World Tour Racing 6 Teque London Ltd. Telegames
- Zero 5 6 NEW Caspian Software Telegames
- Zool 2 7 Gremlin Graphics Atari
- Zoop 6 Viacom Atari
-
- Total Carts 48
- Total CDs 14 (counting VLM)
- Total Combined 62
-
- 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?
-
-
- //// 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
- Composite Cable Atari
- S-Video Cable Atari
- CatBox ICD/Black Cat Design
- Lap Cat/Lap Cat Pro Ben Aein
- Jaguar Server Roine Stenberg (Istari Software)
- Jag Extreme Joystick Dark Knight Games (modded Gravis Blackhawk)
-
-
- //// 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.
-
- December: Iron Soldier 2 (cart)
- Worms
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// JEO Mail Order Directory 1.10
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The following list of vendors carrying Jaguar software/hardware has been
- confirmed to the best of JEO's ability. Please e-mail JEO for additions/
- corrections.
-
- //// B&C ComputerVisions
- Mail 1725 De La Cruz Blvd #7
- Santa Clara, CA 95050-3011
- Voice 408-986-9960 (Tue-Fri, 10am-6pm)
- Fax 408-986-9968
- Email <myatari2@juno.com>
- Web <http://www.myatari.com/>
-
- //// 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>
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Announcements & Press Releases
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- //// IS2 Cart!
-
- Telegames is pleased to announce its plans for a limited edition cartridge
- version of IRON SOLDIER 2. This product will only be available directly
- through Telegames.
-
- The cartridge version will be identical to the CD version except that the
- FMV and red book soundtracks have been removed due to memory
- considerations. Everything else is the same... same missions, same
- adversaries, same weapons, same outstanding graphics and gameplay!
-
- Each product will be packaged in a full color box just like the CD versions
- and contain a cartridge with color label and an instruction manual.
-
- Due to the significant cost to produce the cartridges, we will accept
- orders through October 31, 1997, for shipping no later than December 15,
- 1997. Each order must be prepaid with credit card, money order, or personal
- check. We will only build enough cartridges to satisfy these pre-
- manufacturing orders.
-
- Don't delay, place your order today for this outstanding product!
-
- $69.95 (plus s/h)
-
- <http://www.telegames.com >
-
-
- //// Zero 5 Release Date Set
-
- DALLAS, TEXAS (September 18, 1997) -- Telegames announces the official
- release date of its next product for the Atari Jaguar, ZERO 5. ZERO 5 will
- begin shipping worldwide on September 29th.
-
- 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 shooters game with real depth.
-
- <http://www.telegames.com >
-
-
- //// The Cat Comes Back
-
- From the ICD home page <http://www.icdinc.com>:
-
- BCD (Black Cat Designs) CATBOX
-
- The return of a sell-out! The CatBox may soon again be available for a
- limited time. Due to renewed interest in multi-player Jaguar gaming
- surrounding the release of AirCars and in anticipation of future releases
- (such as BattleSphere), ICD/BCD is considering making one more run of this
- videogamer's Swiss Army Knife.
-
- CATBOX FEATURES
-
- [] Composite and S-Video Jacks
- [] RGB Monitor Port (SC1224/SC1435 adapter optional)
- [] Stereo/Mono Line-Out Audio Jacks
- [] Two Powered Headphone Jacks with Volume Control
- [] RS232 and RJ11 CatNet Communication Ports
- [] DSP Pass-Through Connector
- [] I/O and Power Indicator LEDs
- [] Attractive and Durable Brushed Stainless-Steel Case
-
- ICD is taking reservations and will decide how many CatBoxes to produce
- based on response. This may be your last chance to get a shiny new CatBox
- for your Jaguar. Reserve yours now!
-
-
- //// The BEST Atari Catalog Around
-
- THE LONG RUMORED CATALOG IS REALLY DONE!
-
- After 36+ Months of Intense Labor our Over Due Baby/
- Rev. 10 Best Electronics All ATARI Parts/Reference
- Catalog has Arrived. This New Rev. 10 version Catalog/
- Atari Reference Manual is Over 4 Times the size of our
- last catalog (June 1991) and has Many Interesting New Features!
-
- Just to tickle your interest here are just some of the features:
- * Catalog Index. Easy to find Item/Product format.
- * 55+ Best Technical/Repair Tips covering ST, 8 Bit and 2600/
- 5200/7800 Atari Products.
- * 90+ Best Informative Information Tips.
- * Over 330+ Pictures of Atari products (last catalog had 137 pictures).
- * Over 2000+ New Atari part Numbers/Products.
- * Expanded Listing and Descriptions of 8-bit Software Titles.
- * Atari Memorabilia Picture Museum and Complete Atari I/O Connector
- specifications on just about every Atari product made!
-
- As we start an Unprecedented 15th Year in the Atari Computer Parts
- business, Our New fully Computerized Accounting System has had all of the
- BUGS worked out, so each customer will Now have a Unique Customer Number
- for easy Item Inquiries, Order Processing and Invoicing. We can efficiently
- track our 4,000+ Line Item Inventory!
-
- The unique Best Catalog which is now shipped world wide to Atari end users
- and dealers alike is priced at $7.50 (Actual Cost to Produce only) PLUS
- $3.00 U.S. Priority Mailing.
-
- (California residents must add your local 7.25% (.54), 7.375% (.55), 7.50%
- (.56), 7.75% (.58), 8.25% (.62) or 8.50% (.64) cents sales tax to the
- total.
-
- So if you would like to get ahold of a hot off the press copy of our
- catalog, just send us your NAME & ADDRESS and a check for $10.50 OR have us
- include the new catalog for $7.50 in your next mail order and SAVE $3.00.
-
- BEST ELECTRONICS
- 2021 The Alameda #290
- SAN JOSE CA 95126 USA
-
- 408-243-6950
-
-
- //// Jaguar Overlays
-
- From the Jaguar Joypad Overlays! page <http://home.earthlink.net/
- ~mfmurdock/jaguar/jaguar.htm>:
-
- The new Atari Jaguar joypad overlays!
-
- *** Quality Printed Plastic *** Great Layout ***
-
- These "look" and "feel" better than any Jag overlay! Quality thick plastic
- w/ a glossy cover and high definition graphics on the overlay! Note that
- these are printed but NOT DIE CUT, you have to cut them out with scissors
- or an X-Acto knife etc... The size of these new overlays are the exact size
- of the original style overlay (Very similar to Cybermorph overlay but of
- course better!) These overlays are not reproductions and include all
- original layout and concept. These overlays are in limited run, they are
- printed and ready to ship... They are of collector quality and work great
- for showing you the controls of games that don't have overlays.
-
- Your satisfaction with this overlay is personally guaranteed. I will return
- your payment if you don't like the overlay for any reason. I have been
- selling Vectrex overlays for about a year now on the net without
- complaint...
-
- Each overlay is $5 and you get two of that overlay. I will not sell just
- one, sorry. There is a $1 shipping fee to anywhere in the U.S. and $2
- anywhere else in the world. E-mail me <mfmurdock@earthlink.net> to place an
- order or for additional inquiries. Order confirmation will include the
- address to make payment to.
-
- *** Limited Time Special ***
-
- Order 6 or more overlays and I will include 2 free keypad dust covers with
- your order!
-
- Disclaimer:
-
- These overlays are produced to make Atari Jaguar games more functional. The
- overlays that I produce are for games that either no overlay existed for,
- or the overlay that was provided was in paper form and not usable in the
- Atari joypad or the Professional Atari joypad. All games for the Atari
- Jaguar are property of their respective parties. This is a third party
- creation and not required to play the game, it just makes it more playable.
- I have no affiliation with any game company. The overlays I create are for
- personal use only. Overlays are designed for games which do not have
- functional overlays and will not have them unless made by an outside
- source. All artwork used from scans are copyright by their respective
- party. All original artwork used in the creation of the overlays is
- Copyright Tony Price. Your satisfaction with the overlays is important to
- me. Prices subject to change at any time. Design and artwork subject to
- change at any time. Availability limited to the quantity I make in a run.
- Creation of the overlays is limited only by my desire to create them.
-
-
- //// Gravis Blackhawk for the Jag
-
- That's right, Gravis Ltd. of Canada has licensed to us (Dark Knight Games
- --Ed.) the rights to produce a Gravis Blackhawk controller for the Atari
- Jaguar. This is a high quality flight joystick that will enhance your
- gaming experience to the extreme.
-
- No more D-Pad for those flight games like Blue Lightning, Cybermorph,
- BattleMorph, BattleSphere, Defender 2000, Trevor McFur, or the highly
- anticipated shooter Native by Duranik Software. Play them the way you
- always have wanted to with a flight joystick.
-
- With the A, B, and C buttons wired into the contoured grip stick, and then
- an additional "D" button on the base, play your Jaguar games like never
- before. Fighting Games will never be the same once you experience them in
- full 360' motion. Just play Ultra Vortek once with this baby, and you'll
- know exactly what we mean. Pull off those hard maneuvers on flight sims, or
- those tricky combos in Ultra Vortek, Kasumi Ninja, Primal Rage, and White
- Men Can't Jump with ease like never before with the Blackhawk.
-
- Not only does this joystick deliver a incredible performance, but it can
- also hook up to a Standard or Pro Jaguar controller, and you can not only
- take advantage of the extra buttons, but also incredible co-op play! Play
- Blue Lightning like you're actually in a plane, with yourself as the pilot,
- and your best bud as the gunner. Play games like Doom, A.V.P, or AirCars
- co-op and double your fun!!!! You don't get those annoying network errors
- that you get with the Jag Link on this Joystick. Just sheer two player co-
- op fun on all you favorite Jaguar Games.
-
- The best part of all is the price. All this can be yours for $60.00. That's
- $9.99 of the original intended price for the Pro, and just $10.00 bux more
- for those who originally ordered the Regular.... But for everything you
- will be getting... It's worth it!
-
- Just send us your name, address, and phone number to order, and we will get
- back to you as soon as we are ready to receive payment and ship. Please
- note due to the new nature of our business, credit cards are not accepted.
- We do accept Personal Checks, Money Orders, or for those in countries other
- than the U.S. an International Money Order, payable in U.S. currency.
- (Note: We are not responsible for money orders lost in the mail, although
- this is rare and almost never happens, it could.) For those that send
- Personal Checks, please be aware of a 3 week holding period so our bank can
- clear the check. Make all payments out to Dark Knight Games.
-
- Dave Bell
- Dark Knight Games
- <ShelShock@juno.com>
-
-
- //// From the Mouths of Babes
-
- ORLANDO, Fla.--(BUSINESS WIRE FEATURES)--July 24, 1997--Bicycles and Barbie
- dolls will be flying off the shelves this Christmas, according to a survey
- of more than 100 kids vacationing at two Holiday Inn resorts near Walt
- Disney World.
-
- Surprisingly, traditional toys such as bikes and dolls received twice as
- many responses as high-tech toys, such as computer and video games.
- Holiday Inn Hotel and Suites Main Gate East and Holiday Inn SunSpree Resort
- Lake Buena Vista enlisted the help of "Santa" to conduct the poll, who,
- while lounging poolside, asked kids between the ages of 3 and 16 what they
- most wanted for Christmas this year. "We were more than a little surprised
- by the results," said Terry Whaples, managing partner for the two resorts.
- Known in the hotel industry as leaders in family friendly travel, the
- properties regularly conduct surveys to monitor current trends and tastes.
- "We expected most kids to ask for computer games and popular action
- figures," she said. "Instead they asked for things I wanted when I was a
- little girl."
-
- Of all the requests for bikes, girls (59%) outnumbered boys (41%). Girls
- also chose animals -- including Dalmatians, kittens and ponies -- while
- boys requested cars, train sets and skateboards. Computers were equally
- popular among boys and girls.
-
- As expected, there were some outrageous requests that may stump even Santa,
- including baby brothers, a brand-new Jaguar and gelatinous "goo."
-
- "Kids never fail to surprise us," said Whaples. "That's why it's so
- important to keep asking them what they like, because just when you think
- you know, it changes." The hotels will use this survey to keep up to date
- with toys and games kids enjoy. The two hotels cater to families traveling
- with children with innovative programs and services, such as Camp Holiday,
- a fully supervised child activity program; a kids-only Check-in Desk; free
- Mascot Tuck-Ins; and the industry's first Kidsuites. Kidsuites are themed
- rooms that provide children their own space, their own beds and their own
- entertainment.
-
- Located minutes from the Walt Disney World theme parks, Holiday Inn Hotel &
- Suites Main Gate East and Holiday Inn SunSpree Resort Lake Buena Vista
- provide free shuttle service to the Walt Disney World parks. For
- information or reservations at either of the Central Florida properties,
- call Holiday Inn SunSpree Resort Lake Buena Vista directly at 407/239-4500
- or 800-FON-MAXX; call Holiday Inn Hotel & Suites Main Gate East directly at
- 407/396-4488 or 800/FON-KIDS.
-
- Editor's Note: Survey Specifics
- A total of 126 children were polled, ages 3-16 years old at both Holiday
- Inn SunSpree Resort Lake Buena Vista and Holiday Inn Hotel & Suites Main
- Gate East.
-
- Location breakdown:
- Girls Boys Total
- Holiday Inn SunSpree
- Resort Lake Buena Vista 23 13 36
-
- Holiday Inn Hotel &
- Suites Main Gait East 50 34 84
-
- CONTACT: Dan Ward/Wendy Abbott, 407/423-8006
-
-
- =-=-=-=-=-=-=-=
- //// EB Updates
- =-=-=-=-=-=-=-=
-
- In the last issue of JEO, we reported that Electonics Boutique will be
- stocking the new Telegames titles in their top 50 stores. Unfortunately, we
- don't know which stores these are, so Vince Valenti of JV Games has been
- tracking EB "sightings". This is the list so far:
-
- List of Electronics Boutique stores stocking the New Jaguar Titles.
- ===================================================================
- Towers II - Breakout 2000 - Iron Soldier II - World Tour Racing - Zero 5
-
- 10/5/97
- Total: 58 stores.
-
- (EBX) = Electronics Boutique Exchange
- (WS) = WaldenSoft
-
- St.| Location | Address, City | Zip | Phone
- ===|===================|===============================|======|============
- Any|EB Internet Store | http://www.ebstore.com | N/A | N/A
- ---|-------------------|-------------------------------|------|------------
- AL |Madison Square (WS)|5901 University #105,Huntsville|35806 |205-721-0899
- ---|-------------------|-------------------------------|------|------------
- CA |Lakewood Center |108 Lakewood Center, Lakewood |90712 |310-634-6354
- |Stonestown Galleria|3251 20th Ave, San Francisco |94132 |415-564-7567
- |Tanforan Center |113 Tanforan Ave, San Bruno |94066 |415-794-0994
- ---|-------------------|-------------------------------|------|------------
- CO |Aurora Mall |14200 E Alameda Ave, Aurora |80012 |303-343-8404
- |Crossroads Mall |1700 28th St Spc 318, Boulder |80301 |303-440-7820
- ---|-------------------|-------------------------------|------|------------
- CT |Crystal Mall |850 Hartford Turnpike,Waterford|06385 |860-437-3356
- ---|-------------------|-------------------------------|------|------------
- FL |Altamonte Mall |451 Altamonte Ave#857,Altamonte|32701 |407-260-9443
- |Sawgrass Mills Mall|12801 W Sunrise Blvd, Sunrise |33323 |954-846-8593
- ---|-------------------|-------------------------------|------|------------
- IL |Ford City |7601 S Cicero Ave #1316,Chicago|60652 |312-585-5665
- |Gurnee Mills |6170 Grand Ave Spc 343, Gurnee |60031 |847-855-1540
- |Woodfield Mall |327 Woodfield Mall, Schaumburg |60173 |847-330-1080
- ---|-------------------|-------------------------------|------|------------
- IN |Greenwood Park |1251 US 31N, Greenwood |46142 |317-888-4951
- |University Park |6501 Grape Rd Ste 382,Mishawaka|46545 |219-273-0698
- ---|-------------------|-------------------------------|------|------------
- KS |Oak Park Mall |11421 W 95th St, Overland Park |66214 |913-541-1515
- |Towne East Square |7700 E. Kellogg, Wichita |67207 |316-686-7111
- ---|-------------------|-------------------------------|------|------------
- KY |Ashland Town Center|7th & Winchester Ave, Ashland |41105 |606-325-9410
- |Fayette Mall (WS) |3419 Nicholasville, Lexington |40503 |606-271-4022
- ---|-------------------|-------------------------------|------|------------
- LA |New Orleans Center |1400 Poydras St, New Orleans |70112 |504-525-8478
- ---|-------------------|-------------------------------|------|------------
- MA |Arsenal Mall |485 Arsenal St, Watertown |02172 |617-923-8331
- |Auburn Mall (WS) |385 Southbridge St, Auburn |01501 |508-832-5119
- |Independence Mall |Independence Mall Way, Kingston|02364 |617-585-1437
- |Square One |1277 Broadway Street, Saugus |01906 |617-231-4750
- ---|-------------------|-------------------------------|------|------------
- MD |Columbia Mall |10300 Little Patuxent, Columbia|21044 |410-730-7402
- |Lake Forest (EBX) |701 Russell #123, Gaithersburg |20877 |301-990-4339
- ---|-------------------|-------------------------------|------|------------
- MI |Eastland Mall |18000 Vernier Rd, Harper Woods |48225 |313-526-8340
- |Fairlane |18900 Michigan Avenue, Dearborn|48126 |313-271-2449
- ---|-------------------|-------------------------------|------|------------
- MN |Mall of America |124 E Broadway, Bloomington |55425 |612-853-0223
- |Mall of America-EBX|342 E Broadway, Bloomington |55425 |612-853-9981
- ---|-------------------|-------------------------------|------|------------
- NJ |Cherry Hill |1026 Cherry Hill, Cherry Hill |08002 |609-663-0875
- |Willowbrook Mall |1336 Willowbrook Mall, Wayne |07470 |201-785-8710
- |Woodbridge Center |425 Woodbridge Dr,Woodbridge |07095 |908-636-1611
- ---|-------------------|-------------------------------|------|------------
- NV |The Meadows |4300 Meadows Lane, Las Vegas |89107 |702-258-9177
- ---|-------------------|-------------------------------|------|------------
- NY |Crossgates |Space C205, Albany |12203 |518-456-7270
- |Eastern Hills |4545 Transit #716,Williamsville|14221 |716-633-9987
- |Manhattan Mall |901 Ave Of The America #C, NY |10001 |212-564-4156
- |McKinley Mall |108 Mckinley Mall, Blasedell |14219 |716-823-2522
- |Staten Island |2655 Richmond Ave,Staten Island|10314 |718-370-9848
- |Walden Galleria |Space A 201, Buffalo |14225 |716-685-3655
- ---|-------------------|-------------------------------|------|------------
- OH |Fairfield Commons |2727-W227 Fairfield,BeaverCreek|45431 |513-320-9257
- |Forest Fair Mall |726 Forest Fair Dr, Cincinnati |45240 |513-671-2203
- ---|-------------------|-------------------------------|------|------------
- OR |Lloyd Center |955 Lloyd Ctr, Portland |97232 |503-282-9091
- ---|-------------------|-------------------------------|------|------------
- PA |Exton Square |Route 100 & 30 Space 107, Exton|19341 |610-363-8357
- |North Hanover Mall |1155 Carlisle Street, Hanover |17331 |717-632-9262
- ---|-------------------|-------------------------------|------|------------
- RI |Rhode Island Mall |156 Rhode Island Mall, Warwick |02886 |401-823-9520
- ---|-------------------|-------------------------------|------|------------
- TX |Northpark (EBX) |744 Northpark Ctr, Dallas |75225 |214-750-1441
- |Ridgmar Mall |1702 Green Oaks Rd, Fort Worth |76116 |817-763-5830
- |Vista Ridge |2401 S Stemmons 1144,Lewisville|75067 |972-315-8229
- ---|-------------------|-------------------------------|------|------------
- VA |Fair Oaks (EBX) |11989 Fair Oaks, Fairfax |22033 |703-385-0542
- |Landmark Center |5801 Duke St, Alexandria |22304 |703-914-0021
- |Patrick Henry (WS) |12300 Jefferson, Newport News |23602 |757-881-9437
- |Tysons Corner (WS) |1961 Chain Bridge Rd, McLean |22102 |703-760-8947
- ---|-------------------|-------------------------------|------|------------
- VT |Diamond Run Mall |#240 Rt 7, Rutland |05701 |802-773-1202
- ---|-------------------|-------------------------------|------|------------
- WA |Alderwood |3000 184th St. SW, Lynnwood |98037 |206-771-5712
- |Everett Mall (WS) |1402 Everett Mall Way, Everett |98204 |206-353-5062
- |Northgate Mall |410 Northgate Mall, Seattle |98125 |206-440-9049
- ---|-------------------|-------------------------------|------|------------
- WV |Huntington Mall |Huntington #605, Barboursville |25504 |304-736-5395
- ---------------------------------------------------------------------------
-
- I guess EB actually placed the games in more than 50 stores. Although I
- don't know how many more.
-
- Send updates to Vince at <jvent@vegas.infi.net>.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// Jaguar VR Reborn?
- =-=-=-=-=-=-=-=-=-=-=-=
-
- Recently Virtuality <http://www.virtuality.com>, the designers of the ill-
- fated JagVR headset, began offering the VRV Reference Design, a head-
- mounted display for license to consumer product manufacturers. While it has
- no head-tracking capability, this product looks very similar to the JagVR
- headset.
-
- Mike Adams of Virtuality had this to say:
- "The same design teams were involved in both products. Other than that, and
- the fact that both are head mounted displays, the similarities are pre-
- dominantly cosmetic. The Jaguar product was designed to be a VR system
- with built in tracking, requiring specially written or converted games,
- sadly, for a variety of reasons unconnected with the product itself, it
- never made it to the consumer and of the software titles which were being
- developed, only Missile Command VR was released (in its non tracked form)."
-
- Currently Virtuality's VRV design is available from Takara Co, Ltd. as the
- Dynovisor.
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Jaguar Emulator
- =-=-=-=-=-=-=-=-=-=-=
-
- [from the Digital Emutations web page <http://wsp3.wspice.com/~sexton/
- demain.htm>.]
-
- "Jagged" is the world's first attempt at an emulator for the Atari Jaguar
- 64-Bit Interactive Multimedia System.
-
- //// Status
-
- [] Progress has slowed due to school but it should be released by Christmas
- (December 25th).
- [] One custom chip completely emulated along with two partially emulated
- [] Began work on Tom and Jerry (GFX Processors).
- [] Finished with the basic calls. Opcodes implemented and started to work
- on custom chips.
- [] So far only basic CPU calls and functions have been emulated.
-
- //// Coding
-
- The CPU and other parts are written in Assembly. I am planing to add a GUI
- similar to NESticle's in C.
-
- //// Platforms
-
- Jagged will be released for DOS and Linux/X-Windows.
-
- //// How Can I Help?
-
- [] Send me ROMs.
- [] Send me more tech docs as the ones I have have major blind spots and I
- have to figure things out as I go along.
- [] Make a Jaguar ROM dumper so ROMs can be dumped and write a program for
- the computer to convert this data.
- [] Anyone interested in doing a port?
- [] This is the most important one-- do not send me hate mail or mail
- nagging about when it's going to be released as most of the people in
- the emu scene don't know the difficulties of writing an emulator.
- [] If you must send hate mail please direct it to /dev/null :)
- [] NOT to ask for betas 'cause if there is a beta it's gonna be dEmu only.
-
- //// Contact
-
- If you can provide me with any of these I would be grateful, just send me
- E-Mail at <eddie906@swbell.net>. You can also send me an ICQ message, my
- uin is 454918 or you can send me a message at <http://wwp.mirabilis.com/
- 454918>.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// New Cheats and Codes
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- Thanks to Wes Powell for the World Tour Racing cheat codes, Kevin Manne for
- the World Tour Racing level codes, and two unknown individuals for the new
- AvP codes.
-
- //// Alien vs Predator
-
- 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.
-
- View Alien Ending:
- Enable the "Banana Stops" cheat. Must have at least one fully-grown
- cocoon. Get killed. When "Cocoon Hatching" appears, press Option+A or
- Option+B.
-
-
- //// World Tour Racing
-
- Cheat Codes:
- Hold down while selecting the option that starts the race (Race, Qualify,
- etc...).
- Race as a Bus 4
- Track Edit Mode 0
- (abort race and restart to view changes)
-
- Texture-Map Track:
- Anytime during play, press 8 to toggle texture mapping of the track.
-
- First-Place Race Codes:
- #1 U.S.A. #2 Hungary #3 Germany #4 Brazil
- 00000000 00000000 00000001 00000001
- 39721063 79441102 19216456 58991638
- 37889812 40151109 30780394 42882646
- 64384072 63200081 70080120 83520168
-
- #5 San Marino #6 Monaco #7 Mexico #8 Canada
- 00000001 00000002 00000002 00000003
- 98766992 29801569 69577264 09297645
- 34187162 19696667 55991186 03905186
- 41920200 44320244 22720312 61120325
-
- #9 France #10 England #11 Portugal #12 Italy
- 00000003 00000003 00000004 00000004
- 48963393 88739088 28514442 68180184
- 53418674 89709025 80338310 88966342
- 99520396 68960400 75840467 24640487
-
- #13 Egypt #14 Australia #15 Japan
- 00000005 00000005 00000005
- 08065487 47841182 78875418
- 81124970 08711517 54587794
- 08640556 96224567 39207006
-
-
- --==--==--==--==--
-
-
- || CyberChatter
- || Compiled By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- Sheesh, I ought to just call this, "Things Scott and Doug Have Said".
-
- =-=-=-=-=-=-=
- //// Jag Tech
- =-=-=-=-=-=-=
-
- Subject: Re: Jaguars are selling good.
- From: legrand@tesla.mbi.ucla.edu
- Date: Tue Jul 15 13:54:40 1997
- Newsgroups: rec.games.video.atari
-
- > The mortal BELJAN E wrote:
- > : All grapical capability depends on how the system is accessed. Simple
- > : as that.
- >
- > All systems have upper limits of performance. Even the theoretical limit
- > of the Jaguar based on specs is below those of N64 and not quite as good
- > as PS (although it probably beats the PS in 2D).
-
- Anything beats the PS in 2D except maybe for the 3DO :-). Although at this
- point I don't think we have enough data about the N64's 2D simply because
- they mostly refuse to make 2D games at this point.
-
- > But in the end we can only evaluate those limits based on the games
- > released. Otherwise it's just religion.
-
- Absolutely fair.
-
- > I knew the Atari 7800 was capable of a lot more than Mario Brothers
- > because of games like Tower Toppler, etc... The specs sounded good but
- > the proof is in the pudding.
-
- I sort of concluded the same from Ballblazer...
-
- > I knew the Atari 2600 was capable of a lot more than Space Invaders
- > because of games like Solaris, Radar Lock, Space Shuttle, and Survival
- > Island. Those games were possible within realistic (although probably
- > long, especially Doug's games) timetables.
-
- Yep, give us another year and I honestly believe I could double our polygon
- power, but what's the point? We couldn't do all that much more with t-
- mapping because the Jag simply isn't built for it. Double our t-mapping
- rate and it would still pretty much suck.
-
- > With the Jaguar, the reference-game is Battlesphere so until something
- > else manages better than 320x200 with a decent number of polygons and 99%
- > 30fps framerate, that's the upper boundary. And hence my conclusion that
- > it's not as good as the PS because the above means sacrificing texture
- > mapping. It means no disrespect to 4-Play or the Jag. It's just the way
- > it is.
-
- No disrespect taken :-). The Playstation IS more powerful than the Jag at
- 3D rendering. However, developers frequently pay a price for this: low
- color res textures and a really ugly 3DO look to most games without a
- careful choice of palette, lots of polygon flicker, and when they finally
- get to bang the metal, they find out that the R3000 has no scoreboarding
- because it wasn't meant to be coded by hand. Of course, the Jag has its
- very own problems, but I just want to make clear that all is not hunky
- dorey in Sony town. They just have a lot more momentum and moolah and that
- in the end is what made the difference if you ask me. Ditto for Nintendo. I
- haven't seen a company make it on brilliance alone since the 1984 release
- of the Macintosh although my eye is currently focused on 3DFX.
-
- As an aside, here's my evaluation of the Jag: each individual RISC
- processor pretty much clobbers a 486DX66 but a P5-133 pretty much clobbers
- a Jag RISC. We've concluded this by watching ported demo code running on
- the Jag and comparing it to the original code running on the PC. This is
- pretty impressive IMO for a 26.6 MHz CPU chip slaved to 70ns DRAM if you
- ask me, but of course, make up your own mind.
-
- > It's 2D performance is fine but the Saturn is a good example of the
- > uselessness of strong 2D performance.
-
- I think a lot could have been done with the Jag's 2D: I remember back in
- early '94 smoothly zooming in and out of a fullscreen 320x240 image at 60
- fps and thinking someone would make an incredible game around this feature.
- It never happened alas and I've yet to see the Playstation do anything with
- 2D that came anywhere near what the Jag's Object Processor did without
- breaking a sweat. I really want to know what Mathieson, Millar, and Minter
- have put together in their little Manhattan Project.
-
- > Games that sacrifice framerate for glitter like AvP or Iron Soldier are
- > of no consequence to me because we are beyond the point where slowdown
- > is tolerated in 3D systems. PS titles with framerate drops below the
- > occasional 15fps wind up in the bargain bins because of it.
-
- Absolutely right. PS Descent was really fun for about 6 levels and then the
- framerate died and I never touched it again. I would have preferred
- gouraud-shading to the low framerate, but Interplay in its vast wisdom
- (these are the guys who replaced the Yak logo with their corporate logo in
- Tempest X and neglected to use him as a playtester for it) didn't see fit
- to provide this option.
-
- Scott Le Grand
- Lead Coder
- 4Play
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: Jaguars are selling good.
- From: Customer Service <crystal-supply@worldnet.att.net>
- Date: 1997/07/16
- Newsgroups: rec.games.video.atari
-
- Mark Rathwell wrote:
- >
- > The Jaguar's specs are below those of the PSX, Saturn and N64?
- > You don't say ... :-)
- >
- > Jaguar release date: 1993
- > PSX Saturn release date: 1995
- > Nintendo 64 1996
- >
- > I wonder why? :-) As far as I'm concerned, the Jaguar was more
- > innovative than any of those other machines.
- >
-
- This has been my whole point. For machines years later, they are not
- that much more impressive. The PSX has been around long enough to have a
- much better level of gameplay in their games and they still do not. Jag
- games lack graphically to today's machines yes, but the game play is
- definitely superior. I like surreal and the Jag is very good at surreal
- like Tempest 2000. The Jag needed more games like this early on.
-
- Steve
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Is Newer Better?
- =-=-=-=-=-=-=-=-=-=-=
-
- From: Customer Service <crystal-supply@worldnet.att.net>
- Subject: Re: BattleSphere textures
- Date: 1997/07/19
- Newsgroups: rec.games.video.atari
-
- Len Stys wrote:
- >
- > In a previous article, hysteria@gti.net (Sal Manfredonia) says:
- >
- > >Glenn Saunders wrote:
- > >>
- > >> Battleshphere acheives 30fps by sacrificing all texture mapping.
- > >
- > >ALL texture mapping? I was under the impression that BattleSphere simply
- > >used limited texture mapping. Rather than texturing every polygon, they
-
- Games are meant to have gameplay first.
-
- > I'm hoping that the game has enough texture mapping to impress some
- > of my friends. My friends weren't impressed with Iron Soldier stating
- > that the graphics were blocky and bitmapped. Though, I was impressed
- > by what I could do within the game. Iron Soldier II (from what I've
- > heard) is a good mix. I am hoping Battlesphere is the same way.
-
- Your friends seem like idiots because the "saw" the game and judged it.
- Until they actually play it, they really shouldn't comment.
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: BattleSphere textures
- From: "Carl J. Matumbo" <cjmatumbo@msn.com>
- Date: 1997/07/21
- Newsgroups: rec.games.video.atari
-
- Customer Service wrote:
- >
- > Your friends seem like idiots becuase the "saw" the game and
- > judged it. Until they actually play it, they really shouldn't comment.
-
- Top of the line games like Quake, Diablo, or Tempest 2000 have rock solid
- graphics AND great gameplay.
-
- That combination is what makes a game awesome in 1997.
-
- To call gamers "idiots" for disliking a game based on a poor audio-visual
- presentation is asinine. With all the technologies and tools available to
- programmers in this day and age it is a sure sign of incompetence when a
- game has a bad frame rate, grainy visuals, bad artwork, and/or scratchy
- sound. If the Jaguar is too hardware limited to deliver beautiful smooth
- playing games with world class sound then the console should be abandoned
- in favor of those that can. Systems that are powerful enough to deliver
- GREAT games with AWESOME graphics are the wave of the future. Why do you
- think PSX and N64 have outsold Atari 100 or more to 1?
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: BattleSphere textures
- From: wildcat@europa.com (Brian Jepperson)
- Date: 1997/07/22
- Newsgroups: rec.games.video.atari
-
- In article <33D544F7.86B@sprynet.com>, thunderbird@sprynet.com wrote:
-
- > Carl J. Matumbo wrote:
- > >
- > > To call gamers "idiots" for disliking a game based on a poor
- > > audio-visual presentation is asinine. With all the technologies and
- > > tools available to programmers in this day and age it is a sure sign of
- > > incompetence when a game has a bad frame rate, grainy visuals, bad
- > > artwork, and/or scratchy sound. If the Jaguar is too hardware limited
- > > to deliver beautiful smooth playing games with world class sound then
- > > the console should be abandoned in favor of those that can. Systems
- > > that are powerful enough to deliver GREAT games with AWESOME graphics
- > > are the wave of the future. Why do you think PSX and N64 have outsold
- > > Atari 100 or more to 1?
- >
- > Excuse me sir, but if your theory were true, that doesn't explain why
- > the Atari 2600 (an 8-bit system designed around 1976) has outsold ALL
- > 16+ bit systems from all manufacturers COMBINED.
- >
- > It also fails to explain why the NES (not SNES, the N-E-S... another
- > 8-bitter) has a sales figure which is ALSO more than all the next-gen
- > systems combined)
- >
- > Newer != Better.
- >
- > Thunderbird
- > 4Play
-
- T-bird, that's an apples and oranges comparison. NES *didn't* outsell the
- 16-bit+ machines because it wasn't in competition with them (different
- times, different markets, different competition, different technology).
- During the brief period in which it was in direct competition with them I'm
- sure sales declined rapidly, and obviously at some point the 16-bit sales
- overtook them. The only thing you can conclude about Atari 2600 sales
- figures, or NES sales figures is that they dominated the market in their
- respective time periods.
-
- Newer == Better (when we're talking about computers and games systems)
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Reality Bytes was Re: BattleSphere textures
- From: legrand@tesla.mbi.ucla.edu
- Date: 1997/07/25
- Newsgroups: rec.games.video.atari
-
- In article <5r9j8p$b9c@nntp02.primenet.com>,
- Glenn Saunders <krishna@primenet.com> wrote:
- >
- > The mortal Thunderbird wrote:
- > : The fact of the matter is that an 8-bit system with 2 sprites and a
- > : ball and a 6502 CPU (the Atari 2600) is -laughing- at the "superior"
- > : intellect... er... I mean laughing at the superior "Next Generation"
- > : systems and their sales figures.
- > : The 2600 games were fun enough to attract the sales.
- > : These "Next generation" games are simply not fun enough to attract as
- > : many people.
- >
- > Attributing the cause for this is hard to say. There are many factors.
-
- Absolutely true.
-
- > For instance, in 1980 when the 2600 really caught on, the idea of a
- > videogame console in the home was a novelty. It also didn't have a heck
- > of a lot of competition from its peers (Astrocade, Oddyssey^2) These days
-
- As a certified old fart, I can testify that the George Plimpton
- Intellivision commercials were providing head by head comparisons of most
- of the 2600 games to various supposedly superior Intellivision games.
- Sometimes they were dead-on: 2600 football was >DREADFUL<, and other times
- the 2600 game ended up looking better with the 2600's cleaner colors. Add
- to that the 2nd tier of Odyssey IIs, Bally Arcades, Fairchild Channel Fs,
- and the Colecovision and it was a very crowded market indeed no matter what
- the young'uns think. I myself would have chosen the Bally Arcade over the
- 2600 in 1977 when I bought mine for $179.99 from Sears had it not been
- $299. The 2600 was dogged with competitors right from the start. The same
- Sears catalog that first listed the 2600 also listed the Fairchild channel
- F (which I played at Macys 2 months before I even saw a 2600) and the Bally
- Arcade.
-
- > there are many more competitors for our free time. VCRs, cable TV, the
- > internet, PCs (more people have PCs than ever). This all impinges on the
- > share of the entertainment market in which consoles exist.
-
- Well, actually, video and video game stores went hand-in-hand in the
- beginning and caught on about the same time. We used to rent movies and
- videogames in the same trip. I'd say however that you have a point about
- Internet PCs and the World Wide Web which are a far more exciting
- development than the latest incremental advance in console technology.
-
- > Although I'd like to point to poor gameplay and FMV-like linearity as the
- > reason, I think this is a simplistic conclusion.
-
- I think it has something to do with it: video games are no longer the
- novelty that they once were and not even multi-zillion dollar Nintendo has
- been able to recreate the Power Rangers-like insanity that surrounded the
- release of 2600 Pacman and other titles. Oh they try, and a lot of 10-15
- year olds center their lives around the next N64 release, and Nintendo
- carefully choreographs the availability of these carts in order to inflame
- their obsession, but it just isn't the same level of intensity that it was
- when I was that age. They used to run news stories on the major networks
- whenever an important title came out. I haven't seen that in years.
-
- > As for the Next Gen systems being a failure, this is all relative. PSX
- > and Saturn were introduced when the "transitional" NG systems were waning
- > (3d0 and Jaguar) while the 16-bit systems were still enjoying dominance
- > (despite being long in the tooth, especially the Genesis with its limited
- > number of colors). It's hard to consider the PS a failure under those
- > circumstances. It has done quite well, which is remarkable as the first
- > console from Sony.
-
- Actually, the hard numbers argue that the consoles are dying. Why this is
- such a shock is beyond me. 35 million NESs, followed by 20 million SNESs
- and 20 million Genesises, finally followed by only 7 million total 32+ bit
- systems (source: DFC Intelligence, a videogame market analysis firm) argue
- that while the video game market is growing linearly, it's not exploding
- like the console manufacturers insist. I won't be surprised if the PS and
- N64 both top 10 million units by the end of their run, but I'll be shocked
- if they top 15 million.
-
- > There are plenty of problems with today's game industry, but you can't
- > pin the blame on the hardware. It's the problem with any artform when it
- > becomes too corporate. It happened to film. It's what happened to rock
- > and roll in the 70s. It happened to videogames in the mid 80s. It's
- > more about commerce than creativity and the sad part is that today's
- > youth are so used to the way things are that they seem content to judge
- > games based merely on eye candy when it's just repackaging the same
- > genres over and over again. That's all they know.
-
- Nintendo plays its audience like a kazoo. But even so, it's a much smaller
- audience than it once was and if they didn't exercise such strict content
- control, the platform would be the same developer morass as the PS where
- it's next to impossible to get noticed. I will hand it to Nintendo however
- for being the only console maker that knows what's appealing about console
- gaming (the plug and play immediate thrill at the expense of depth) and for
- having the cajones to stick to the console market without opening up a PC
- development branch. The PS and Saturn are glorified PC CD ROMs without the
- keyboard and that's a major minus for them (I've owned one of each from the
- day they were released BTW, but no N64 yet, nothing appeals to me on it).
-
- > Actually, another analogy could be made between today's push towards 3D
- > and the introduction of sound to motion pictures. The early talkies were
- > artistically a step backwards in cinematography and they relied on sound
- > as a gimmick for its novelty factor. I think many of today's games work
- > on the TECHNICAL aspects of achieving greater and greater photorealism in
- > their 3D engines first and think about the game elements last, and that's
- > unfortunate.
-
- Also true. But the industry can throw as many excellent James Cameron-
- quality 1st person perspective action games and I will buy them like a
- mindless drone. What I won't buy is Golan-Globus/Troma Films
- mouthbreeders like Redneck Rampage, Blood, Seal Team etc. They aren't fun.
- All I really want is games that are >FUN<...
-
- > I have to admit that I am dazzled by great graphics at first, but what is
- > definitely missing from today's games is REPLAY VALUE. It's a concept
- > that seems to have been forgotten by gamers in the age of videogame
- > rentals and the urge to constantly see the latest and the greatest (or
- > the newest sequels).
-
- Actually, Netrek is as good today as it was 6 years ago when it enveloped
- me, ditto for Bolo. It was games like this that got me obsessed with
- networked videogaming. Then Doom came along as the >breakthrough< head to
- head videogame and the industry cloned it to death and now they're
- scratching their heads as to why networked videogaming is a) no fun and b)
- losing money like crazy (TEN is apparently losing 3 million bucks a month).
-
- Yeah, there are all these apologist articles about building a sense of
- community in networked videogames blah blah blah the MUDs had this figured
- out 10 years ago and while these guys are at it, how about designing games
- designed for the effective bandwidth of Internet connections rather than
- expecting the throughput of a T3 line out of a 28.8Kbaud modem?
-
- > Level 3 on Adventure for the Atari 2600 has more replay value than the
- > latest Final Fantasy RPG because of the use of randomizers and a
- > rudimentary sense of artificial intelligence which is all missing from a
- > rigid linear spooled RPG. Unfortunately in order to create more
- > randomness, you need to sacrifice some detail and sense of an unfolding
- > "story". It's the kind of thing that makes me wonder if I'm out of touch
- > or the industry is messed up.
-
- Actually, it's not that bad. What you really need to do is design the
- level itself to unfold the same general events, but to randomize their
- timing and location to a small extent. If there are 20 "events" in a
- given level and you give them 3 possible ways to happen, then the same
- level can be played 3^20 different ways and still provide the notion of an
- unfolding story. Describe such concepts to the powers-that-be at places
- like Interplay and Activision however and you'll just get blank stares
- (been there, done that).
-
- Scott Le Grand
- Lead Coder
- 4Play
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: Reality Bytes was Re: BattleSphere textures
- From: Customer Service <crystal-supply@worldnet.att.net>
- Date: 1997/07/26
- Newsgroups: rec.games.video.atari
-
- > As a certified old fart, I can testify that the George Plimpton
-
- I am an old fart too.
-
- > Intellivision commercials were providing head by head comparisons of most
- > of the 2600 games to various supposedly superior Intellivision games.
- > Sometimes they were dead-on: 2600 football was >DREADFUL<, and other
- > times the 2600 game ended up looking better with the 2600's cleaner
- > colors. Add to that the 2nd tier of Odyssey IIs, Bally Arcades,
- > Fairchild Channel Fs, and the Colecovision and it was a very crowded
- > market indeed no matter what the young'uns think. I myself would have
- > chosen the Bally Arcade over the 2600 in 1977 when I bought mine for
- > $179.99 from Sears had it not been $299. The 2600 was dogged with
- > competitors right from the start. The same Sears catalog that first
- > listed the 2600 also listed the Fairchild channel F (which I played at
- > Macys 2 months before I even saw a 2600) and the Bally Arcade.
-
- The Bally was vastly superior hardware wise but the 2600 still ruled.
- Bally got cold feet too early and that didn't help either. Astrovision
- tried to take over but they too could not compete with the already ever
- growing Atari. I own an Astrocade to this day and it is by far more
- superior to any 8 bit of its time in term of power and expandability. The
- 2600 was still my all time fav game machine. It was more flexible in it
- lack of dedicated hardware (like JAG) just not loaded with tons of hard
- coded circuitry for support(PSX/N64). The Bally was a lot easier to get
- nice displays going (psx/n64) but the 2600 could display 128 colors with
- game play where the Bally maxed at 8. With tricks you could get more but it
- wound up costing. The 2600 with all it's limits didn't have such problems.
- I have written an Astrocade emulator. Still needs a bit of work but it is
- operational.
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: BattleSphere textures
- From: Exodus <exodus@lax.net>
- Date: 1997/07/26
- Newsgroups: rec.games.video.atari
-
- Gregory D. George wrote:
-
- > Heck yeah. Tetris, probably one of the best games ever written, has
- > absolutely NO TEXTURE MAPPING whatsoever. Neither does Pac-Man,
- > Asteroids, Space Invaders... No graphics, pure gameplay.
-
- True enough... but this is also why these games are still being played
- nearly 2 decades after they were "state of the art". I can't wait until
- Robotron X is released for the N64... because IMO it made the transition
- from excellent game to excellent graphically enhanced game... but the PSX
- controllers suck as an interface... and I wasn't interested in spending
- $200 on the two joysticks that would have made the game playable.
-
- > These games also lack something besides eye-candy: An ending.
-
- Like Starfox 64's ending? The game is a showcase for all the cool things
- that the machine could do... but it's tracked... left me feeling cheated...
- and then the ending... left me feeling disappointed :(
-
- Of course the classic games were born before the profit formula was set...
- now everyone knows that a new 3D fighter is going to sell X number of
- copies... a new racer (X-2)*1.5... and DOOM (X^2)*(3D fighter+new
- racer)*6). Which is why as "unpolished" as most Jaguar games are...
- they're still fun... because they were written by people who were writing
- games... not profit margins.
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Game Endings (Was: Re: BattleSphere textures)
- From: "Gregory D. George" <NOSPAMgreggeorge@worldnet.att.net>
- Date: 1997/07/26
- Newsgroups: rec.games.video.atari
-
- Exodus wrote:
-
- > Of course the classic games were born before the profit formula was
- > set... now everyone knows that a new 3D fighter is going to sell X
- > number of copies... a new racer (X-2)*1.5... and DOOM (X^2)*(3D
- > fighter+new racer)*6). Which is why as "unpolished" as most Jaguar
- > games are... they're still fun... because they were written by people
- > who were writing games... not profit margins.
-
- Game producers feel a game SHOULD end so that you will go out and buy a new
- one when you're finished. They DO NOT want replay value! Arcade games
- generally have better re-play because they WANT you to keep plunking
- quarters in them. There's a definite correlation between a supremely fun
- game and a game with re-play value. They're almost one in the same. I guess
- this all boils down to the difference between an arcade game and a home
- game.
-
- --
- To reply, remove NOSPAM from my address...
- -----------------------------------------------------------
- | ||| Greg George |
- | ||| Editor, The Atari Times |
- | / | \ greggeorge@worldnet.att.net |
- | ATARI |
- | TIMES http://www.geocities.com/TimesSquare/Arcade/8341 |
- | FREE! The world's most FREE Atari-only Newsletter! |
- -----------------------------------------------------------
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Jaguar Emulation
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: Jaguar Emulator... ?
- From: Thunderbird <thunderbird@sprynet.com>
- Date: 1997/08/28
- Newsgroups: rec.games.video.atari
-
- Patrick P.H. Nguyen wrote:
- >
- > In article <5ttcrf$cgi@charnel.ecst.csuchico.edu>,
- jrleek@ecst.csuchico.edu (James R. Leek) wrote:
- >
- > >>
- > > Well, yes, the Atari 2600 with it's 3 seprate processors make
- > >it particularly hard to emulate, but to say that a 233 Mhz Pentium could
- > >have a prayer emulating 4 RISC processors and a M68000 is ludicrous.
- >
- > Are you saying the 2600 is harder to emulate than, say, a SNES?
- >
- > It comes down to the quality of the job by the hacker. Remember, these
- > are hacked projects. They aren't done by people who have a money motive
- > (otherwise, the job would be a lot better). They are just be people who
- > want a challenge and have the time to burn.
- >
- > The Jag doesn't have 4 RISC processors, and just because it has the word
- > "RISC" doesn't mean it's all powerful. A Pentium alone couldn't do the
- > job but if you offload tasks off the CPU, you could do it. The Voodoo
- > chipset crushes the GPU/DSP combo. A good wavetable sound card or the
- > new PCI soundcards (e.g., Monster Sound) are so much better than what's
- > offered on any console.
-
- Ahem...
-
- It would take the full power of a P233 just to perform a
- multiplication at the speed of one of the Jag's RISC's. Now, what if
- BOTH of those RISCs were multiplying at the same time, while the 68000
- were also doing a multiplication and the object processor was overlaying
- transparent sprites on the screen and the Blitter were scaling and
- rotating a bitmap.
-
- I think you might be looking for one of them new 64-bit 1000MHZ
- systems Intel will make in a few years to have a prayer of emulating the
- Jag.
-
- Sorry.
-
-
- Thunderbird
- 4Play
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: Jaguar Emulator... ?
- From: Scott Le Grand <varelse@bestSPAMMENOT.com>
- Date: 1997/08/31
- Newsgroups: rec.games.video.atari
-
- Jeff Kilgroe wrote:
- >
- > Thunderbird wrote:
- >
- > > Ahem...
- > >
- > > It would take the full power of a P233 just to perform a
- > > multiplication at the speed of one of the Jag's RISC's. Now, what if
- > > BOTH of those RISCs were multiplying at the same time, while the 68000
- > >
- > > were also doing a multiplication and the object processor was
- > > overlaying
- > > transparent sprites on the screen and the Blitter were scaling and
- > > rotating a bitmap.
- > >
- >
- > Uh, T-Bird... I've always found you to be a very sensible person
- > when you have made claims about the Jag in the past. However, this one
- > about a P233 being needed to do a multiplication at the speed of one of
- > the Jag's RISC's is just going a bit overboard, wouldn't you say?
-
- Uh Jeff... I've always found you to be a very sensible person when you
- have made claims in the past, but with all due respect, you're whacked on
- this one...
-
- It took a 66 MHz 486 just to do a decent emulation of a 1 MHz Atari 2600
- and a 133 MHz Pentium to perform decent (although still imperfect)
- emulation of a 1.79 MHz Atari 800. Are you getting the picture yet about
- just how hard it is to emulate complex hardware?
-
- A worst case analysis of but a single RISC of the Jag has it running at
- 26.6 MHz (and that's assuming everything else is plain off when
- realistically you can have the DSP and the CPU running at full tilt at the
- same time along with the Blitter and Object Processor doing their thing as
- well).
-
- These previous benchmarks indicate to me that you need a good 40-60:1
- performance ratio to emulate elaborate hardware. We're not even at a
- factor of 10 yet with the best of the Pentium line.
-
- It's not just a question of emulating the RISCs, the 68000, the Blitter,
- and the Object Processor, it's also a question of having sufficient spare
- bandwidth to emulate the exact timing of these chips. I consider it
- extremely naive to think that you could pull this off with today's consumer
- hardware.
-
- > If these chips were indeed as fast as you claim, then I wouldn't have
- > wasted months trying to optimize my rasterization and fixed point math
- > functions on the GPU just so I could pull off an ultra-fast (uh, 14fps)
- > gouraud shaded landscape.
-
- Objectively, I put the Jag's processor power somewhere between a 486 and a
- 133 MHz Pentium say maybe a P90. But, the P90 has twice the bandwidth
- under most situations. And there's your answer. Your landscape generator
- was stuck doing things at which the Jag basically sucked. Sure, you can
- emulate everything at which the Jag sucks, but you're in deep doo doo when
- you try to emulate its strengths and peculiarities.
-
- Right now, there are things on the Jag right now that are effectively
- faster than a 233 MHz Pentium. Dream on trying to emulate them until you
- have a nice wide performance margin with your emulating CPU.
-
- > Now, as far as an emulator is concerned, I think one could be done
- > on a Pentium Pro or Pentium II system at 166MHz or greater. Of course,
- > the emulator would also have to make use of DirectX/3D hardware
- > acceleration. To do the emulator entirely on the PPro or PII CPU, it
- > just wouldn't be possible right now. Maybe when the 1GHz P7's, arrive
- > sometime in late '99 it might be possible to do it all on the CPU. Just
- > because of the intricacies of the Jag's chips, especially the Blitter,
- > it is beyond the scope of a PII.
-
- A 1 Ghz CPU might just do it, but why bother (unless of course you just
- want to be cool which is a fine motive)?
-
- > If someone were ambitious enough, a special API could be developed
- > for the 3Dfx chipset to provide all the Jag's blitter functions and
- > emulation of the other processors could be handled within a PII 266 or
- > 300 with a little speed to spare.
-
- OK, so how do you do the video feedback with the 3DFX (the Jag does it in a
- rather odd non-standard way)? Offhand, you'd need to do a color-remapping
- blit on the 3DFX with a lookup table. I don't think the Voodoo has that
- feature right now. How about all those rather odd tricks the object
- processor can perform? And reading the framebuffer with the CPU is dog
- slow with the Voodoo chipset (although it's totally rocking in most other
- ways).
-
- This is the sort of thing I'm talking about that makes it impossible IMO to
- emulate Jag code with our current generation of home computers.
-
- > ...Side note: I've got 4 Jag's here just waiting for BattleSphere and I
- > can't wait to get it!
-
- K00L!
-
- Scott
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Scott's Job Interview
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Subject: Re: PC Battlesphere-- that's what I want to see
- From: Scott Le Grand <legrand@teslaNOSPAM.mbi.uclaFNORD.edu>
- Date: 1997/09/19
- Newsgroups: rec.games.video.atari
-
- Have you actually seen anything >GOOD< come out of Activision in the past
- few years? Case in point: MechWarrior II. Sure, the underlying Battletech
- rules were excellent source material but look at the actual game they
- designed around it past the engine. Linear missions, lame arbitrary
- changes in the rules to force you to solve each and every mission the same
- way, and a lousy polygon engine.
-
- Then of course there was my ill-fated job interview at Activision last
- March. I even brought 2 Jags and 2 copies of BattleSphere with me to show
- it to them. First they sent me to this AI dude who was actually pretty
- cool and we talked all about A* and optimal path algorithm (on the off
- chance you're reading this Ian, you were about the only cool guy in the
- building IMO), then they sent me to this guy working on the next generation
- graphics engine for Heavy Gear. So I show this guy some Java and some
- assembler (the parallelized code of my polygon engine and PDB3D, my
- molecule viewer for web pages, and which flipped out anyone who understood
- what a cool hack it was at the time - since utterly dethroned by Java
- Quake) and since he only knew Intel assembler and had never seen Java, he
- was lost but he seemed to know a little about B-splines. Then I got to
- talk to their technology officer who used to be in the same branch of
- science I was in and I don't think we clicked as he didn't like someone
- that I respect, and finally I got to talk to David Crane (not the original,
- but an inferior copy), CEO of the joint. He mostly probed me for game
- ideas and little else. At each interview, I offered to show off Battle
- Sphere and nobody was willing to take the time to let me hook it up. So
- then they asked me what kind of salary I wanted and I stated 90K (which is
- less than a lot of my friends in the industry make who have less experience
- than me and pretty much acknowledge I know a lot more 3D math than they do
- and well I already had offers higher than that from other companies not in
- the video game industry) and they tell me that's ridiculous and it pretty
- much ends there.
-
- They told my headhunter that the reason they didn't make a job offer was
- that there was no evidence that I could actually program...
-
- Activision sucks... You'll find that to be a common impression in the
- developer community...
-
- Scott
-
- "Misfortune favors the overconfident mind." - Me
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// In Defense of Zero 5
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- Date received: 10/3/97 12:51 from bitsuser2.demon.co.uk (Matthew Gosling)
- Subject: MG's Zero 5 comments
- From: Jaguar Interactive
-
- For those that don't know, I was lead programmer on Zero 5, and after some
- extensive net-searching, I finally stumbled across this discussion forum,
- so here's my comments on the whole Zero 5 thing.
-
- Firstly, thanks to everyone who gave their feedback on the game. When you
- are sitting in front of the same game for every waking moment of every day
- for months on end, it is impossible to have an unbiased opinion on it, and
- some days I would look at it and think "it's sh*t, the ships look like lego
- blocks, there's not enough variety, nobody will be able to figure out the
- controls" etc., and other days I might be playing it with the volume & bass
- cranked right up in a darkened room and think "this is 10 times better than
- anything I've played on the Jag so far, everyone will love it", it's
- impossible to tell how people will react to it.
-
- Regarding the difficulty level of Zero 5, yes it is hard, that was
- deliberate, but in my opinion the difficulty level is acceptable _if_ you
- are comfortable with the controls and are making intelligent use of your
- power-ups and smart-lazers. We did have people come back and critisize the
- difficulty level who, it later transpired, didn't even know that they could
- replenish their shields by changing their powerup type. Incidentally, all
- difficulty 'tuning' was done with the game in Cadet mode, in my opinion
- many levels are too easy in Novice mode but we simply did not have enough
- time to spend on each mission to get the difficulty as fine-tuned as we
- would have liked. Thunderbird noted that some HitPak missions can be
- completed by just hammering on the firebutton, this is probably the case in
- Novice mode, and I was not happy about this, but it was a case of having
- slightly rushed levels or no game, and if the missions were acceptable in
- Cadet mode then we simply had to move on. One case that stands out is one
- of the later missions where you're in an asteroid belt, but there's saucer
- drones shooting at your from the sides, the difficulty was tweaked very
- carefully in Cadet mode, but it was something of a no-brainer to get
- through in Novice. Note that we spent 1 month on getting the missions in,
- that means each mission was designed in 2 days, and without tools (ie, all
- attack paths and trench maps were massive source files full of hand-typed
- dc.w statements - my fingers still ache).
-
- As far as 4-Play's comments are concerned, everyone is entitled to their
- own opinion, and of course any game can be thought of as 'good' or 'bad'
- depending on what you expect from it. I mean it would be very easy to over-
- analyze Tempest 2000 and say "the player's craft is an unrecognizable blob,
- the enemies are just a few brightly-coloured flat triangles, the gameplay
- is too simplistic, the levels are repetitive, the game is essentially 2D
- shown using a 3D perspective, etc. ..." but of course we all know that T2K
- is an awesome game, and the graphical style and the raw, simplistic
- gameplay is what appeals most about it. If you go loading up Zero 5 and
- you're expecting Wing Commander 5 then forget it, you are seeing a game
- that was hacked together by a couple of guys in a room, that had the lowest
- development budget of any Jaguar product at the time. Zero 5 is, when you
- get down to it, supposed to be a mindless blast, just like T2K or even
- Galaxians, and as a mindless blast I think it works okay, but this is
- (evidently) a matter of opinion.
-
- Regarding the trench sequences: yes it is very fast, and yes it does get
- easy when you learn the patterns, that is the whole point. The idea is that
- you learn it almost subconsciously so when you do finally get through it,
- you feel as though you have super-human reactions - just see how you feel
- the first time you get through the mission 8 trench on expert mode without
- taking a single hit...
-
- Regarding repetitiveness / number of missions: Ideally we would have liked
- to have spent a LOT more time on enemy behaviour, more enemy types, more
- variety in the missions etc., but time and cartridge space simply did not
- allow. Incidentally there was originally a 4th game mode, in which you fly
- over planet terrain, which ended up getting canned for the same reasons -
- and of course a lot of time that could have been spent adding to the
- variety of the other missions was effectively lost. But even so, most games
- start to get repetitive to some extent after a while, look at T2K... but as
- I said, if you want more than a mindless blast then you're probably not
- going to get much out of Zero 5.
-
- Regarding the control system in BamBam mode: Yes, it takes some getting
- used to. As a general rule, try to only rotate on 1 axis at a time - just
- use left/right to point round to your side, or up/down to increase your
- elevation, then when you get to where you want, use the roll control to re-
- align if you're banking too much. Thunderbird made a comment about how when
- you are pointing 'out' of the screen you can't see what you're aiming at
- because they're 'behind' your head. This should not happen, the camera
- zooms back to make everything visible. The camera panning was a little slow
- at one point, one of the latest revisions of the code increased the camera
- pan speed significantly, I certainly hope that this was the version that
- Telegames put into production. I think the control system in BamBam mode is
- a little unorthodox and does require a bit of time to get used to, but if
- you don't like unorthodox ideas then what the hell are you doing buying
- Jaguar games in late 1997? ;)
-
- Now, can we all just be friends again?
- =)
-
- =-=-=-=-=-=-=-=-=-=-=
-
- Date received: 10/3/97 13:48 from LEGRAND.ag3d.com (Scott Le Grand)
- Subject: RE: MG's Zero 5 comments
- From: Jaguar Interactive
-
- Actually, anyone who can finish a game while under the Tramiel's "expert"
- tutelage has my respect for that achievement alone. This puts you above the
- wankers at HyperImage and all those other guys that took money from Atari
- and delivered nothing but a few pre-alphas.
-
- But that aside, I found myself giving up on Zero 5 around the 10th level or
- so simply because it indeed got too hard to be fun anymore.
-
- However, I love the Gerry Anderson Supermarionette look of the game, and
- the sounds and graphics are quite nice. In many ways, the trade off to 256
- colors allowed for better graphics than our own game, Battle Sphere, and I
- salute you for that because I know just what a pain it is to get the Jaguar
- to do much in real-time beyond trip on its own hardware bugs.
-
- In fact, I really found myself enjoying the first 4 levels or so after I
- figured out that you couldn't actually move the ship to avoid enemy fire
- and had to shoot every shot. The look of the game is really cool as are all
- the opening and transition sequences.
-
- But then the difficulty kicked in and in the final level it's just too
- damned hard to be fun. I think Doug almost made it to the end before he
- gave up (consider this an open challenge to anyone out there to actually
- finish the thing!).
-
- I use Tempest 2000 as the poster child for a nice progressive difficulty
- curve. I think it's the best shooter of the 90s. It starts out almost
- braindead easy but by level 30 or so, you have to completely revamp your
- strategy which then has to shift again around level 50 and so on right up
- to the infamous level 64 which is just plain sadistic, and then it's yet
- another difficulty curve until the final level of death. I tried to model
- this kind of process in the Gauntlet play mode of BattleSphere.
-
- The key is to learn from the experience and make new mistakes in the future
- rather than the same old ones. I can't look at BattleSphere without picking
- it to pieces, yet whenever anyone plays the thing, they seem to like it, a
- lot. Rotate your playtesters often. We're paying the price right now simply
- because there just aren't enough people out there with Jaguar dev systems
- that can ferret out the final bugs of Battle Sphere and I'm extremely
- nervous that the whole package will simply turn out to be too hard to be
- fun.
-
- And remember, opinions are like a$$holes and mine's no different...
-
- Scott Le Grand
- Lead Coder
- 4Play
-
-
- --==--==--==--==--
-
-
- || Out of Sight! Atari Celebrates 25 Years!
- || By: Donald A. Thomas, Jr.
- \__// datj@compuserve.com
- -----------------------------------------------------------------
-
- Those who know me, know my undying commitment to remember how much fun I
- had with Atari products throughout the early years of the industry's
- evolution. Atari was once one of the most popular trade names in the world.
- It ranked almost as high as Coca-Cola in brand name recognition and
- household members either read about it, spoke about it or played an Atari
- product virtually every day of their lives.
-
- Aside from the pure entertainment value that Atari provided over the years,
- Atari has influenced the industry in ways that most of us will never
- fathom. Apple Computer was born of Atari employees and the first Apple
- system ever manufactured is said to have been of parts "borrowed" from
- Atari engineering labs. Today, Apple Computer suffers from many of the same
- symptoms that Atari experienced prior to its unceremonious passing not long
- ago. After all these years, even Steve Jobs is wisely backing away from an
- "opportunity" at the helm. Apple might be wise to call on ex-Atari
- executives to advise them what not to do. SC&T, a formidable maker of video
- game driving controllers, was founded by an ex-Atari employee and so was
- Activision. Ex-Atari people work at 3Com, AverMedia, Capcom, Creative Labs,
- Electronic Arts, Intel, JTS Corporation, Midway, NetManage, Photronics,
- Piiceon, Playnet, Reality Quest, Sega of America, Silicon Gaming, Sony
- Computer Entertainment America, Sun Microsystems, Super Dimension,
- Tecnomatix Technologies, U.S. Robotics, ...virtually every imaginable
- Silicon Valley technology company in existence. In each case, their
- experiences from Atari help shape what they do in their present jobs and
- they will affect the way we enjoy tomorrow's technology.
-
- Those like me that remember Atari so fondly clearly recall "Pong", but many
- of us will remember different forms of the game. The Silicon Valley
- remembers a coin-operated stand-up system that had electronics affixed to
- an oversized electronics board and played through an off-the-shelf black-
- and-white Zenith television. Much of the country may remember a dedicated
- home-based console with two integrated paddles and several modes for one or
- two players. But what assuredly everyone over 18 remembers is the Atari
- Video Computer System (VCS aka 2600) and the elaborate forms of "Pong" it
- could play in color. And soon forthcoming was "Air/Sea Battle", "Breakout",
- "Combat", "Outlaw", "Slot Racer", "Super Breakout", "Surround", "Video
- Olympics" and many other innovative titles that exploited the pixel in
- every 2k way possible.
-
- On Tuesday, June 27, 1972, Atari was incorporated. Although Atari had roots
- that traced back more than a year prior, this is the date that many people
- recognize was the formal birth date. . . making Atari 25 years old in the
- year 1997.
-
- On Friday, July 12, 1996, Atari Corporation was informed by the Securities
- Exchange Commission (SEC) that their intentions to merge with Jugi Tandon
- Storage, Inc. (JTS) was approved pending the formality of a shareholder's
- vote.
-
- On Tuesday, July 30, Atari Corporation hosted a special meeting of
- stockholders in the offices of Wilson, Sonsini, Goodrich & Rosati, P.C. in
- Palo Alto, California. The meeting was said to have taken about four to six
- minutes. With an outcome of approximately 42 million votes in favor and
- about 11,000 against, the stockholders ratified the decision to merge.
- Trading of ATC shares were halted at the end of the day. Upon the
- conclusion of the meeting, Mr. Sam Tramiel arranged to pick up the
- severance checks for himself and his siblings. Mr. Jack Tramiel, former
- Chief Executive Officer (CEO) of Atari Corporation, remained to assist with
- a smooth transition with the handful of surviving Atari personnel.
-
- Essentially, July 30 was the final day Atari existed as an entity of its
- own. A handful of ex-Atari employees, who had remained faithful in a hope
- that someone or something would hear a heartbeat and jolt it back to life,
- accepted no new checks with an Atari logo. JTS stepped in, delegated any
- remaining liabilities and reassigned the staff to the task of selling hard
- disk drives.
-
- On Monday, July 28, a friend of mine sent to my attention the following
- notice:
-
- =======================================================================
- ATARI ALUMNI REUNION
- Wednesday, August 13, 6-9 PM
-
- San Jose Live!
- 150 South First Street, San Jose
- (408-294-5483)
-
- * 25 years ago, in June of 1972, Atari was born!
- * Come join Atarians from all the ages as we celebrate 25 years of
- innovation, technology, and countless memories.
- * Come play Pong (1972) and San Francisco Rush (1997) and see what
- 25 years of technology hath wrought.
-
- SPREAD THE WORD!
- All current and former Atari employees are welcome!
-
- * Bring old photos and memorabilia - come swap lies with some of
- the best!
- * Open Bar from 6 to 8 PM
- * Video Games. Video Games. Video Games.
- * Spotlight Event: High Stakes cash prize Video Game contest
- starring former Atari executives.
- * Please RSVP by phone, fax or E-mail to:
-
- Karen (Graham) Jefferson
- 408-434-3738
- 408-434-3910 (fax)
- jefferson@agames.com
-
- Deborah Geyer
- 408-473-9427
- 408-473-9488 (fax)
- geyer@agames.com
-
- COME CELEBRATE
- ATARI'S
- 25th ANNIVERSARY
-
- =======================================================================
-
- The notice clearly states that the event on August 13 is open to "all
- current and former Atari employees". The festivities will banner Atari's
- 25th Anniversary and historic being. I have a copy of the original flyer
- and I noticed some interesting things:
-
- * The word "Atari" (or a derivative) appears 6 times.
- * There are 25 lines of type on the actual announcement.
- * The expression "Video Game" is found 4 times.
- * The term "25 years" or "25th anniversary" appears 4 times.
- * Both RSVP e-mail addresses end in @agames.com
-
- "@agames"? Atari Games? Hmmm. I don't know much about San Jose Live! or how
- big the establishment is, but could this event be intended for just Atari
- Games?
-
- Flashback to the "wee hours" of Monday, July 2, 1984, when Tramiel
- Technology, Ltd. (Mr. Jack Tramiel) acquired the assets of Atari from
- Warner Communications by promising $240 million in long-term notes and a
- 32% interest in the home-computer and home-game divisions. The resulting
- deal specified that Warner communications retain the arcade game and
- telecommunications (AtariTel) divisions of Atari. The deal with the
- Tramiels was initiated by Warner with a phone call to Mr. Garry Tramiel who
- was working as a broker at Merill-Lynch in Sunnyvale.
-
- Since that time in 1984, Atari Coin-op and Atari Home Consumer Products
- were more than separate divisions, they were entirely separate companies,
- but the deal that Jack made with Warner saved both companies and Atari
- survived as two companies for over a decade more.
-
- Quite frankly, I'm not sure what they will be celebrating at San Jose Live!
- on Wednesday, August 13, but it definitely is not an Atari Alumni Reunion.
- When I spoke to Karen to RSVP, she pointed out that this was only for the
- coin-op company which is currently owned by Williams and still calls itself
- Atari Games. Interesting, the terms "Atari Games", "Coin-Op" and "Consumer
- Products Atari not invited" appear no where on the invitation.
-
- How does that phrase go? ... Out of sight, out of mind?
-
-
- --==--==--==--==--
-
-
- || BattleSphere News
- || By: Doug Engel, Scott Le Grand, and Mark Santora
- \__// legrand@tesla.mbi.ucla.edu, thunderbird@sprynet.com,
- santora@earthlink.net
- -----------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// BattleSphere Update
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- [from Doug Engel's Thunderbird's Garage home page <http://home.sprynet.com/
- sprynet/Thunderbird>.]
-
- //// 9/29/1997
-
- It's been quite a while since the last update of the ol' BattleSphere
- Update Page, so now's probably a good time to post a little info about the
- most amazing game ever to be created for a home videogame console, bar
- none. It's been much more hectic at 4Play than usual, due to the fact that
- we can finally see the light at the end of the tunnel and are working even
- harder than ever to wrap this thing up.
-
- The stage we are currently at is something approaching the neighborhood of
- what could loosely be referred to as "Done". There's still a whole lot more
- to do, and we are not in any sort of relaxed operating mode by a longshot.
- We have basically finished all of the game elements in all of the play
- modes. Every mode is now fully playable, and all of their basic features
- are written.
-
- What remains to be done are some rather nasty odd bugs that have turned up
- in playtesting, as well as a bunch of housekeeping chores such as adding
- configuration options to the controller code, writing the code to hide the
- various "easter eggs", writing some code to manage the saved options in the
- NVRAM, and perhaps tweaking some of the play features or improving things
- we find are not quite perfect in playtesting.
-
- These sorts of things are very unpredictable and hard to forecast or
- estimate time to completion, so you can hold off on the celebrations for a
- while yet. For example, Scott and I both concentrated our efforts to track
- down a bug which caused the "Demo" mode to lock up only on certain Jaguars
- and never with a development system connected to it. This type of bug is a
- nightmare for us, because the development system is the only tool that can
- be used to examine memory after a crash to determine what went wrong. Since
- the screen blanks out if the hardware crashes, you can't very well print
- text messages on the screen to aid in debugging. The other problem we faced
- was that the crash would occur only after several hours of idle time
- running the demo. That means any attempt to fix the bug requires a huge
- waiting period to reproduce it or collect data about it.
-
- The eventual solution I used was to build an LED display board which
- connected to the joypad 2 connector to provide numeric codes depending on
- what routines were active during the crash. Armed with my LED output device
- I was able to obtain the information that enabled Scott and I to locate and
- correct several "problems". (I use the term "problem" in quotes because the
- code sequence in question was perfectly valid, but apparently triggered
- some sort of hardware idiosyncracy in the hardware of those units).
-
- At this point, I can see why playtesters feel they are not appreciated
- enough. There's simply not enough credit given to playtesters. We've been
- actively testing everything as we went along, and now we are attempting to
- test the game as something like a whole unit, as opposed to just specific
- modes. This is a very difficult task. There's simply not enough development
- hardware around for us to be able to enlist any of the kind souls who have
- offered to playtest for us, so we have to keep our testing inside 4Play.
- That makes for a much larger burden on us as well. At least we get to test
- a game with high replay value. The StarFox 64 testers must have had a lot
- of attrition due to monotony. ;-)
-
- In addition to our regular jobs, we've also had to do our regular life type
- things, Scott and Steph have had to find the time to move to a new
- apartment, and do all of the fun and time consuming chores that are
- associated with this (more on this later). I've been busy myself building a
- real garage (as opposed to my virtual one). Construction has been a
- wonderful break from coding. But I had hoped to be done with code by now so
- now I'm on triple-duty and getting no sleep! I can't wait to take a
- vacation!
-
- In addition to all the wacky debugging I have done, I have also managed to
- get in a few hours simply playing "Alone Against the Empires" for fun,
- rather then for debugging. I really enjoy this mode a lot. The elements of
- strategy and resource management really come into play, and mesh very well
- with the frantic arcade pace of the battle portions. When I'm not "playing
- games" I have been busy finishing up some of the "easter egg" routines, AND
- creating some more sound effects. Just a little advance warning for all our
- customers: if you don't have a good set of speakers and a sub-woofer, GO
- GET SOME NOW! The sound effects really kick bass! The warp speed sounds
- turned out especially nice. A set of amplified stereo speakers will serve
- you well with this game.
-
- I understand that Stephanie has re-sampled all of our instrument tracks and
- is putting together a ton of awesome new songs to go along with various
- screens in the game. I can hardly wait to hear the new tunes, which will
- take advantage of some new code in my music engine which should propel
- BattleSphere(tm) into the record books as being the Jaguar cartridge with
- the most music channels of all time... perhaps the most channels for a
- cartridge on -any- system. Let's all make sure we remind Steph to take
- advantage of the new code (after all, she asked for more channels!)
-
- Did everyone get a chance to read in rec.games.video.atari the thread Scott
- was discussing our efforts to move BattleSphere(tm) onto the PC next? If
- you missed it, I suggest hopping over to Deja News and searching for it.
- It's well worth the read. As you will see, building a great game doesn't
- necessarily guarantee backing when it comes to PC game companies. We were
- naive enough to think so once, now we are jaded. We might just have to come
- up with new and creative ways to get support, if the game companies can't
- recognize a hit when we dangle it in front of them!
-
- Mark Santora has been busy helping with all the playtesting which has to be
- done, as well as doing all the videography and editing of the
- BattleSphere(tm) promotional video. Hopefully, this will convince someone
- that we are serious about this game. I should have mentioned this above,
- but Stephanie also composed music for the video. It's pretty nice. A small
- clip of it was featured on Gamespot <http://www.gamespot.com> a few weeks
- ago.
-
- Finally, Tom has been up to the usual behind-the-scenes top secret sort of
- Tom things. He's about to take on the majority of the burden when it come
- time to start manufacturing these carts. I hear he is making a second run
- of CatBoxes, so if you didn't get enough of them to suit your networking
- needs, you might want to give him a holler and tell him you want some more!
- Just head to the ICD website at <http://www.icdinc.com>!
-
- Everyone check out the new screen shots which I have made over the past few
- weeks. Some of the newest features are shown! You should be able to spot
- the docking feature, and entering and cruising in warp-drive. There's also
- a couple of shots where you can see some bases and capitol ships. Don't
- make fun of the shots with the missiles in them... we just recently
- discovered the bug that caused the low-detail models to be used all the
- time, which makes them look really clunky in the screenshots. The real
- models are much cooler!
-
- That's about all the time I have for this installment. I apologize for the
- long gap between updates. It's been so busy, I don't know where the time
- went. Until next time!
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// BattleSphere Countdown
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- [from Scott Le Grand's Official BattleSphere Countdown page (address
- currently in a state of transition).]
-
- Last Updated 10/2/97
-
- There are now:
-
- *** 3 ***
-
- coding days to the completion of Battle Sphere.
-
- Here's what I have left to do in those 3 days:
-
- General stuff
-
- 1. Playtest Training Mode
- 2. Enable Easter Eggs
- 3. Final Music Assignment
-
- What am I doing right now?
-
- 7/14/97 - Spent a week moving my life to San Jose, spent the other week
- debugging everything I'd spent the last month creating. I think we still
- have one more RAM SPAM but I haven't seen it in two days. Since we're
- redoing the docking sequence, expect another week or so of coding before I
- complete the thing, but I'm expecting to have the whole game implemented by
- the end of July. During August, I expect to playtest the game and debug the
- remaining problems with the code. With luck, that means that sometime in
- September, Battle Sphere will enter production. Keep your fingers crossed.
- And JagFest guys, pay special attention to the Battle Sphere play mode: I
- want to know what it needs to be play-balanced!
-
- 7/15/97 - The future is a changing thing. We've decided that an OpenGL
- version of Battle Sphere is our best bet for a PC edition. To that end,
- shortly after the end of coding the Jaguar edition, we intend to start
- bringing Battle Sphere to the PC. However, expect it to take at least 6
- months before anyone will see >ANYTHING< as this will be a ground-up
- rewrite. Besides, Microsoft >HATES< OpenGL, and that alone makes it cool in
- my book.
-
- 7/16/97 - Found aforementioned RAM SPAM (7/14/97) and guys, when I say you
- won't see anything on the PC for >AT LEAST< six months, that does
- >NOT< mean PC Battle Sphere is coming out in 1998. C'mon, we're going
- through hell on Usenet with people quoting 3 year old text from AEO to
- prove that I've broken promises to the Jaguar userbase about features and
- release dates, don't start making stuff up: it only takes away from the
- time I can spend writing the game. There is no release date/month/year/
- century for PC Battle Sphere at this time, there is only the desire to
- write it in OpenGL and a huge list of features. As of today, dumbfire
- missiles are supported if you launch missiles without a current target.
- This feature was implemented with 16 bytes to spare.
-
- 7/18/97 - JagFest edition is ready. Didn't get to finish all I wanted to in
- AAtE but you guys will get the general idea. What's missing? Hyperspace,
- docking, victory/defeat, and simulated combat for all those other sectors.
- We're not far away from completion actually, but time just ran out.
-
- 7/21/97 - Well, despite a silly coding error (fixed in 5 minutes Saturday
- morning) preventing the networked play of Free For All and Gauntlet,
- networked Battle Sphere mode was alive and well and I think a good time was
- had by all. Meanwhile, Alone Against the Empires got a step closer to
- completion this weekend and even more silly bugs bit the dust.
-
- 7/22/97 - Added default behavior for AAtE escorts and fixed the starbase
- collision bug in Battle Sphere mode.
-
- 8/7/97 - Finally fixed the JagFest stasis bolt crash and boy did that take
- too long! I'm almost done with the reworked docking sequence and we're
- designing the new hyper space effect.
-
- 8/13/97 - Bad news, I've got some Andromeda Strain antibiotic resistant
- infection which has shut me down for the past 5 days. I feel a bit better
- today, but Monday sucked bigtime. I have not been coherent enough to code
- though I think I'll get a little done tonight.
-
- 8/16/97 - Back to work, finished new starbase docking sequence, adding new
- sound effects and moving on to the new hyper space effect.
-
- 8/25/97 - Added a new sound effect for stasis, fixed some long-nagging bugs
- in cooperation with Doug, and I'm about halfway through the new hyperspace
- effect (killing bugs as usual).
-
- 9/02/97 - Hyperspace is done! On to the Options Screen! Even more new sound
- effects added thanks to Doug! More music on the way from Steph! It's all
- finally coming together!
-
- 9/05/97 - Options screen complete. Time to put in the end game and the
- scoring...
-
- 9/15/97 - Alone Against the Empires crashed a lot until a marathon hacking
- session this weekend. I didn't get to the endgame, but there were a lot of
- loose ends to clean up as a result of the valiant playtesting by Mark
- Santora and Doug. Tonight, I put the endgame in...
-
- 9/25/97 - Alone Against the Empires is Finished! All that's left is the
- above list of to-dos along with the playtesting and Battle Sphere is
- finally complete! This would be a really bad time for me to get hit by a
- truck or something (well so would any other time but well you know what I
- mean).
-
- 10/02/97 - ProController support is up! I have to add some more control
- schemes and do something else >-), but it works and it's cool! Meanwhile,
- all sorts of last minute bugs have popped up in playtesting and Mark thinks
- hyperspace control is off so I need to tune it a little to the skill level
- in play. Since Doug has mastered it, I'm not going to make it easier in the
- harder skill levels, but I will make the difficulty more progressive than
- on/off. The good news of course is that there will only be two more of
- these updates before the game enters production. The next update will occur
- when we have completed the remaining list items. The final update will
- occur when all hurdles have been surmounted and Battle Sphere has entered
- production at which point this page will move someplace else more
- appropriate and become the Battle Sphere strategy guide.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// BattleSphere Playtester's Report
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- [from Mark Santora's BattleSphere Playtester's Page <http://home.earthlink.
- net/~santora/playtstb.html>]
-
- The July 17 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 begin
- 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.
-
- ALONE AGAINST THE EMPIRES
-
- I managed to get an early flash ROM of this mode. It is Star Raiders on
- acid and is really a lot of fun. In the version I currently have, which is
- two weeks before JagFest 97, you can zoom around the galaxy, use the
- galactic map, and engage the enemies. You can also dock with the Star
- Bases. There are no bells and whistles, at least not yet. By bells and
- whistles I mean warp effects, docking sequences, things like that. I should
- get a ROM dated from JagFest 97 soon where most of the bugs/crashes/
- gameplay mechanics have been updated to work.
-
- But what is here, it's the kernel of what I saw and loved in Star Raiders.
- If you've never played Star Raiders, I suggest you download the Atari 8Bit
- emulator XL-It! This is one of the best emulators I've seen around, and it
- does run everything 8bit I've thrown at it, including the original Star
- Raiders.
-
- Sorry this one is short, but there really isn't a lot to tell until I get
- the new ROM. I will update soon. Promise. No really. I mean it.
-
-
- --==--==--==--==--
-
-
- || Llatest from Llamaland
- || By: Jeff "Yak" Minter
- \__// net.yak@yak.net
- -----------------------------------------------------------------
-
- [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.]
-
- //// 20 Aug 1997
-
- "And I sit in the canyon with my back to the sea
-
- There's a blood-red dragon on a field of green
-
- Calling me back..."
-
- (Roger Waters, from the very excellent album "Radio K.A.O.S.")
-
- It was decided, in the end, informally and over curry; most propitious
- circumstances for any decision, in the Yakly books. The pace of things is
- constantly picking up in the world of X, and in the end it just seemed
- sensible that I should get the business and hassles of a transatlantic move
- out of the way slightly earlier than I had originally thought possible, so
- that I can be comfortably ensconced in a new Welsh abode, ready for when
- the pressure is really gonna start hitting hard, so that I will be back in
- my optimal coding environment. Wales, where Trip-a-Tron was made, where
- Llamatron was made, where Tempest 2000 and the VLM were created... Wales,
- where I have done my best work previously, and where I can live the semi-
- hermetic rural life to which I am best suited, working on the stuff of
- dreams, getting visited by my mates at weekends and going out down the pub
- in the evenings... Wales, where a YaK belongs.
-
- Wales.
-
- Where Flossie lives :-)
-
- So now here I sit, on the floor because all my furniture is in boxes,
- probably in Santa Cruz by now, and soon to be in a container on a ship
- heading towards a small but influential island off the coast of Europe;
- listening to some rather interesting music that my Penty is kindly
- composing in realtime for me (you may well hear more about that later, but
- that's a whole nother story). The reason that I have been almost totally
- unresponsive to email recently is that organising a transatlantic move
- takes quite a bit of doing, plus I have been trying to get some work done
- too, plus I have had the hell visited out of me by my mates who know I am
- going away in the spare time that I have had. Answering all my email tends
- to make matters worse, since I then get a bunch more replies to field... so
- I am afraid I haven't bothered much. Sorry to anyone who has thought me
- rude; not intended as such. Once I am safely back I will be more
- responsive, I promise.
-
- The process of disengaging has been quite long and crinkly, but it is now
- almost all done. Moving out the furniture was the last major milestone -
- that, and having the landlord see the place that I have been renting and
- (thanks largely to the heroic cleaning-up eddorts of my mum, who visited
- for that express purpose last week [I am about as naturally domesticated as
- a billy-goat]) have him see that I have not trashed the place unduly and
- will therefore get my deposit back. I still have the hardware here, and a
- few extra things like the telly that I am going to give to a mate's mad
- girlfriend - but tomorrow I will gather the hardware into the hire car
- (sob! it was a wrench giving back the llovely Red Ship!), spend one more
- afternoon at the office, then go out for a monumental pissup at the local
- of my mate Ian Lightsynth in Sunnyvale, crash the night at his gaff and
- then drive (doubtless in Hangover Mode) up 101 to SFO, there to board the
- afternoon Virgin flight (Virgin cattle class... hmmm... I wonder if they
- will let me sit with the virgin cattle? :-]) back to London... and on
- Saturday night, UK time, I shall be down the Curry Garden for my first
- proper British vindy for many months.
-
- Delag over the weekend, Monday's a bank holiday, then go see the bank dudes
- on Tuesday about getting the dosh together for a house, then on Wednesday,
- after much anticipation, I shall finally be returning over the Second
- Severn Crossing, and I shall be in Rejoice Mode as I finally slip over the
- border, into Wales, knowing that once again I am to make that fair and
- frequently moist country my home. I shall inspect places until I find one
- that is suitable for me and decent enough to bring Flossie home to, and
- there I shall settle, and surround myself with beasties and computers, and
- be an exile no more (except maybe for a week or two here and there as work
- dictates).
-
- And there I shall remain; happy in that gentle country, not far from the
- pub, working my wizardry in peace, with only the occasional flicker of
- unearthly light and ethereal music escaping into the valley betraying the
- fact that strange and interesting things are afoot; connected to the world,
- yet alone in my comfortable space, with my computers and my beasties around
- me.
-
- There, I shall be a happy YaK. And a happy YaK combined with awesome
- hardware can work miracles :-)
-
-
- --==--==--==--==--
-
-
- || JagFest '97 Field Reports
- || By: Kevin Manne, Glenn Bruner
- \__// KevinManne@wycol.com, brunergs@fafb.af.mil
- -----------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Kevin Manne's JagFest Report
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- JagFest '97: The Aftermath
-
- The JagFest, as most would agree, was a brilliant success. While the
- scheduled events such as tournaments were totally abandoned, it was a good
- time anyway. There were an estimated 40 guests who either attended all day
- or stopped in for a few hours.
-
- BattleSphere was undoubtedly the most popular attraction at the Fest, as
- there was hardly (if ever) a copy not in play. There were 7 Jaguars linked
- for BattleSphere at the start, but ended up at 5 due to some technical
- difficulties. The BattleSphere play mode was the only multiplayer mode
- available to us, but it was very fun nonetheless. The game was very
- impressive, and very addictive. Many were found intently glaring into the
- screen in complete concentration. In multi player mode, though, most were
- yelling back and forth to each other. Stephanie Wukovitz of 4Play even
- joined us for a bit, and even though she claimed to be "not very good," she
- killed quite a few of us.
-
- AirCars was also on display, having 2 Jaguars linked up for some head-to-
- head play. Most people got a laugh out of hearing "primary target
- destroyed" repeated over and over throughout the day. At one point, the
- AirCars carts were replaced by two copies of Doom for some Deathmatch
- action. Even Doom ran surprisingly well, with very few network errors. Must
- be that there wasn't very much interference in Hell on Saturday or
- something.
-
- Tom Harker and ICD were in attendance, sporting various Atari wares for
- sale, including their AirCars. Both Tom and Stephanie were very nice
- people, and were very willing to answer all of our questions about
- Battlesphere and everything else we could think up. Thanks for being so
- cool, guys!
-
- Visual Dimensions 3-D gave a small presentation in the mid-afternoon, and
- discussed some upcoming games for the Jaguar and Lynx, including
- Automaniacs (essentially Club Drive 2) and Defcon 1 ("Tomb Raider style"
- game) for the Jaguar. These guys seemed very enthusiastic and professional.
- Here's hoping for good things from this ambitious company.
-
- After the Visual Dimensions 3-D presentation, Fard Muhammad showed his
- computer animation celebrating the 25th anniversary of Atari. Hopefully a
- Quicktime of this excellent animation will be on the net soon, as it was
- quite impressive. There is no way to put it into words.
-
- The rest of the evening was just free-play, everyone enjoying playing some
- excellent Jaguar games with some fellow fans. It was quite an experience to
- meet everyone in person, and an even bigger one to try to remember
- everyone's names. Also, who could forget Jeff Grimshaw's Jaguar Kiosk,
- standing tall in the corner of the room with the big yellow cat eyes
- staring at everyone. It was a great piece of Jaguar memorabilia.
-
- A few people (one being myself) had homemade controllers to show off. I had
- my Joystick and Rotary controller combo stick, and my rotary controller set
- up, and someone else (whose name I cannot remember) had an optical rotary
- controller available for everyone to try out. It was a very impressive
- piece of hardware.
-
- On the Lynx side of things, Carl Forhan had made a demo card of three of
- his Lynx products which are currently under development. Ponx, SFX and
- Planar Wars were on the card and all showed promise, most notably Planar
- Wars. Comlynx capability is a plus on all of his games, except for SFX
- which is just a fun little sound effects program.
-
- There were a few other Lynx's there, and there was some Comlynxing going
- on. Quite a few of the available Lynx games were there, although the new
- Telegames releases "Raiden" and "Fat Bobby" were unfortunately missing.
-
- The majority of people left before midnight, but a few of us stayed until
- 2:00 am or so, playing two player AirCars, Doom, and even holding the only
- competition of the event, Pong. Wes Powell was the lucky recipient of the
- Defender 2000 soundtrack as a result of the competition. Most of the other
- prizes were simply just handed out, because of the lack of competitions.
-
- It was a great time, and hopefully was one that everyone will remember for
- a long time. Let's hope someone takes the initiative to pull together a
- second annual JagFest '98....
-
- ...Until next time,
- -Kevin Manne
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Glenn Bruner's JagFest Report
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The fest was great. It was great to see first hand Battle Sphere. I took my
- video camera with me and recorded some of the highlights. Jeff
- (Hyperturtle) did a great job putting this thing together. I don't think he
- was able to totally recoup his costs (but he did get a lot from me with T-
- shirt sales). Here are some of the highlights:
-
- [] 5 Jaguars networked for BattleSphere play. The demo version was dated 18
- Jul 97 (day before). For the most part is was working. The networking for
- Free-for-All wasn't working and we were experiencing network lockups in
- other areas. The training mode worked good and the game was playing fast
- with no noticeable "slow-downs." Stephanie was there to represent 4Play.
- Very nice lady!
-
- [] Tom Harker was there along with a guy named Bryan from ICD. Tom had
- AirCars selling for $60 and two Jaguar's networked with it to play. AirCars
- plays just like it does in the Atari, November 1994 demo video. Tom also
- had other stuff for sale: Tweety boards - $10, various monitors $60-$100
- (to use with the CatBox), null-modem and video adapters (for CatBox), a few
- 7800 games, some 8-bit manuals (Basic XL, SpartaDOS, SpartaDOS X), AdSCSI
- boards, etc.
-
- [] Jeff (Hyperturtle) was charging $10 for entry. With that $10 you got a
- issue of The Jag Zone, two bumper stickers, and a $10 off coupon from
- Telegames towards a Jaguar or Lynx product published by Telegames.
-
- [] A Jeffery Thompson was there showing his optical rotary controller for
- Tempest 2000 play. His controller worked good. Very sensitive to movement.
- One girl playing it got hooked! She said she was never able to get to the
- bonus screen with the regular Jaguar controller, but was able to with his.
- It proved to me the Jaguar can handle the original Tempest arcade
- controller (I was wondering if the Jaguar could ever handle the speed of
- the arcade). Jeff was doing a sign-up list of people interested in having
- some made. Right now, his cost to make it is upwards of $60-$70. The reason
- for this is that he's using a rotary controller sold by Digikey that costs
- about $46.
-
- [] A high school kid (didn't get his name) was showing his 30 second video
- he made celebrating 25 years of Atari. He did a bang-up job on this video.
- It was a 30 second 3-D rendered (on Pentium 75 PC) animation that took him
- 3 months to do. It basically went like this:
- --Atari fuji and name came spinning onto the screen
- --the original Pong machine spinned across the display
- --then a number 2 spinned on to the left of the fuji symbol
- --then a Jaguar machine appeared
- --then a number 5 spinned on to the right of the fuji symbol
- --finally, a 1972-1997 banner appeared
- --finished with a voice synthesized with a saying (I have to replay
- the video to figure out what it was saying)
-
- Throughout the video were popular sounds from Atari. The video he said is a
- 30meg AVI file on the PC. People suggested he try and reduce it and put it
- up on the web. He said he didn't quite know how to reduce it. Somebody out
- there with the knowledge should be able to do it. Hyperturtle would
- probably know this kid's name.
-
- [] Three gentlemen were there from a company called Visual Dimensions 3-D
- in North Carolina. They were presenting their plans of Jaguar development.
- They said they've been contracted to do Defcon 1. They were there also to
- work a deal with Tom Harker to get set up in Jaguar development with source
- code. They don't plan on dealing with JTS because they feel they're not
- going to get any support. The have some good ideas for games and also want
- to hear from anyone on game ideas. They said it could be a idea from a
- dream to a full complete story line. They also want to hear what people
- think are the best things they've seen or liked in Jag games and the worst.
- They have a web page at <http://www.abts.net/~starbase> and Email at
- <starbase@abts.net>. Any game that they would work on would be done in 3-D.
-
- That's about it for the highlights. I had a fantastic time. It was great to
- meet Tom & Bryan (of ICD), Stephanie (of 4Play), Hyperturtle, Jeff Thompson
- and his optical controller.
-
-
- --==--==--==--==--
-
-
- || Review: Zero 5
- || By: Robert A. Jung
- \__// rjung@netcom.com
- -----------------------------------------------------------------
-
- Most die-hard Jaguar owners (and you must be die-hard, if you still own a
- Jaguar these days) are well aware of 4Play's long-awaited space combat
- cartridge, BattleSphere. But BattleSphere isn't the only starship in orbit;
- another title, previously under development from Atari UK, finally reaches the
- Jaguar by way of Telegames. Is this title a planet-busting dreadnought, or an
- unshielded rust bucket that explodes after one hit? Let's hop into the cockpit
- and take this baby out for a spin...
-
-
- //// Overview
-
- Like a lot of other video games before it, Telegames' new Jaguar cartridge,
- Zero 5, centers around yet another alien invasion of Earth. This time, it's
- the year 2044, and an unnamed alien armada is approaching Terra with
- unfriendly intentions. In response, the Earth defense group DEFCON sends out
- HIT-PAK space cruisers and BAMBAM fighters to stop them.
-
- Zero 5 presents itself like a cartridge version of Wing Commander; the Earth
- defense campaign is spread out over 15 missions, which are completed in order
- to tell the story. Each mission consists of one of three sub-games:
-
- [] Fly the BAMBAM fighter in open space and battle alien ships and drones.
-
- [] Control the cannons of the HIT-PAK cruiser and blast assorted enemies
- and obstacles.
-
- [] Fly the BAMBAM through tunnels and canyons in a high-speed assault on
- alien bases and ships.
-
- The game ends when you take too much damage during a mission. Fortunately,
- after finishing a mission, you can choose to skip it on subsequent games, so
- you can avoid the tedium of repeating those earlier levels. Other options
- available are three difficulty levels, normal or reverse joypad controls, and
- the usual music/sound effects/voice volume controls (complete with bass/treble
- adjustment).
-
-
- //// Graphics
-
- From the moment that you start up Zero 5, you're treated to a nonstop barrage
- of terrific Jaguar visuals. The bulk of the package consists of fast, smooth
- polygon graphics, both solid and textured. The colors tend towards bright
- primaries, but that's just a small quibble - Zero 5 makes great use of its
- polygon engine, with seamless zooms, pans, and fly-bys all over the place.
-
- The other graphical elements are no slouches either, with Pixelshatter
- explosions, darting sprites, and lots of subtle touches sprinkled throughout
- the game. All of these goodies are coupled with a high frame rate that keeps
- you immersed in the action.
-
-
- //// Sounds
-
- Zero 5's game sounds are just as impressive as the graphics. Voices and sound
- effects are clear and distinctive, with enough richness to immerse you into
- the action. Even better is the background music, consisting of several fast-
- paced techno tracks that fit the game perfectly. The music is catchy without
- being intrusive; you won't be consciously aware of the music unless you
- deliberately listen for it. And the tracks are nice and long - considering
- that the missions can take a while to finish, it's good to have tunes that
- won't repeat every forty seconds and drive you nuts.
-
-
- //// Gameplay
-
- Unfortunately, while Zero 5 looks and sounds great, it falls down in the game
- itself. It's not just that the three sub-games are a bit simplistic (which
- they are); it's that each of the games have annoying problems that make
- playing them fairly frustrating.
-
- The worst of the bunch is the space dogfight sequence. The back of the box
- calls this "360-degree full movement," but that's a lie, since you're not
- flying your ship at all. You view the BAMBAM from a fixed third-person camera,
- and steering the ship makes it turn and bank in different directions. When the
- enemies come out, you've got to point your ship at them and fire away. Fancy
- flying and evasive maneuvers are impossible; the enemies are always in the
- same position, and their shots always fly towards you, no matter how you twist
- and turn. Worse, the fixed external view makes it easy to get disoriented,
- especially when your ship is pointed TOWARDS your view. And without any
- crosshairs or sights or any other aiming instruments, this is a very difficult
- and frustrating "game."
-
- The other game modes aren't as bad, but they're still flawed. The gunnery mode
- suffers from a loose, imprecise aiming cursor, which makes it a bit hard to
- hit incoming enemies. It's also hard to tell where the bounds of your ship
- are, so sometimes you'll get hit by something that you thought was clear. This
- game mode reminds me a lot of the VR mode in Missile Command 3D, which
- implemented the idea better.
-
- The tunnel-flying mode is probably the best of the three, but that isn't
- saying too much. Here, your fighter is locked in one direction - forward -
- with only one speed - VERY fast. Destructible walls must be blasted;
- indestructible ones must be dodged by riding along the walls (a la S.T.U.N.
- Runner). Unfortunately, the high speed and the claustrophobic camera view make
- this very hard to do.
-
- Speaking of difficulty, I should also mention that Zero 5 is a TOUGH game.
- Even at the easiest settling, I had to spend several frustrating hours just to
- get through the first few missions. I also had to pace myself with rest breaks
- between games, since there's a LOT of button-pressing involved, and I quickly
- developed a sore thumb. Not since Raiden on the Jaguar have I had such a
- painful experience.
-
- I don't want to sound completely negative about Zero 5, though, because this
- game doesn't deserve endless abuse. Even with the problems described above,
- the tunnel-flying and gunnery games are somewhat enjoyable, but the dogfight
- mode remains more aggravation than entertainment. The missions themselves are
- fairly long, and with fifteen of them, you won't be finishing this cartridge
- any time soon. And even the high difficulty can be tolerated, since the
- enemies appear in fixed patterns, making it possible to develop patterns
- against them.
-
- But while you can live with Zero 5's problems, you can't ignore them
- altogether. When you finally walk away from the game, you're left with a sense
- that, with a bit more work, it could have been better...
-
-
- //// Overall
-
- Like other "hybrid" games that came before it, Zero 5 tries - and fails - to
- take several weak games and turn them into one blockbuster title. While the
- graphics and sound are top-notch, the underlying game is soured with assorted
- glitches and frustrating problems. Still, if your pain tolerance and your
- determination are high enough, you just might be able to sit through Zero 5
- and ultimately beat it.
-
-
- //// Final Ratings
-
- Title: Zero 5 JagNet: No
- Design: Capsian Software Players: 1
- Published by: Telegames Media: 16 megabit cart
- Retail: $59.95 Availability: NOW
-
- A Summary of Ratings:
- "*" is a whole
- "+" is a half
- 5 stars maximum
-
- Graphics - ****+ Colors are a little bright, but you can't complain about
- smooth polygon graphics.
- Audio - ****+ Terrific sound effects and top-notch techno tunes.
- Control - *** It's a little sensitive in some places, but workable.
- Gameplay - **+ Three undercooked mini-games do not equal one terrific game.
- Overall - *** In the end, a bittersweet gaming experience.
-
- Key to Robert's ratings
- (a graphical interface state of mind)
-
- ***** - Macintosh. Still superior after all these years.
- **** - Windows '95. A good kludge, but still a kludge.
- *** - Atari ST/GEM. Not bad for its time.
- ** - Windows 3.1. As friendly as a poke in the eye.
- * - GEM 2.0. Sadism, pure and simple.
-
-
- --==--==--==--==--
-
-
- || Review: AirCars
- || By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- AirCars... that game Jaguar owners have come to regard with a mixture of
- curiosity, awe, and revulsion. Thanks to ICD, it now walks among us.
-
-
- //// We're From the Government, and We're Here to Help
-
- AirCars offers a slightly better-than-average premise for its mayhem. After
- the obligatory nuclear holocaust, a cult of scientists called EBNERS rises
- up, with the intent of imposing their own brand of order on the world. The
- world of course objects, so the EBNERS plan to destroy all the major
- capitals of the world by teleporting nukes into them, leaving themselves as
- the major power.
-
- In addition to their teleporters, the EBNERS have also developed
- impenetrable force field technology, and speedy hovercraft called (drum
- roll please) AIRCARS. All the EBNERS complexes are protected by these force
- fields, and interconnected by teleporters. The good guys (that's us) manage
- to duplicate the Aircars and teleporters, and have given our hero (that's
- you) a mission. You will be teleported into the first EBNERS complex.
- Unfortunately your teleporter only works one-way, so after destroying the
- primary targets, you need to use the EBNERS' teleporter to proceed to the
- next complex. And so on and so on until you've wiped them from the face of
- the planet.
-
- And so it begins...
-
-
- //// The Battlefield
-
- The object of every level is to wipe out all the primary targets. The
- targets are usually buildings, but occasionally enemy vehicles. An arrow at
- the top of the screen points the way to the closest target, but it's only
- accurate to 45 degrees, so you'll have to keep an eye on the radar.
-
- Here's the first tip-off that something is seriously wrong with AirCars.
- You get an INFINITE amount of lives. The manual even says, "In AirCars
- there are two ways to end the game, finish it or shut it off." Apparently
- the true challenge in AirCars is finding some way of enjoying it.
-
- The radar is nicely implemented, and would have been a welcome addition to
- Cybermorph and Battlemorph. The default view is the immediate area around
- your ship, with solid color-coded blocks representing the various objects,
- and various shades of the level's ground color forming a sort of contour
- map. You can toggle between the short-range view and a view of the entire
- level, which is built up as you explore. There's a little pointer on the
- radar which shows your current heading, but like the closest-target
- indicator, it's only accurate in 45-degree chunks.
-
- The levels are HUGE. Flying between opposite corners of these gigantic
- square levels takes literally a minute. Normally I'd say this was a good
- thing, but the problem is that the terrain is painfully homogenous, with
- only a sparse smattering of trees (snowmen on the "snow" levels).
- Everything is shades of the same color, and there are no extreme variations
- in altitude. There are no impediments to your progress on the terrain... no
- impassable mountains, no walls, no force fields. Getting from Point A to
- Point B is reduced to nothing more than flying time.
-
- There are a few transporters scattered around most levels. They're
- represented as a pair of very phallic-looking posts which you must fly
- between. If you don't approach these things head-on, there's an excellent
- chance you'll crash into one of the posts, causing a good chunk of damage.
- Transporters are mostly useless because a) They never seem to dump you
- anyplace particularly important, and b) They never lead anywhere that you
- couldn't reach just by flying there.
-
- The game makes excellent use of the ProController. Left/Right turns,
- Up/Down moves forward and backward, A and B fire your two weapons, the Left
- and Right shoulder buttons drop mines and smoke, and the X/Y/Z buttons
- select your view angles (left/right/front/rear). If you hold down C while
- pushing Left/Right you can sideslip, but so incredibly slowly that this
- feature is useless.
-
- Terrain interaction is superb. Unlike Hover Strike, where your tank was
- slaved directly to every jerk and transition of the polygonal terrain,
- AirCars actually gives your car some inertia. Cruise up a slope at high
- speed, and you'll actually spend a few seconds airborne. Also unlike Hover
- Strike, it is entirely possible to park on the side of a hill. You will
- occasionally take damage from the terrain, but only when going up a steep
- slope at high speed.
-
- Bad guys consist of enemy air cars, enemy tanks, and guard towers. They
- have an uncanny ability to home in on your position from all over the map,
- and will happily gang up on you. If you actually manage to inflict some
- damage on an air car or tank, odds are they'll turn tail and run, dropping
- smoke bombs all the way.
-
- And now, the big, big problem with AirCars. It is simply impossible to
- evade enemy fire while engaging the enemy. All enemies seem to shoot at you
- at their maximum rate of fire, for as long as you're in range. This would
- be fine if you were super-maneuverable or had a boatload of armor, but you
- aren't and you don't. Since you have infinite lives, you end up not
- particularly caring if you die or not, and just finish each mission by
- making dozens of suicide runs on each group of targets. There's also no
- incentive to soften up enemy defenses, since guard towers regenerate every
- time you get killed. Count on losing at least ten ships per level if you're
- doing good.
-
-
- //// More Power!
-
- The weapon system is a mix of good and bad. The good is that you can select
- and use two different weapons simultaneously, and that whenever you kill a
- bad guy, you get either the ammo from his weapon, or the weapon itself. The
- bad is that there's isn't a whole lot of difference between the various
- weapons. With a single exception, every one of the seven guns follows a
- pretty linear progression from rapid fire/low damage to slow fire/extreme
- damage. The only really interesting gun is the EDC-- Electronic Disruption
- Cannon. Hitting anything with this paralyzes it for about 30 seconds.
- Unfortunately it has a fairly low rate of fire and travels very slowly.
- There are no homing/arcing/terrain-following/blast-effect/guided weapons.
-
- The REALLY bad thing about the weapon system is that you have no way of
- changing the elevation of your sights. Since there is no aim "assist" (like
- in Doom), this means that, if you're parked on flat terrain and want to
- shoot a guard tower above you... you can't. So you decide to drive up the
- slope and go toe-to-toe... oops, now you're shooting _over_ him, while he
- has a nice angle on your underside. Argh.
-
- There are a variety of special powerups scattered about the landscape,
- divided into Immediate and Savable types. Immediate powerups take effect as
- soon as you collect them. They are:
-
- [] Armor Repair - Restores current armor to 100%.
- [] Reactive Armor - Doubles armor strength (almost makes the game fun!).
- [] Invulnerability - Invulnerable for about 30 seconds.
- [] Reserve Ammo - Doubles ammo capacity.
- [] Reveal Map - Fills in your entire automap.
-
- Savable powerups last for a specific amount of time, and must be manually
- activated (you can have multiple powerups active at once). They are:
-
- [] Radar Jamming - Makes it harder for enemies to find you.
- [] Jet Pulse Accelerator - Accelerate faster.
- [] Retro Brakes - Decelerate faster.
- [] Infrared Vision - Turns enemies into solid red blobs. Useless.
- [] Stealth Pod - Makes you almost invisible to enemies.
- [] Stabilizer - Cancels effects of an EDC hit.
-
- Generally speaking, you should activate savable powerups immediately.
- Otherwise you'll likely never use them at all, due to the frightfully short
- lifespan of the average air car.
-
-
- //// Scenes from a Maul
-
- AirCars runs at 320x240 resolution, in 16-bit color mode. Frame rate is a
- tolerable and very consistent 20FPS. The terrain is a hilly, gouraud-shaded
- expanse much like Cybermorph's, with approximately the same distance to the
- visible horizon... perhaps a bit farther. There is no pop-up-- objects and
- terrain fade in smoothly from out of the mist. AirCars' graphics engine
- also makes good use of load management and disabling gouraud shading in the
- distance to keep the frame rate up. Objects (mostly buildings) are fairly
- simplistic and a bit crude-looking. There is NO texture mapping that I
- could see.
-
-
- //// Sounds of Pain and Suffering
-
- This is yet another Jag title with no in-game music. I think that's a
- blessing in this case though, as what music there is in this cart is quite
- cheesy.
-
- This isn't to say that the in-game experience is dead silence either.
- Explosions sounds excellent, with lots of bass. Weapons fire sounds vary
- from adequate to great, and each enemy type emits their own sound effect.
- Since sound effects are in stereo, this really helps boost the "immersion"
- level of the game. There's also the constant turbine-like hum of your
- AirCars' engines.
-
- No Cybermorph derivative would be complete without an annoying computer
- voice, and in this respect MidNite outdid themselves. The computer voice in
- AirCars is, bar none, the most wretched bit of voice acting in any Jaguar
- game to date. It sounds like some poor woman being forced to read lines at
- gunpoint (after being dragged out of bed... and she has to go to the
- bathroom... and-- well, you get the point).
-
-
- //// Misery Loves Company
-
- AirCars' major claim to fame is of course its 8-console networking feature.
- While I've heard that 8-player AirCars is an absolute blast, I've only
- experienced 2-player networking, and have been less than impressed.
-
- Getting a network session going is a bit of a hassle. Each player must "log
- in" in sequence, manually entering their unique node number. By comparison,
- BattleSphere does all this transparently to the user.
-
- The big problem (for me anyway) with networked AirCars is that there is no
- specific Deathmatch mode. When you network, it's Co-Op or nothing. This
- wouldn't necessarily be a bad thing, except that you end up getting killed
- more often by the computer-controlled enemies than by each other. Also, as
- noted above, the levels are HUGE, and there's no way to find the other
- players short of random exploration. You can switch to the view of other
- players on the network, but since everything looks the same, that's not
- much help.
-
- In AirCars' favor, network errors are very, very rare. You may end up
- wishing for them anyway though, just to break up the monotony.
-
-
- //// The Ugly Truth
-
- To be honest, I derive some small pleasure from playing AirCars. The
- controls are quite good (except for the glacially slow sideslip). Sometimes
- I do try to play "smart" and not get killed, but it just doesn't work for
- me. There are way too few armor repairs, and too many weapons that you
- simply can't avoid (short of simply running away). The idea of having to
- activate powerups after acquiring them is ludicrous, since the average
- lifespan of an AirCar is at best 2 minutes. Smoke 'em while you got 'em!
-
- It boggles my mind that MidNite produced such a gameplay-deficient title.
- You may not get polish out of most "garage" developers, but usually you can
- at least count on great gameplay. AirCars delivers neither.
-
-
- //// Final Ratings
-
- Title: AirCars JagNet: Yes
- Design: MidNite Players: 1-8
- Published by: ICD Media: 16 megabit cart
- Retail: $59.95 Availability: NOW
-
- A Summary of Ratings:
- "*" is a whole
- "+" is a half
- 5 stars maximum
-
- Graphics - *** Solid, serviceable frame rate; terminally bland terrain.
- Audio - ** Meaty explosions, but no in-game music, and that voice!
- Control - **** Excellent use of ProController. Sideslip useless.
- Gameplay - ** Tedious, repetitive, frustrating... need I go on?
- Overall - **+ Like so many other Jag games, it coulda been a contender.
-
- Key to Clay's ratings
- (a blitzed state of mind)
-
- ***** - Pan-Galactic Gargle Blaster
- **** - Jovian Sunspot
- *** - VitaMeataVegaMin
- ** - Screaming Viking
- * - Vanilla Extract
-
-
- --==--==--==--==--
-
-
- || Lee Briggs
- || Interview By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- Lee Briggs is the programmer of World Tour Racing. He was kind enough take
- time out of his busy schedule to answer a whole lotta questions.
-
- //// Personal Tidbits
-
- [JEO] First of all, I'd like to verify that you are indeed the fellow who
- posted the WTR info to Jaguar Interactive a few months back [see JEO #1 --
- Ed.].
-
- [Lee Briggs] Yes, I am the individual who posted that stuff up at Jaguar
- Interactive. I found the site during the time I was dealing with Atari
- again, to get WTR duplicated. I was curious what was happening in the Jag
- scene. I still keep an irregular eye on the site.
-
- [JEO] How did you find out that WTR was finally going to be published?
-
- [LB] From my old company Teque, they needed help as Atari couldn't locate a
- CD master of the game. I also had to produce the screenshots that were used
- on the Telegames web site.
-
- I finally received a copy of the released game, they did a slightly better
- job on the packaging than I expected. The other thing that surprised me was
- the manual, it looks like they used the rough draft I did ages ago for
- Atari.
-
- [JEO] A little biographical info... how old are you?
-
- [LB] 26.
-
- [JEO] Yikes! And here I thought you were some old dude. <g> How did you
- get started in gaming/programming?
-
- [LB] Programming is down to curiosity, I built a ZX80 in the early 80's the
- same as a lot of the coders in the UK, from there I sort of fell into
- games.
-
- [JEO] What other games have you done?
-
- [LB] Before the Jag stuff I was involved in contracted conversion work in
- the UK software industry, I first started out doing Spectrum work in the
- 80's and went on to Atari ST and Amiga later on.
-
- [JEO] What are some of the ST/Amiga games you were involved in?
-
- [LB] I try to keep quiet about those games, I find most of them a bit of an
- embarrassment these days. It was fun working on them as I learn't fairly
- early on how not to do things.
-
- [JEO] What are you doing these days?
-
- [LB] I now work for Eidos Interactive's internal development team. I've
- been here for about 15 months and I've spent a large part of that time
- working on Deathtrap Dungeon <http://www.eidosinteractive.com/deathtrap/
- dethtrph.html>. I handled the initial porting of the 3D engine to the
- Playstation and worked on some driver components of the PC version. Other
- bits and pieces during that time included getting a Saturn game through
- submission and a big lump of R&D on internet based games.
-
- I'm now setting up a new team to work on a project due for release in 1999,
- on which I am the lead programmer. This should be my life for the next two
- years, all other details are covered by my NDA, but with the current
- schedules an early demo will on public display at E3 next year.
-
- One of the things that has changed the most whilst I've worked on games is
- the size of the teams. Deathtrap has a core team of about 15 people, about
- half of them programmers, with many other people involved. WTR had a core
- team of only about 5 people.
-
- [JEO] Any advice to offer to people trying to get into professional game
- programming?
-
- [LB] Games programming has changed a lot in the last few years. It's not
- that different from any other large software project. The real difference
- is that most of what you're going to be doing will be blue sky work, which
- means that it's totally impossible to schedule (something which almost
- everyone finds difficult to accept) and the pressure can be a lot higher at
- times.
-
- From an education standpoint, a maths degree will do you a lot more good
- than one in computer science. Your personality is also a surprisingly large
- factor, as you will have to work very closely with the other members of the
- team for upwards of 18 months. If you can't work with other people then
- your programming skill is almost irrelevant.
-
- [JEO] Had you worked on or started any other Jag titles?
-
- [LB] We had some other projects at Teque which never got very far as Atari
- was dying at the time. There was another racing game that was loosely
- planned, which would reuse some code from WTR, but with a cleaner faster 3D
- engine (the WTR engine suffered from being pulled about by the whims of a
- dozen different people).
-
- We also had an Olympics game which went through 3 months of prototyping, it
- would have been released for the 1996 Olympics.
-
-
- //// World Tour Racing
-
- [JEO] Why doesn't WTR support the Memory Track?
-
- [LB] When the game was first designed it was intended to be a cart based
- game, it was moved to CD right in the middle of development. Atari
- delivered the CD dev kits very late, and as any developer will tell you,
- they didn't work. All of this pushed the schedules back quite a bit.
-
- By the time that someone told me that there was such a thing as a Memory
- Track, it was the last thing that the project needed. Sometimes, due to the
- pressure of schedules, things get dropped, simple as that.
-
- [JEO] What data is saved in the save-game code?
-
- [LB] I think it's just the championship points and a few details about
- which tracks have been raced, not much really.
-
- [JEO] How strong is the encryption on the save-game codes?
-
- [LB] Not very, if someone really wants to they should be able to crack it.
-
- [JEO] Does that "Teque Guy" in the opening FMV have a name?
-
- [LB] I describe the quality of the FMV as variable, I think the game over
- sequence is great, but if I were to point out that the guy is a girl I
- think you would understand what I think of that sequence.
-
- [JEO] Is WTR written mostly in 68K or RISC?
-
- [LB] A huge amount of it was written in RISC, it's time consuming and very
- difficult to debug. The RISC processors were fairly nice, not that
- different from the SH-2's in the Saturn, it's just that Atari didn't build
- in any real debugging support.
-
- [JEO] Are there any other easter eggs beside the bus?
-
- [LB] I don't think so. Using the term easter egg implies that it's
- something that was placed into the game as something that was meant to be
- found by end users. In this case it wasn't, there were quite a few thing
- like this that we did for our own entertainment, and most of them were done
- in around a minute of coding.
-
- The bus thing isn't done very well and it shows, you can still see bits of
- the car inside it. I can remember doing one where the world was upside
- down, the cars raced on the ceiling, which was quite funny, but I'm certain
- that this isn't included in the release version.
-
- [JEO] Any clues on how to use the debug mode? Like, can you completely
- turn off t-mapping? The most people have been able to accomplish in this
- mode so far is turn patches of the track green. <g>
-
- [LB] I assume you're referring to the mini track editor that seems to be in
- the build of the game that Telegames used. The game had a separate stand-
- alone editor for the track design, this mini editor was used by one of the
- playtesters to fix some problems with the track. I knocked it up towards
- the end of the project, you need a full devkit to use it properly.
-
- As for totally turning the texture mapping off, no you can't, and I wish
- you could. As with any racing game it plays better with a higher frame
- rate, so why does it have so much texture mapping? In a single word, Atari.
-
- [JEO] Any other secrets hidden in there?
-
- [LB] Unlikely, but as I said above, I did various things, and I still don't
- know exactly which build Telegames released.
-
- [JEO] How fast do you think WTR would run if all t-mapping was shut off?
-
- [LB] 30fps, the same as Ridge Racer.
-
- [JEO] Weren't you tempted to put in a code that would do this?
-
- [LB] Yes, but Atari wanted texture mapping with everything. They felt that
- they had to take on the competition in the graphics stakes, even though the
- machine couldn't do it.
-
- I did have a design for a new rendering system that would have been quite a
- bit faster than WTR. Basically it was a lot cleaner and more elegant and
- used all of the best techniques whilst only introducing a few restrictions.
-
- One of the things that degraded performance in WTR wasn't the speed of the
- polygon renderer, it was the GPU overlay manager-- lots of chunks of code
- were being swapped in and out of the small 4K of memory within that chip
- during the game and that was something I really wanted to tidy up.
-
- [JEO] Would WTR have been a 16 or 32-megabit cartridge?
-
- [LB] We were developing it for 16mbit as we didn't have a 32mbit Alpine
- board, but that was fairly early on before it was moved to CD and the whole
- product was upgraded. Back than it didn't have anywhere near as many
- texture maps.
-
- [JEO] Any idea why the decision was made to make WTR a CD game?
-
- [LB] To promote the CD unit. It was one of the options to be the game that
- got bundled with the CD hardware. The whole handling of the CD format was
- one of Atari's bigger mistakes.
-
- [JEO] What do you think Atari should have done with the CD unit? Other than
- build a better devkit of course. <g>
-
- [LB] The CD hardware was shoddy, the only thing it had going for it was the
- VLM, it had bugger all sex appeal and the market instantly summed it up as
- a cheap device that made your Jag look like a toilet.
-
- Add on units have never really worked in the console market, the Jag should
- have stayed as a pure cartridge machine, with all the development effort
- being pushed into producing games.
-
- The Jag was a machine with a price advantage compared to the competition.
- Instead of capitalizing on this Atari produced an unattractive add-on unit
- and then transferred lots of the games that were in development to the CD
- format, thus lowering the appeal of the base machine.
-
- [JEO] Why doesn't WTR use redbook audio for the music?
-
- [LB] Stick it in your CD player and press Play. Unless Atari have screwed
- up somewhere in the mastering process, it is real redbook, it's certainly
- CD quality.
-
- The only piece of music in the game that isn't redbook is the piece that
- plays over the top of the frontend menus. This uses an 8:1 ADPCM type
- compression scheme, which is buffered up in memory whilst it played. This
- was done so that short video clips could be streamed off of the CD whilst
- the music was still playing. The quality is still very high, about the same
- signal/noise ratio as FM radio.
-
- [JEO] Agreed... the music is very good. I've only tried sticking WTR in my
- CD player once... got two tracks of white noise and nothing else. Any idea
- what they might have done to it to make it unplayable by normal means?
-
- [LB] Haven't a clue, I haven't received a copy of the released disk and I
- still don't know exactly which build was mastered. Atari no longer have any
- technical staff, they just have the equipment, so it's quite likely that
- they made some mistake in the mastering stage.
-
- [JEO] What's going on during the 1-2 second delay whenever you switch menu
- screens?
-
- [LB] The frontend music is stored as a series of compressed packets, which
- are loaded off of the CD in clusters and placed into a ring buffer where
- they are played. This allows other modules within the code to access the CD
- unit without stopping the music, but the buffer has to be full enough, so
- that it doesn't run out before it can get access to the CD again.
-
- The frontend has lots of little video clips, which run for a few seconds
- and a little bit of audio often has to be preloaded before they play to
- make sure this doesn't happen. At some other points game data is loaded up
- instead to reduce the overall load time when you go to the track. This is
- one area where I think I did quite well, compare WTR to half the
- Playstation titles where you have to stare at a loading screen for 15
- seconds.
-
- [JEO] What do the "THT" and "iMi" banners all over the tracks mean?
-
- [LB] Absolutely nothing. Due to a technical problem, we couldn't guarantee
- that a banner would be seen the right way around. It could have been fixed,
- but the artist just suggested making them symmetrical, and no one seemed to
- mind. It really is as stupid as that.
-
- [JEO] I noticed that one of the tracks is referred to as "Britain" on the
- main menu, and "England" on the race screen. Come on now... that's the sort
- of mistake I'd expect an American to make! <g>
-
- [LB] All of the race screen's graphics were re-drawn towards the end by an
- artist who hadn't worked on the project until that point. I have a vague
- memory of that being something that was fixed very near the end, which
- probably means the Telegames CD isn't one of the very final master ones.
-
- There was a flag within the code that detected whether the game was running
- on an American or European Jag and adjusted some of the spelling
- accordingly.
-
- [JEO] Why is the "Last Lap" announcement almost never heard?
-
- [LB] Haven't a clue, I don't get that problem from my gold master and I
- don't have a copy of the Telegames release. As a point of interest we
- originally had quite a few voice samples in the game, but they were
- whittled away due to memory shortage, and the fact that we didn't really
- like half of them. Somehow the "Final Lap" stayed as it worked quite well.
-
-
- //// Playing the Game
-
- [JEO] Any tips for playing World Tour Racing?
-
- [LB] Make the car very unstable, lots of front wing and bugger all on the
- back and learn the technique of braking as you turn. You can throw the car
- through corners at stupid speeds if you get it right with that setup. When
- it comes to overtaking be very aggressive, brake very late, or as an
- alternative use the other car as a brake by ramming into it on the inside
- line.
-
- I wish the 2 player game had worked better, as things like this work so
- well. You can watch players gradually getting madder with each other as
- they start using suicidal tactics to outbreak one another.
-
- Every time I find an interview in which some programmer describes a racing
- game as highly realistic it makes me laugh. I don't want realism, I want
- fun.
-
- [JEO] Have you read the JEO review of WTR? If so, any specific criticisms
- you'd like to respond to?
-
- [LB] Yep, I've read it along with one or two others. Overall the game has
- been received better than I thought it would be, it along with the Jag have
- aged quite badly in the last 18 months. I played the game fairly recently
- for the first time in about a year and it was obvious to me just how far
- console technology has come in that time. I was still quite happy with the
- control system and the AI though.
-
- I will reply to the issue of the "design flub" though. Almost every single
- racing game has a control interpreter of some kind. I play a lot of racing
- games and I can spot driving aids in almost every single one. The problem
- with WTR was that with the frame rate and the nature of the driving style
- it became a touch too noticeable. I can look back at it now from a totally
- fresh perspective and see ways that I could have improved it a little, but
- fundamentally the game needs a more powerful machine.
-
- [JEO] It seems like the steering helper gets confused sometimes and drives
- your car straight into a wall. Is it just my imagination?
-
- [LB] One of the most difficult things about getting a control system right,
- and one of the less obvious things, is the problem of getting all of the
- information to the player. If you're in a real car you can sense the forces
- and rotation that are occurring; in a game all of that information has to
- be given by visual and audio cues. If you go through a set of corners too
- fast and you're totally off of the racing line you're going to hit the
- wall. But how does a player know he's going too fast?
-
- If you hadn't already noticed, the wings are set up differently for each of
- the tracks; some of the tracks have difficult chicane complexes, yet the
- car has fairly low wing settings because the rest of it is fast. On these
- tracks you can't throw the car around using a fast opposite lock in the way
- you can on tracks like Monaco; you've got to use the brakes.
-
- From the testing we did (which went on for months) the control system is
- pretty well behaved.
-
- [JEO] Why is it so difficult to drive your car into the pits? Or is that
- just my imagination kicking in again?
-
- [LB] No, it's a real problem, I own up to that one, it was a persistent
- problem that was improved slightly, but obviously not enough. It's a lot
- worse on some tracks than other, but as I've probably said before there is
- only so much time on a project and always so many problems.
-
- [JEO] But what was the intent of this "barrier"?
-
- [LB] One of the jobs of the control interpreters was to understand when you
- were just trying to change your position on the track rather than go around
- a corner. To help explain this, on something like Burnout, if you tap left,
- the bike moves to the left... it doesn't turn left, it just slides left.
-
- In WTR if a car is charging down a straight at 200mph and you tap the pad,
- the controls have to know that you're just trying to adjust your racing
- line, or position yourself to overtake, otherwise you would simply turn
- into a barrier. Lots of racing games do this, and it's very rarely noticed.
-
- The problem with the pit entry is that you flash past it very quickly,
- normally in a few frames, and the control system has trouble adjusting in
- that time to the idea that it's something you want to turn into, rather
- than slide into.
-
- The whole control system isn't the easiest thing to explain in words, I
- normally end up drawing lots of diagrams.
-
- [JEO] Do enemy cars ever wipe each other out or pull into the pits? It
- seems almost impossible to run them off the road.
-
- [LB] They do, but it's quite rare. The game style was a bit of an odd mix,
- formula one style cars and extensive set up options, but an arcade style of
- racing, with the ability (requirement?) to crash into and ram cars.
-
-
- //// Rambling About the Jag
-
- [JEO] How did you like programming the Jag? Was there anything about the
- hardware that you particularly liked or disliked?
-
- [LB] The Jag had a wonderful object processor, which really could throw 64
- bits of data around pretty efficiently, even with cheap standard DRAM that
- generates page faults. You can get easily get a dozen layers of hicolour
- parallax scrolling on screen, and I know that you can't do that on a
- Playstation. The problem was that Atari wanted to do the texture mapped 3D
- thing, and it's just not up to it.
-
- One of the big mistakes that Atari made, was screwing up in the development
- of a C compiler. They did produce one for the RISC chips, but it was so
- bugged it was funny. The only piece of code that used it in WTR was the
- piece that did the number overlays on screen, and Atari were amazed that I
- managed to get it to work well enough to be able to do that!
-
- It's very easy for me to name the worst thing-- the CD unit. It put a lot
- of demands onto the system, as the CD unit uses up quite a lot of resources
- from the base unit, a couple of interrupts and a bit of memory from the
- GPU, etc.
-
- I remember being quite impressed with how bad Atari's Cinepak streaming
- code was as well-- it required 1.5Mb of base memory! It put another week
- onto the project as it had to be rewritten to bring it down to 128k.
- Someone at Atari just didn't know what a ring buffer was.
-
- [JEO] WTR has some of the highest-quality FMV I've seen on the Jag. I don't
- think I've ever spotted any of the "pixel droppings" that Cinepak usually
- leaves behind. Did your rewrite of the Cinepak decoder include any
- optimizations to the algorithm?
-
- [LB] The core Cinepak decoder remained the same, but the CD streaming was
- totally rewritten. My version had a data transfer rate that was about 20
- percent higher, so the quality was also slightly higher. The whole FMV
- thing went on for months, as lots of it had to be changed due to the
- license deals. We learnt as we went along how to improve the quality.
-
- Atari paid a lot of money for Cinepak, and one party in that deal was
- probably very happy with it. Nuff said.
-
- [JEO] Do you still have your JagCD dev kit? I know some developers who'd
- love to get their hands on one.
-
- [LB] Yes I do still have a devkit, but it's already spoken for. At the peak
- of the project I had 4 CD devkits, due to the simple fact that they were so
- unreliable. I needed that many so that I always had at least one that
- worked! Of the original 4 systems at Teque I think I have the only one that
- still works, they were bloody unreliable. I can remember coming in one
- morning and they were all dead, I was pretty fed up with them by then, so I
- just got a screwdriver and took them all apart, swapped the parts around
- and put them all back together again-- two came back to life.
-
- [JEO] Can you say who you're donating your CD devkit to?
-
- [LB] For now it's staying with me. At the peak of the project I had 4 full
- CD devkits, and due to the rush towards the end I had one of them at home.
- I was allowed to keep it when I left Teque, as a sort of leaving present.
-
- It does still get used, mostly for the VLM, but quite a few of the coders I
- work with are into retro coding and it's likely I'll lend it to some of
- them in the near future.
-
- If anyone is seriously considering doing a CD based game, I would strongly
- advise them against it. Working with the Jag CD unit is not easy, to put it
- mildly. Cartridge is a hell of a lot easier.
-
- [JEO] Have you played IS2? Those German hackers never cease to amaze me.
-
- [LB] I haven't played the release copy, I played a pre-release copy almost
- 2 years ago thanks to a flying visit from Atari's developer support.
- Technically it was quite impressive, a second generation title.
-
- [JEO] Do you have a favorite "evil Tramiel" story?
-
- [LB] Nah, not getting into that sh*t, I might find them working somewhere
- that matters one day.
-
- [JEO] What do you know about the Jag2? Do you have a copy of the specs?
-
- [LB] I never had a personal copy of the papers, all I know is from memory.
- I will say that it was disappointing. The papers I saw were dated mid 95
- and described a machine intended for release in the Christmas 96 market.
-
- [JEO] I'd like to thank you for taking the time to answer all these
- questions. Good luck with your future endeavors!
-
-
- --==--==--==--==--
-
-
- || Steve Scavone
- || Interview By: Wes Powell
- \__// powell@easilink.com
- -----------------------------------------------------------------
-
- Here's an interview with Steve Scavone, a programmer working on Gorf 2000
- for the Jaguar. This interview is far from complete. As more progress is
- made on the game, I'll be asking more questions about the Plus and 2000
- modes. Stay tuned!
-
- [JEO] First off, who's handling Gorf for the Jag? What does the team
- consist of?
-
- [Steve Scavone] Krunch Korporation is:
- Coding Steve Scavone (me)
- Graphics Steve Scavone (myself)
- Sound/music Steve Scavone (I)
-
- [JEO] What is your programming background?
-
- [SS] 18 years of 6502, Z80, 68000, 80x86 and all related chips. Nothing
- commercial but a lot of hacks.
-
- [JEO] What type of game is Gorf? I'm told it was an Atari arcade game.
-
- [SS] Actually it is an old Bally/Midway game programmed by Jay Fenton who
- also created the Astrocade home console using the same chipset as the
- arcade machine.
-
- [JEO] What are you using to develop the game?
-
- [SS] Roine and Sven's Jaguar Server. An under-$300 solution to Atari's
- $5000 dollar (minimum) dev kit. It is mostly used for hacking around the
- Jaguar.
-
- [JEO] How long has the project been going on, and about how long will it
- take to finish?
-
- [SS] Heh heh. You won't catch me in that trap. No dates please. This is
- being done in what little spare time I have. Hopefully not too long.
-
- [JEO] I understand you don't want to dig yourself into a hole. But, at the
- rate you're going, can you estimate 1 year etc.?
-
- [SS] Sorry, I won't say.
-
- [JEO] Do you have a publisher?
-
- [SS] Not as of yet. I need a product to show. I have only elements of the
- classic version up and running. I am just getting used to what the GPU can
- do. Very awesome chip. I still need to figure out the Blitter. The DSP will
- be easy as it is almost the same exact chip as the GPU.
-
- [JEO] Can you tell us some of the game's specifications?
-
- [SS] Ok, A little story...
-
- The Evil Gorfian Robot Empire has attacked. Your assignment is to repel the
- invasion and launch a counter attack. You will engage various hostile
- spacecraft as you journey toward a dramatic confrontation with the enemy
- Flag Ship.
-
- Now more tech:
-
- [] Classic mode will have 5 screens.
-
- Astro Battle (Space Invaders clone)
- Lazer Attack (Kamikazes with lazer beam ships)
- Galaxians (Duh) ;)
- Space Warp (kinda like Gyruss before Gyruss was released)
- Flagship (THE BOSS hurling all kinds of stuff at you)
-
- You move in succession from screen to screen gaining a new rank for every
- time you defeat all five episodes. Ranks are:
-
- Space Cadet
- Space Captain
- Space Colonel
- Space General
- Space Warrior
- Space Avenger
-
- The game gains difficulty as each set of episodes if completed. Space
- Avenger is the highest rank you can go but the game continues infinitely
- 'til your last ship is gone. Like the good old games used to be. :)
-
- As all of this transpires, the GPA (Gorfian Propaganda Agency) sends hails
- of insults, promises of defeats and chuckles over Earth's communication
- circuits. You only wish you can turn it off but the Gorfians have jammed it
- as a further distraction to your efforts of repelling the Gorfian Empire.
-
- [] Gorf Plus Mode:
-
- Will have several new screen and several new characters using awesome
- renderings of the spaceships and creatures of the actual arcade machine's
- side art and marquee. A lot hasn't been worked out yet with Plus but it
- will be hairy alright.:)
-
- [] Gorf 2000 Mode:
-
- Still in the thought process stage but will hopefully be 3D. I am hoping to
- do a lot more with 2000 mode than just make Gorf 3D. I want to add other
- neat stuff like maybe a Doom-like level where you dock your ship, go in and
- blast the place up, turn on its self destruct sequence and get the hell out
- before it goes KABLOOEY! Perhaps even a screen where you land on Planet
- Gorfia and do battle with the Gorfians in tank-like vehicles.
-
- Color?
-
- [] Classic Mode
- 4 to 8 colors with effects. Yes, that is 4 to 8 colors used most
- effectively.
-
- [] Plus Mode
- At very least 256 colors.
-
- [] 2000
- Lots and lots. This still needs to be worked out.
-
- Resolution?
-
- All modes will be hopefully 320x240.
-
-
- --==--==--==--==--
-
- || Review: DKG Extreme Jaguar Joystick
- || By: Brett Daly
- \__// jfpn@usa.net
- -----------------------------------------------------------------
-
- With the Jaguar being without a joystick to speak of, the folks at Dark
- Knight Games decided to try to fill the void by coming out with the Jaguar
- Extreme Joystick. It is Dark Knight Games' first release. As you have
- probably heard, it is a conversion of the popular PC Blackhawk joystick.
-
- First I'll describe the makeup of the joystick. It is very similar to the
- stock Blackhawk stick with a few differences. The first difference is there
- is a plug on the right side of the joystick that you can use for adding a
- Jaguar controller. In the prototype I have a cord which is hanging out, but
- in the final version it will be mounted inside the case. Also, the throttle
- on the left side was replaced by a toggle switch which can disable the fire
- buttons on the controller (I'll get into the specifics of these features
- later in the review).
-
- As far as the button placement, the A button is located where you rest your
- thumb, the B button can be found where the fire button is and the C button
- is the lowest button on the stick. Also there is a fourth button located at
- the base of the joystick which acts as the option button.
-
- With there being the three main buttons on the joystick they added the plug
- and switch to allow you to plug in the ProController if you'd like to go
- that route and it also gives you access to the keypad. This also gives you
- the option for two player co-op play. An option that I felt was very nice
- was the toggle switch. What this does is it gives you the option to disable
- the fire buttons for those using the regular controller in co-op play. As
- anyone knows who has tried to play co-op, it can become quite confusing if
- both players have access to the fire buttons, so that was a nice added
- feature.
-
- I have played with the PC version of this joystick several times and was
- quite fond of it and this one did not let me down either. I found this to
- be the best for flying games such as Battlemorph and racers though it
- worked quite well with the other array of games the Jaguar has to offer. It
- is certainly nice to be able to play games on the Jaguar with something
- other than the standard controller.
-
- I know a few people have questioned a few things regarding the joystick
- prior to release and I'll put in my two cents regarding the issues. The
- main issue seemed to be the lack of a keypad. Obviously they combated that
- with the plug that allows you to add your own controller. If you are
- playing one player it may not be the most convenient thing to do if you
- have to reach for the other controller, but very few games use the keypad
- often and really you have to go a bit out of your way for the keypad on the
- regular controller too. So all in all I thought that was a nice compromise.
-
- Also, some wanted it to have six buttons, but again it was combated with
- the plug option and really very few games utilize the six key pad anyways
- (mainly fighters) and really there is little way to add six buttons
- comfortably on a joystick. Also, the switch allowing for two player co-op
- play was a nice addition as I mentioned, as it made co-op play a bit more
- viable as you lack the confusion of two people trying to shoot!
-
- Really, I was quite happy with the joystick, it fills an obvious void and
- the stick itself is very nice. The people at DKG did a pretty nice job with
- the modifications and the overall package is very nice. They marketed it
- towards games such as Cybermorph and the forthcoming Battlesphere and those
- are the types of games that will probably best utilize the Joystick. I will
- opt not to give the joystick a point rating as it's the lone joystick on
- the Jaguar, but to conclude-- if you are in the market for a breath of
- fresh air from the standard controller then this is an option worth taking
- a long look at.
-
-
- //// Positives
-
- [] The toggle switch (allowing for better co-op play)
- [] Great for flight and racing games
- [] First and only joystick on the Jaguar in production
-
-
- //// Negatives
-
- [] Keypad must be accessed via plugged-in controller
-
-
- //// Comments
-
- "Dark Knight Games' first effort looks like it was a success as the
- joystick is of good quality and fills an obvious void. If you want a
- joystick for the Jaguar this is certainly worth a look."
-
-
- //// DKG Contact Info
-
- Website: <http://www.geocities.com/SiliconValley/Vista/6859/dng.html>
-
- E-mail: <ShelShock@juno.com>
-
-
- --==--==--==--==--
-
-
- || The BFG FAQ
- || By: Tony Fabris
- \__// tfabris@oro.net
- -----------------------------------------------------------------
-
- [This FAQ is written for the PC versions of Doom, but I've found the info
- herein to be highly applicable to the Jag version as well. --Ed.]
-
- =========================================================================
-
- THE _/_/_/_/ _/_/_/_/_/ _/_/_/_/
- _/ _/ _/ _/ _/
- _/ _/ _/ _/ _/
- _/_/_/_/ _/_/_/_/ _/
- _/ _/ _/ _/ _/_/_/_/
- _/ _/ _/ _/ _/
- _/ _/ _/ _/ _/
- _/_/_/_/ _/ _/_/_/_/_/ FAQ
-
- ============== The BFG FAQ, Version 1.3, December 28, 1995 ==============
-
- Frequently Asked Questions About the BFG9000
-
- By Tony Fabris
-
- Contributors, in alphabetical order:
-
- Doug Bora ....... Content, Editing, Proofing
- Tod Bouris ............ Content, Playtesting
- Chris McAllen ......... Content, Playtesting
- American McGee .............. Technical Data
- Dean Stretton ..................... Proofing
-
- =============================== Disclaimer ==============================
-
- This text is intended to give the public information about some elements
- of the computer game Doom and its sequels, by id Software. This text was
- not written by id Software, so bugging them about its contents is
- probably a very bad idea.
-
- Additionally, the computer game referenced in the text is of an adult
- and graphic nature. In no way is this text intended to promote violence
- of any kind. Any references to violence in this text are meant in
- relation to the playing of the computer game, not real violence. The
- author is adamantly non-violent.
-
- Additionally, this text is being presented in the form of a text-only
- computer file. Any illegal or damaging activity related to the use or
- transfer of this or any other computer file is not the responsibility of
- the authors.
-
- ========================= Trademark Information =========================
-
- All specific names included herein are trademarks and are so
- acknowledged: id Software, DOOM, DOOM II, THE ULTIMATE DOOM, QUAKE. Any
- trademarks not mentioned here are still hypothetically acknowledged.
-
- =========================== Copyright Notice ============================
-
- This article is Copyright (c) 1995 by Tony Fabris. All rights reserved.
-
- You may make and distribute copies of this work in original form, so long
- as the copies are exact and complete, the copies include the copyright
- notice in its entirety, and the copies are in electronic form. You may
- not charge any sort of a price or fee relating to any copies of this work
- in any form.
-
- ========================= Table of Contents =============================
-
- Section 0 - Introduction
- 0A. What is this FAQ about?
- 0B. How was the information is this FAQ obtained?
- 0C. How accurate is this information?
- 0D. Where is the latest version of this and other FAQs?
-
- Section 1 - BFG Basics
- 1A. What is the BFG9000?
- 1B. What does 'BFG' mean?
- 1C. Where can I find the BFG in the game?
- 1D. What is the cheat code for the BFG?
- 1E. Why is the BFG missing in my version?
- 1F. What's this I hear about the original BFG?
-
- Section 2 - The Direct Hit
- 2A. What is a direct hit?
- 2B. How much damage does a direct hit do?
- 2C. What are the limitations of a direct hit?
-
- Section 3 - The Blast Area
- 3A. What is the blast area?
- 3B. How much damage does the blast area do?
- 3C. How long does the blast effect last?
- 3D. How exactly does the blast area work?
- 3E. What are the limitations of the blast area?
- 3F. How many targets can it hit?
- 3G. How does altitude affect it?
- 3H. If I am only partially exposed, do I only take partial damage?
- 3I. What happens if the attacker is fragged before detonation?
- 3J. What about multiple BFG shots?
-
- Section 4 - Deathmatch Techniques
- 4A. What is considered unfair when using the BFG?
- 4B. What is the best way to defend against the BFG in a deathmatch?
- 4C. What is the best way to attack with the BFG in a deathmatch?
- 4D. What is the Silent BFG trick?
- 4E. What is the Level One Strafe trick?
-
- Section 5 - Submitting Corrections
- 5A. Common misconceptions
- 5B. I think the FAQ is in error. How do I get it corrected?
-
- =========================================================================
-
- -- Section 0 - Introduction ---------------------------------------------
-
- 0A. What is this FAQ about?
-
- A FAQ file, stated simply, is a Frequently Asked Questions file.
-
- This FAQ file describes, in as much detail as possible, the behavior of
- the BFG9000 weapon in the MS-DOS version of the games Doom, Doom II, and
- The Ultimate Doom. It is not intended to answer general questions about
- the game itself. Please refer to the other FAQ files for help in other
- areas of the game. You can also frequent the rec.games.computer.doom.*
- newsgroups for more information.
-
- We began writing this FAQ out of necessity. We were frustrated at the
- apparent inconsistencies in the way the weapon seemed to behave during
- game play, especially during deathmatches. There were times when we
- would get killed by the weapon when we thought we were completely safe.
- Conversely, there were times when we thought we had used the weapon
- correctly against an opponent, but they walked away unscathed.
-
- Our intent is to provide players with enough information to attack
- effectively with the BFG, and to correctly defend against it in a
- deathmatch. Our hope is that this information will give players a new
- attitude toward the weapon. We want to transform it from "The weapon we
- love to hate" into "The thinking man's weapon".
-
- 0B. How was the information in this FAQ obtained?
-
- The primary source of information was American McGee at id Software. He
- patiently answered our questions while this FAQ was in its draft stages.
- He corrected several serious errors in our descriptions of the way the
- weapon calculates damage. He provided us with a great deal of detailed
- information, and reviewed the file during its development. His help was
- invaluable in putting this FAQ together.
-
- Most of the other information here is a result of careful testing during
- game play. Testing was performed on Pentium computers running the MS-DOS
- versions of Doom II and The Ultimate Doom. Tests were done both in single
- player mode and in 4-player deathmatch mode. Testing was performed on the
- regular levels as well as custom made levels. In some cases, a special
- .WAD file was created to test situations that would be difficult to
- reproduce with the regular levels.
-
- 0C. How accurate is this information?
-
- Fairly accurate. Accurate enough to base your playing strategies on.
- However, it has not been tested with every single version of Doom, and
- there may be differences among platforms. In addition, at the time of
- this writing, we were unable to verify every single item with American
- McGee. Quake is the big project at id Software at the moment, and he
- didn't have a lot of time to devote to us. As a result, some items in
- this file are strictly conjecture, regardless of how carefully they were
- tested. Please see section 5 if you suspect this FAQ contains erroneous
- information.
-
- 0D. Where is the latest version of this and other FAQs?
-
- The latest Doom-related FAQ files and other documents can be found at
- all of the Doom mirror FTP sites. The central location for the Doom
- mirrors is at ftp.cdrom.com. However, that site is usually quite busy,
- and you may need to locate another mirror site from which to download.
- Listing all the mirror sites is beyond the scope of this document.
- See the 'DOOM: Rec.Games.Computer.Doom FAQ' or 'DOOM: FTP and WWW
- Sites' postings in the rec.games.computer.doom.* newsgroups for a
- complete list.
-
- The URL of the directory that contains the Doom FAQ files (usually in
- TXT format, compressed in a ZIP file) is:
-
- ftp://ftp.cdrom.com/pub/idgames/docs/faqs/
-
- The latest official version of the BFG FAQ is also posted monthly to
- the rec.games.computer.doom.announce and .playing newsgroups. This is
- part of the RGCD Periodic Information Postings (PIPs). If your news
- server does not keep the articles long enough for you to find one of
- the PIPs, they are archived at:
-
- ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/
-
- The official location for the hypertext version of the BFG FAQ is
- DoomGate on the World Wide Web. The hypertext version is highly cool.
- Check it out here, along with some other good documents:
-
- http://doomgate.cs.buffalo.edu/docs/
-
- -- Section 1 - BFG Basics ----------------------------------------------
-
- 1A. What is the BFG9000?
-
- The BFG9000 (or BFG) is arguably the most powerful weapon in the
- computer games Doom, Doom II, and The Ultimate Doom. It is also the
- most difficult weapon to use well in a deathmatch (multi-player
- competition), because it does not behave in a simple 'point and shoot'
- fashion.
-
- When you have it in your arsenal, the BFG is selected by pressing the
- 7 key on your keyboard.
-
- When you pull the trigger, there is an excruciatingly long pause as the
- weapon warms up. Then a large green ball of plasma is emitted from its
- barrel. The plasma ball flies in the direction you fired it until it
- hits a target or a wall. Like all weapons in Doom, it will fly straight
- through decorative objects like torches or trees.
-
- When the green ball hits a solid object, it detonates and does two
- types of damage: Direct Hit and Blast Area. Each damage type is
- outlined in its own section, later in the FAQ.
-
- 1B. What does 'BFG' mean?
-
- The general consensus is that BFG stands for Big Fragging Gun. Well,
- that's the G-rated version at least. That's from Hank Leukart's
- "Official" Doom FAQ.
-
- The term 'frag' is used in Doom to represent a confirmed kill in a
- deathmatch game. This comes from the idea that in a deathmatch, you are
- killing your fellow space marines. The definition of frag, according to
- the dictionary, is:
-
- frag Slang. Verb, transitive
- fragged, fragging, frags
- To wound or kill (a fellow soldier) by throwing a grenade or
- similar explosive at the victim: "He got fragged. Blown away"
- (Bobbie Ann Mason).
-
- Other good name suggestions that have found their way to the authors
- are "Big Funny Gun" (Chris Somers) and the much more logical "Blast
- Field Gun" (William D. Whitaker). As of this writing, we have not
- confirmed any of these with id.
-
- 1C. Where can I find the BFG in the game?
-
- Listing all the locations that the BFG can be found is beyond the scope
- of this document. For detailed information on the location of all
- weapons, please consult the other FAQ files. Keep in mind that the BFG
- appears more often in deathmatch games than it does in single-player
- games.
-
- 1D. What is the cheat code for the BFG?
-
- While you are playing the game, type the keys IDKFA to give your marine
- all weapons, keys, and ammunition. Then press the 7 key to select the
- BFG.
-
- Note: This cheat code is disabled in multi-player games and single-
- player nightmare-skill games.
-
- 1E. Why is the BFG missing in my version?
-
- If you perform the above cheat correctly, but do not get the BFG, you
- may be playing the shareware version of Doom. You must purchase the
- commercial version of Doom from a retailer or id Software before the
- BFG can glorify your screen.
-
- 1F. What's this I hear about the original BFG?
-
- The current version of the BFG is not the way id's designers
- originally envisioned it. According to a recent thread on the
- newsgroups, the BFG behaved quite differently in a pre-release beta
- of Doom. Several people independently reported this feature:
-
- Apparently, it worked by shooting multiple streams of different types
- of plasma and fireballs. Because this required an unusually large
- number of moving objects, it tended to slow down the game. Therefore,
- the BFG was redesigned with the invisible blast area that is used
- today.
-
- This may explain why the behavior of the blast area is so unusual.
- It seems that the trace calculations still use some of this old code.
- See section 3A for more information.
-
- Note: Please don't bug the authors for copies of the Doom beta. We
- don't have one. The information in this section was obtained by
- reading a newsgroup thread.
-
- -- Section 2 - The Direct Hit ------------------------------------------
-
- 2A. What is a direct hit?
-
- A direct hit happens when the BFG's green plasma ball directly hits a
- target. The target can be a monster, an exploding barrel, or an opposing
- player in a multi-player game.
-
- 2B. How much damage does a direct hit do?
-
- A direct hit with the BFG will cause a random amount of damage between
- 100 and 800 points. Keep in mind that these are the base values as
- stored in the game engine. The actual amount of damage taken by a
- player is modified depending on skill level. How much is it modified?
- We don't know.
-
- A note about skill levels: Testing seems to show that weapons always
- do the same amount of damage to monsters, but that the player objects
- can absorb the weapons better at lower skill levels. Therefore, it
- takes more shots to kill a player at lower skill levels, and fewer
- shots at higher skill levels. This is why some players prefer to
- deathmatch at the higher skill levels: The frags are quicker that way.
-
- If your target is lucky enough to survive a direct hit, he is still
- susceptible to damage from the blast area. This happens sometimes in a
- deathmatch. Since there is a brief pause between the direct hit and the
- blast area calculation, your victim may go through several stages of
- fear and elation in the space of one second:
-
- 1) Victim sees the BFG coming towards him (Uh-oh.)
- 2) BFG scores a direct hit (D'oh!)
- 3) Victim realizes he has miraculously survived (Woo-Hoo!)
- 4) The flash damage kills him a moment later (D'oh!)
-
- 2C. What are the limitations of a direct hit?
-
- The direct hit is not limited by the same parameters as the blast area.
- There is no range limit, and the damage does not decrease with distance.
-
- The hard part is that the BFG's plasma ball travels at a fixed speed,
- and can be avoided by an alert deathmatch player. The reference number
- for the BFG ball's speed, as stored in the .EXE file, is 25. For
- comparison, rockets travel at 20 and plasma gun shots travel at 25.
-
- If it seems like this is too fast, and would not be easy to avoid,
- remember that the plasma gun fires in a continuous stream. The BFG can
- only be fired once every few seconds. The BFG's green ball is also very
- bright and large on the screen. All of those factors make it generally
- easier to avoid in a deathmatch game.
-
- A direct hit in a deathmatch (against good players) is usually the
- result of luck, or the result of a player that did not know the BFG ball
- was coming towards him. See section 4 for details of a trick that can
- help you achieve the latter scenario.
-
- The direct hit can only damage one target. If there are two targets
- very close together, the green ball can only hit one of them directly-
- whichever one it touches first.
-
- -- Section 3 - The Blast Area ------------------------------------------
-
- 3A. What is the blast area?
-
- After the green plasma ball detonates, and after the damage is
- calculated and deducted from the target that received the direct hit (if
- any), the area effect of the BFG is calculated. Targets that fall within
- a specially defined area will take varying amounts of damage.
-
- Simply put, the blast area is like an imaginary 'cone' or 'fan' of 20
- damage traces that briefly extends outward from the attacking player.
- The cone always points in the direction that the weapon was fired. For
- instance, if you originally fired the weapon in the northwest direction,
- the cone will always face northwest, regardless of which direction
- you're facing at the moment of detonation.
-
- Note that this does not mean that the attacker must continue to face in
- that direction. The attacker is free to turn away from his targets, as
- long as he moves to a position that keeps this imaginary cone pointed at
- them. Common misconceptions are that you must be facing either the
- targets, the detonation point, or the same direction as the weapon was
- fired. None of those things are necessary in order to inflict damage.
-
- Also note that this imaginary cone has no relation whatsoever to the
- detonation point. The location of the detonation point is only important
- for the direct hit (see section 2). Only the moment of detonation is
- important, not the location. It is possible to have the green ball
- detonate twenty miles away in a completely different room at a totally
- different altitude, but the blast can still cause damage right next to
- you.
-
- The paragraphs above cover the basic concepts of the blast area. More
- detailed information can be found in section 3D, below.
-
- 3B. How much damage does the blast area do?
-
- The 20 traces that make up the blast area's damage cone each do a
- random amount of damage between 5 and 15 points. Again, these are only
- the base values stored in the game engine, and may do different amounts
- of real damage at different skill levels. See section 2B for more info.
-
- Because these traces radiate outward from the attacker in a fan shape,
- a target will more likely be hit by a given trace if he is close to the
- attacker. Therefore, targets closer to the attacker will generally take
- more damage because they are hit by more traces.
-
- If a target is very close to the attacker (for instance, standing right
- next to him), the target might be within the hit range of all 20 traces.
- The amount of blast area damage in this situation would be between 100
- and 300 points. However, all 20 traces would not necessarily be absorbed
- by that target, and might move on to other targets. See section 3F,
- below, for more information on this phenomenon.
-
- This blast damage is calculated in addition to the direct hit damage (if
- any), making the total possible damage points for the BFG a whopping
- 1100 points.
-
- A note about random numbers:
-
- A phenomenon known as the 'bell curve' happens when you combine the
- outcome of multiple random numbers. Players of book-and-paper role-
- playing games may recognize it. In those games, you would often use
- three dice to generate a random statistic. In theory, adding the three
- dice would generate a random number between 3 and 18. But in reality,
- the actual results would be weighted towards the middle of the range,
- around eleven. The odds of getting a three or an eighteen are rare
- because you'd have to roll 1+1+1 or 6+6+6. There's only one possible
- combination for each outcome. On the other hand, rolling an eleven is
- relatively easy: 6+4+1, 5+5+1, 3+3+5, etc. If you were to graph the
- outcome of a thousand rolls, the graph would be shaped like an arc or
- a bell, with more rolls coming up in the middle of the range of
- possible values. Hence the name 'bell curve'. The role-playing games
- use this to make certain random statistics more fair.
-
- This applies to the damage traces, as well, because they are
- essentially a group of multiple random numbers. For instance, if you
- hit your victim with all twenty traces, the possible damage should be
- between 100 and 300 points. But the odds are that the total damage
- will more likely be around 200 points, due to the bell curve. The odds
- of doing 100 or 300 points damage in that situation would be extremely
- rare.
-
- 3C. How long does the blast effect last?
-
- Testing has shown that there is a brief time window in which a hapless
- player can wander into the damage cone after detonation and still take
- some blast damage.
-
- There seems to be two factors at work here:
-
- 1) There is a brief pause between the moment of detonation and the
- moment that the damage traces begin to work. This pause seems to
- have been inserted deliberately by the designers. The exact
- duration of this pause is not known. Some evidence suggests that
- the pause is about four-tenths of a second long, but this is not
- confirmed. It's not known exactly how it affects the trace
- calculations, but it seems as though all calculations begin
- -after- the pause.
-
- 2) It seems as though the traces are not calculated instantly. If a
- player moves into the damage cone during the trace calculations
- (after the deliberate pause), he might still take some damage. At
- the time of this writing, the exact duration of the calculations
- has not been determined. It is possible that the trace calculations
- work more slowly when there are many things happening in the game,
- i.e., when there are a lot of monsters on the screen. However, this
- has not been confirmed, and we might even be imagining the whole
- thing. It's possible we're mistaking this for the deliberate pause
- mentioned above. This question will hopefully be addressed in more
- detail in a later version of this FAQ.
-
- 3D. How exactly does the blast area work?
-
- The blast area is a spread of 20 invisible traces that radiate outward
- from the attacking player. The damage for the traces is calculated
- shortly after the green ball detonates against a target or a wall.
-
- The traces radiate outward in an imaginary cone that is roughly as wide
- as the player's view, i.e., about 45 degrees to either side of the
- centerline. The cone always points the same direction as the attacker
- was facing when he fired the weapon. For instance, if you fire the
- green ball in the southeast direction, your cone of traces will always
- radiate towards the southeast.
-
- Regardless of how much you run and turn between the time you fire and
- the time the green ball detonates, the traces will always radiate from
- your location. Think of it like a tank with a gyroscopically stabilized
- turret: only the cone's origin point moves around with you, not its
- direction. The cone's direction remains fixed on the same compass
- heading.
-
- From a technical point of view, the game engine does not actually keep
- track of the cone while you're running around. That's just the effect
- it seems to have. Most likely, it simply stores the vector of the
- direction of the green ball's flight in a variable. When the time comes
- for the ball to detonate, the variable is retrieved to begin the
- calculations for the traces.
-
- Because of this, the cone's direction is based on the direction that
- the green ball was actually fired, not where you were when you pulled
- the trigger. As far as the game engine is concerned, you haven't fired
- it until it actually leaves the barrel of the gun.
-
- Here's a diagram of how it works:
-
- * <- Blast
- detonates \ Damage /
- here \ Cone /
- \ /
- ^ \ /
- | \ /
- | \ /
- X X --> X
- Attacker Attacker Attacker
- fires BFG runs east is here at
- northward detonation
-
- Note that this diagram is foreshortened. The detonation point would
- have to be quite far away in order for the attacker to run that far.
- But the principle is the same, regardless of how far the green ball
- flies: The damage cone is calculated after the green ball detonates.
-
- When the green ball detonates, the traces are calculated one at a time,
- using the same criteria for calculation that the engine might use for a
- bullet: If there is a solid object (a wall, etc.) between the target
- and the attacker, the trace is harmlessly absorbed by the object. With
- one exception: In order to hit a target with a bullet, you had to be
- facing the target. You don't have to be facing your target in order to
- do damage with one of the traces.
-
- Quick review:
-
- - The cone of traces always points in the same compass direction, the
- direction you originally fired the BFG.
-
- - You sort of 'carry the cone around' with you as long as the green
- ball is still flying.
-
- - When the green ball detonates, the cone of traces does its damage
- depending on where you're standing at that moment, and who is in
- the cone.
-
- - You do not have to be facing the targets to do damage, you only
- have to maneuver into a position where the cone is pointing at your
- targets.
-
- 3E. What are the limitations of the blast area?
-
- There is no range limit for the blast area, but the farther a target is
- from the attacker, the less of a chance it will be hit by a given trace,
- therefore the less damage it takes.
-
- Because of this, the effective range of the blast area ends up being in
- the neighborhood of 1000 units. At the outer edges of this range, a
- deathmatch opponent will only get hit by one trace, taking only 5-15
- points of damage. Farther out from that range, it becomes increasingly
- unlikely that a target will be hit by any traces at all. Of course,
- larger targets such as spiderdemons have a wider radius, and therefore
- the BFG's effective range is slightly farther against such targets.
-
- Keep in mind that there is no part of the program that explicitly
- prevents traces from hitting targets outside the 1000 unit range. It
- can happen, and does in fact happen, it is simply less likely. For the
- purposes of learning how to use the weapon in a deathmatch game, base
- your strategies on the idea that its main effective range is about 1000
- units, and you'll be OK.
-
- If you are unfamiliar with the Doom engine's units, remember that a
- standard teleporter pad is 64 units across. Line up 16 of those and
- you've got a basic idea of what 1000 units is.
-
- The blast damage is also limited to targets that have an unblocked
- line of sight to the attacking player. This does not mean the attacker
- must see the target. It means that the attacker must be in a position
- where his traces can see the target, i.e., he could see the target if
- he were facing in that direction.
-
- 3F. How many targets can it hit?
-
- The blast area can only hit as many targets as its traces can touch.
- Since one trace can damage more than one target, you can theoretically
- kill more than 20 targets. In tests on an artificially created grid of
- monsters, it is not uncommon for a single shot to kill 25 imps. But in
- regular game play, rarely are that many targets standing in such a
- perfectly aligned pattern. Usually, some individual targets will soak
- up more than one trace, while other traces miss targets completely.
-
- The traces are calculated on a 'first come, first fragged' basis. For
- each trace, the damage is calculated and subtracted from the target and
- the trace. Where applicable, any target that dies from the trace is
- removed from the map. Then the engine moves on to the next target in
- the line of that trace. When the trace runs out of damage, the
- calculation routine moves on to the next trace.
-
- Here is how it works:
-
- (Please note: In the discussion below, we refer to 'line of sight'
- loosely. Remember that the attacker does not need to be looking at his
- targets to inflict damage.)
-
- In the following scenario, imagine that the attacker is standing in a
- direct line with several targets (imps, perhaps) lined up in front of
- him, and the green ball detonates on a wall somewhere:
-
- Attacker: X-> X X X X X X X Detonation point: X
- (Imps)
-
- The first couple of imps are close to the attacker. They crumble,
- having soaked up some of the traces that are pointing ahead of the
- attacker. The next few imps are a little farther away, and absorb some
- more of the traces, but not as many. They absorb fewer traces for two
- reasons:
- 1) because the imps in front of them absorbed some of them
- already, and
- 2) because they are farther away and the traces are more
- spread out.
- But they still die. The next imp gets damaged, but does not die. He
- has soaked up the last trace that was headed in that general direction.
- The last imp is not damaged at all because there are no more traces
- left in his direction.
-
- In order for the above scenario to work, the targets must be perfectly
- aligned. For instance, in the following scenario, all of the targets
- take full damage, because there's no one in front of them to soak up
- traces.
- X
- Attacker: X-> X Detonation point: X
- X Y
-
- The one target in the back (Y) is still susceptible because it is not
- blocked by another target. The attacker can see him through the gap.
- So, for example, an imp standing directly behind a cyberdemon is
- fairly safe, but an imp standing next to a cyberdemon is a sitting
- duck.
-
- The moral to this story is: In deathmatch, do not depend upon other
- players or monsters to absorb the BFG blast unless they are exactly
- between you and your attacker. And you'd better hope they're very
- healthy. In all other cases you take full damage.
-
- 3G. How does altitude affect it?
-
- For the most part, it does not. With a few exceptions.
-
- Again, in the discussions that follow, we refer to 'line of sight'
- loosely. You do not have to look at your targets to hit them.
-
- If a difference in altitude brings your target out of the sight of your
- traces, then yes, it makes him safe from the blast damage. But if your
- traces can see any part of him, he takes full damage regardless of how
- much higher or lower you are than he is.
-
- As far as altitude is concerned, the traces seem to use the same
- criteria as your view does to determine if the target is visible. In
- other words, if both you and the damage cone are facing the target, but
- the target is above the top of the screen, you can't hit him.
-
- But there is a catch. The upper and lower angle limit of the traces
- seems to be the same as your view would be if your screen was fully
- zoomed in. For instance, if you are displaying the status bar at the
- bottom of the screen, your view window is slightly cut off at the top
- and bottom. Press the plus (+) key repeatedly to zoom all the way in,
- and you can see what this means. The BFG's traces seem to use the same
- angle as this full view does to determine if they can hit the target.
- So if you've got the status bar showing, you can actually hit someone
- who is off the top of your screen. If you are fully zoomed in, your
- view seems to be an accurate representation of the damage cone's angle.
-
- If you are standing on a ledge above your target, and you are so close
- that you can 'touch' him (i.e., you can't step off the ledge because
- you're bumping into him), your shots will go right over his head and
- the blast damage will not affect him. This is because, technically, the
- traces can't see him. Well, if you could look down you would see him,
- but you can't look down in Doom. Must be those darned restrictive space
- helmets.
-
- 3H. If I am only partially exposed, do I only take partial damage?
-
- No such luck. The only thing that reduces your damage is getting hit
- with fewer traces. Here is how it works:
-
- If you are hiding behind a decorative sprite (such as a tree or a
- technical column) you are fully exposed. All weapons in Doom always
- pass completely through decorative sprites.
-
- If you are peeking over a podium, or partially obscured by a raising
- lift, or a closing door, and only half or one-tenth of you is showing,
- you still take the full amount of damage. The traces are calculated
- based on the game's two-dimensional block map. As far as the game
- engine is concerned, all of the traces can still hit you.
-
- If you are hiding behind a vertical wall with your rear end peeking
- out, you might take a little less damage because some of the traces
- may hit the wall instead. But don't count on it. Tests seem to show
- that your distance from the attacker is more important than how much
- of you is exposed. This is an observed phenomenon, not necessarily
- supported by hard facts. It is difficult to test due to the random
- nature of the damage traces.
-
- Also remember that what counts as 'showing' may not be what you think.
- The Doom engine uses the radius of the player to determine visibility.
- Your player's aspect ratio does not change when you rotate. It also
- seems as though your radius is slightly larger (in some cases) than
- the sprite (picture) that represents your player. In tests, it is
- possible to inflict damage upon a player that seems to be out of sight
- (no visible pixels) but whose radius is large enough to count as
- 'visible' to the BFG traces.
-
- 3I. What happens if the attacker is fragged before detonation?
-
- The BFG's traces are still active, even if the attacking player is
- dead. So if you fire the BFG, then get fragged, do not press the space
- bar to respawn your marine right away. Wait until the green ball has
- detonated before you respawn.
-
- Here's why:
-
- Even after being fragged, you can still see the action from your fixed
- point of view on the ground (your 'dead' state). The traces remain
- active and can still frag an opposing player (hopefully the one that
- fragged you). The traces will radiate from your dead body's 'eyes'.
- The traces still follow the same rules, i.e., they radiate in the
- direction the green ball was fired, regardless of which direction your
- 'dead view' is facing.
-
- In a previous version of this FAQ, we reported that you will lose
- the chance to frag your opponent if you respawn before detonation.
- Several people pointed out to the authors that the statement was in
- error. The traces remain active even after respawning. Testing shows
- that the traces do, in fact, continue to radiate from the dead body
- even after you have respawned in a completely different area of the
- map. This testing was performed at the prompting of Kirby Nixon, who
- insisted that it was true. Whaddya know? He was right.
-
- This means that, technically, you don't need to hang around and watch
- your opponent in order for the traces to work. But Kirby pointed out
- a good reason to wait for the detonation before respawning: Your dead
- body's traces can frag you, too! Just because they were once your
- traces doesn't mean you're immune. If you are unlucky enough to
- respawn within your dead body's damage cone, you can kiss your butt
- goodbye.
-
- Of course, the same thing applies to projectile weapons like the
- rockets and the green ball. It has long been known that those items
- behaved in that way. But this information about the damage traces is,
- to the authors' knowledge, new.
-
- Please note: Any projectile kills made by a respawned player (whether
- by rockets, plasma, BFG traces, etc.) do not contribute to that
- player's frag count. Killing -yourself- in this manner does not change
- your frag count, either. This appears to be because the game engine
- creates a new instance of the player-object at respawn-time, and
- therefore 'forgets' to award that frag. In any case, if you wait
- before respawining, you will get credit for the frag as long as you're
- still dead. This is another reason to wait for detonation before
- respawning. Special thanks to John Castelli for pointing this one out.
-
- 3J. What about multiple BFG shots?
-
- Each BFG shot is tracked and calculated independently. Testing seems
- to indicate that the game engine's code is object-oriented, and has no
- trouble keeping track of multiple blast areas. Each damage cone's
- direction is based on the direction of its corresponding green ball.
- The origin point of the damage cone is based on the current location
- of the marine who fired it (even if that marine is just a dead body-
- see section 3I for more info).
-
- -- Section 4 - Deathmatch Techniques -----------------------------------
-
- 4A. What is considered unfair when using the BFG?
-
- Many deathmatch players moan and groan when the BFG is used successfully
- against them. 'What a cheap frag, you craven coward!' they shout. Well,
- they usually use fewer words to express the idea, but that's what they
- mean. This is usually due to a lack of understanding about how the
- weapon works.
-
- The purpose of this FAQ is to educate players about how the BFG behaves.
- If you know how it works, you will know how to defend yourself against
- it. You will also know how to effectively attack with it. If both (or
- all four) players have the same knowledge about how the weapon
- functions, then the BFG by definition is not unfair. If you play against
- an opponent who does not know how the BFG works, then you should make
- sure to educate them on its behavior before turning them into paste.
-
- Having said that, the following things are debatable regarding fairness.
- I'm not saying they are patently unfair, I'm just saying that their
- fairness is debatable:
-
- - The Silent BFG trick (see section 4D).
-
- - 'Sitting on' or 'guarding' the BFG when you are playing deathmatch
- 2.0, and picking it up again every time it reappears.
-
- - Having a BFG left over from a previous level when there is no BFG
- available to the other players on the current level.
-
- In the last two examples, four-player deathmatch tends to cancel out
- any advantages to those techniques. The remaining three players usually
- coordinate and attempt to bring down the king of the hill in these
- situations.
-
- 4B. What is the best way to defend against the BFG in a deathmatch?
-
- AVOID THE DIRECT HIT, AND GET OUT OF THE CONE OF DAMAGE.
-
- (Duh.)
-
- This requires, of course, that you know where the cone of damage
- actually is. That, in turn, requires that you know where your attacker
- is and in what direction he fired the weapon. That, in turn, requires
- that you know the weapon was even fired at all. Which, in turn, may be
- difficult against a player who has mastered the Silent BFG trick
- (See section 4D).
-
- It still helps if you are playing the game with a stereo sound card
- and headphones. This allows you to hear how far away and in which
- direction your opponents are. If you think in three dimensions, the
- sounds you hear in the game will give you a great tactical advantage.
-
- You must understand completely how the weapon works before any
- avoidance technique would be meaningful. So if you skipped ahead to
- this section, go back and read the gory details.
-
- With all that said, here are a few ideas. These are just things to
- try, not necessarily good things in all cases.
-
- - Run past the attacking player so that you end up behind him. This
- assumes that he is still facing the same direction as his damage
- cone. You will be completely safe if you're on the opposite side
- of his cone. This can backfire if you're not careful. You could end
- up three feet from him and inside his cone when the green ball
- detonates, and soak up some rays. Twenty of them, to be exact. That
- SPF 60 sun block won't help, either.
-
- - If you think you're about 1000 units away from the attacker, and
- you don't think he's running towards you too fast, you can try
- running away, and hope that the traces will be too thinned out to
- damage you seriously.
-
- - You can duck behind a nearby wall or a solid column. If you can see
- your attacker, simply move so the column is between you and him.
- Wait for the blast to detonate and die down, then step out from the
- column and place some ordnance in his face. This technique works
- well on Doom II's 'Circle of Death' level (11).
-
- - If you are very close to him, you can attempt to frag him before his
- shot gets off. When he pulls the trigger, there is a slight pause
- while the weapon warms up where you can still stop him dead in his
- tracks. There is nothing more exhilarating than hearing his BFG
- spinning up, then the sound of his scream as your super shotgun
- removes his face. Muahahahaha...
-
- - If you are involved in a turning, running, spinning melee in an open
- area, keep it up. Learn how to circle-strafe (use a combination of
- mouse and keyboard controls to turn, run, and strafe all at the same
- time). If you keep your attacker running in circles, his cone of
- damage will hardly ever be pointing at you. He will eventually run
- out of ammo, or you will frag him with conventional firepower. This
- technique works well in the main courtyard of Doom II's 'Citadel'
- level (19). In this kind of melee, it is nearly impossible to keep
- track of the cone (for either you or your attacker), so you are
- really taking a gamble that the turning fight will be to your
- advantage. But the exhilaration of winning that kind of fight is one
- of the best rushes you can get.
-
- - If you are well armed and very healthy, you can judge whether or not
- you can survive a blast area hit at your current distance. Then take
- advantage of the fact that he's trying to keep you in his sight. He's
- got a moment or two where he must leave himself exposed while he
- tries to soak you with his traces. Pepper him with rockets or plasma.
- Grit your teeth and take the blast area hit, but keep on him. Just
- don't get too close.
-
- - Anything else that takes advantage of the particular quirks of the
- weapon. Remember that you can use your knowledge of BFG attacking
- techniques to your advantage, like the example above.
-
- 4C. What is the best way to attack with the BFG in a deathmatch?
-
- KEEP YOUR TARGETS IN THE CONE OF DAMAGE.
-
- (Sha, nice try.)
-
- This requires, of course, that you know where the cone of damage
- actually is. So if you looked here first, go back and check out the
- rest of this FAQ for details.
-
- Anyway, here's some ideas. Not necessarily comprehensive:
-
- - The best universally accepted method is to shoot a wall or solid
- column that is very close to you. In this situation, your cone of
- damage roughly equals the visible targets on the screen. This is
- because you don't have much time to move around before detonation.
- Your targets don't have much time, either (You will notice that all
- of the 'defense' tips in this FAQ assume having time to react).
- Because we already know two things:
- 1) The direct hit is difficult to achieve,
- 2) The location of the detonation does not matter,
- there is no reason to try shooting the green ball at your targets.
- Your goal is to get the green ball to detonate as quickly as
- possible after you decide upon your targets. Just make sure you're
- facing your targets when you fire. If you have to rotate away from
- the direction of fire in order to see your targets, your cone of
- damage may not hit them.
-
- - The next best thing is to use the strafe feature heavily. Don't
- rotate, just keep strafing and keep your targets in sight while you
- wait for the detonation. This also keeps your cone of damage roughly
- lined up with your view, allowing you to use your view as a
- reference. If your targets are trying to run behind you to get behind
- your damage cone, running backwards while strafing may also help.
-
- - Combine the two previous attack methods: Shoot a nearby wall, then
- strafe toward your targets. This takes advantage of the pause that
- happens after detonation. You have a few heartbeats before the traces
- are calculated, so use this time to strafe your targets into view.
- The best example would be at a 90 degree hallway intersection: Shoot
- the wall at the corner, then strafe out into the hall. This is really
- just a shortened version of the level one strafe trick, except you
- don't have to wait for detonation.
-
- - "Everything I need to know, I learned at Top Gun." Avoid turning
- fights. See the related item under the defense techniques, above.
-
- - "Keep your friends close, but keep your enemies closer." Really. The
- closer you are, the more traces will hit their faces. Don't even
- bother firing if your opponents are more than 1000 units away: you
- will either miss, or do very little damage.
-
- - Don't be afraid to use it in close quarters. You might think the BFG
- is designed for open-area use, but it actually works best when things
- get cramped. The 'shoot the wall' trick really mulches 'em in a
- narrow hallway.
-
- - Keep it loaded, then use it liberally. Find lots of ammo for it. Use
- a backpack to double your ammo capacity. Then shoot it off whenever
- you get the urge. For instance, every time you enter a new room or
- open a door.
-
- - Set up pre-timed shots that take advantage of its long warm-up time.
- Like this: pull the trigger, *then* open the door. Or pull the
- trigger, *then* drop off the ledge into the room with your target.
-
- - Shoot the green ball at a very distant wall (such as outdoors or
- down a long hallway), then run into the room where your target is.
- He may not know you even fired, or he may think it already detonated.
- Either way, you can just stand there. When the ball eventually
- detonates, your target will simply see himself crumble to the ground,
- realizing too late that you were standing still because you were
- keeping your traces on him. See section 4E for an example of this.
-
- - Use 'combo' moves. Use the above 'distant wall' technique, but switch
- to a conventional weapon as you run into the room. Your traces still
- work, even if you have switched weapons. Blast 'em with both the BFG
- traces and something else at the same time. Special thanks to Dan
- Christensen for this suggestion.
-
- - Bait your prey. Use the above 'distant wall' technique, but switch to
- the pistol and fire it while running into the room. They will hear
- your pistol and attempt to get very close to frag you. If timed
- correctly, they will be right in your face at detonation time. Splat
- city.
-
- 4D. What is the Silent BFG trick?
-
- Defending yourself against the BFG pretty much depends on your ability
- to know precisely when it is being used against you.
-
- If you are fortunate enough to play deathmatch with a stereo sound card
- and headphones, you know that sound cues are vital to playing well in
- deathmatch. In many cases, the only way a potential victim knows the
- green ball is in the air is by the distinctive sound the weapon makes
- when fired. The headphones can give him directional cues as to its
- origin, and therefore point the way towards a proper escape.
-
- So if you wish to get the drop on someone, wouldn't it be great if you
- could put a silencer on that weapon? Well you can. A limitation in
- Doom's sound code allows you to silence the firing sound of the BFG.
- Regardless of the 'Number of Sound FX to Mix' that you chose in Doom's
- setup program, your character can actually only utter one sound at a
- time. This includes all weapons firing. If you cause your character
- to grunt, i.e., you jump off of a ledge or press the space bar on a
- blank wall, you have a brief period while the grunting sound is being
- played in which you can pull the trigger and no sound will be emitted
- from the weapon. Your grunt makes a little noise, but it's relatively
- quiet and is sometimes ignored by your opponents.
-
- While it works well in theory, in practice the trick is hard to
- perform. It also may be a little unfair. As with all secrets, it
- definitely makes the game unfair if you don't share this information
- with your opponents.
-
- As of this writing, there seems to be a small handful of players on
- the Doom newsgroups who use this trick. The first person to submit
- this trick to the author of this document was John Fedor.
-
- Interesting anecdote: When reviewing a draft copy of this FAQ,
- American McGee at id Software informed us that they have been using
- the Silent BFG trick in their deathmatch games since day one.
-
- 4E. What is the Level One Strafe trick?
-
- The level one strafe trick is not a deathmatch technique per se, but
- it's a demonstration of the BFG behavior that educates many folks on
- how the BFG really works. The act of performing this trick tends to
- open one's eyes to the amazing possibilities of the weapon. It also
- proves some points made in this FAQ.
-
- Doug Bora first pointed this demo out to our particular group. Credit
- for the original version of this demo goes to John Ripley of the UK.
- The full deathmatch demo file PETALK2.ZIP is the first example of this
- specific action. This file should be available at:
-
- ftp://{INS site}/lmps/doom2/1.9/petalk2.zip
- where {INS site} = any DOOM ftp site, eg. ftp.cdrom.com/pub/idgames
-
- Since that time, this has been repeated by many folks on the Doom
- newsgroups.
-
- How to do this:
-
- - Set up a deathmatch game with Doom II, starting on level one, no
- monsters, deathmatch 2.0, ultra violence skill level.
-
- - Player one (Green) will most likely appear on the ledge with the
- chainsaw, BFG, rocket launcher, and super shotgun. Tell him to move
- so that he is within view of that first entrance room, standing on
- the ledge where he can see down the brightly lit hallway from his
- perch above the brown room. Tell him to sit tight right there. He is
- frag bait for this demonstration.
-
- - Player two (whoever) will stroll into the brown room and pick up the
- BFG behind the column. Wave to the nice guinea pig waiting patiently
- on the platform above. (Hi Phil. Hi Ralph.)
-
- - Player two strolls down the brightly lit hallway to the intersection
- where he can see the other dark room, way down the long hallway. You
- can just make out the plasma gun sitting on that podium in there.
-
- - While facing the plasma gun from the intersection in the bright
- hallway, fire the BFG. When the shot actually leaves the barrel of
- the gun and begins traveling toward the plasma gun, strafe quickly
- back toward the intersection where you can see Greenie standing on
- the ledge in the first brown room.
-
- - If you reached that hallway intersection in time (before the green
- ball detonated in the plasma gun room) you will be rewarded with
- seeing the frag bait get fragged. Well, at least damaged. Maybe
- fragged.
-
- - One extra credit point to anyone who guessed that you don't have to
- be facing Green Boy to kill him. You just have to make it to that
- intersection in time. You could be turned completely away from him,
- he will still be hit by the traces. You can prove this by running
- straight to the intersection rather than strafing to it.
-
- This demonstration proves the following:
-
- - You don't have to be anywhere near, or even facing the detonation
- point to damage your targets. You only have to move to a position
- where your cone of traces is on them.
-
- - The cone of traces always points the same direction regardless of
- which direction you turn.
-
- - You do not have to face your targets in order to hit them.
-
- - You can fire the BFG in a totally different area than where you want
- your targets to be damaged.
-
- Players who perform this stunt successfully the first time are usually
- amazed that it actually works. This is also a good practice for using
- similar moves in real deathmatches.
-
- -- Section 5 - Submitting Corrections ---------------------------------
-
- 5A. Common misconceptions
-
- This is a list of the most common misunderstandings about the behavior
- of the BFG. Please review this list before submitting corrections.
-
- 1) You have to be looking at your target in order to inflict blast area
- damage.
-
- This is untrue. The target must be within an imaginary line-of-sight
- to you at detonation time, but you can be facing away from the
- target, provided it meets all the other criteria.
-
- This is an easy mistake to make because you tend to be more accurate
- in positioning your cone of damage if you keep your eyes on your
- targets. Especially if you are strafing instead of rotating.
-
- See section 4E for proof of this.
-
- 2) You have to see the detonation point in order to inflict blast area
- damage.
-
- Nope. The detonation point can be completely out of your range of
- sight, and can be separated from you and your targets by a hundred
- solid stone walls.
-
- Again, see section 4E for proof of this.
-
- 3) The location of the detonation point is a factor in the blast damage
- area calculations.
-
- Only the moment of detonation is important. The location of the
- detonation point is not used. See number 2, above.
-
- 4) The location you were standing when you fired, or the location of
- targets at firing time, is a factor.
-
- Only the location where you are standing when the blast detonates is
- important. The compass direction that you fired is important, but
- not the location where you fired. The traces are only calculated at
- detonation time. The game engine does not care where the targets are
- until the traces are calculated.
-
- Again, see section 4E for proof of this.
-
- 5) You have to be facing the same direction at detonation time as you
- were at firing time.
-
- No, the cone of traces extends outward in the same compass direction
- regardless of which way you are facing at detonation time.
-
- Again, an easy mistake to make because you tend to be more accurate
- if you keep your eyes on your targets. Again, especially if you are
- strafing.
-
- Again, see section 4E for proof of this.
-
- 6) Your BFG blast can frag someone behind you, but only if they are
- close enough to touch you.
-
- You can frag someone behind you if they fall anywhere within the
- cone of traces. Sure they can be behind you, but they don't have to
- be touching you. In order to frag someone behind you, you must
- rotate away from the direction you fired, then maneuver so that
- your targets are within the cone behind you.
-
- Having said that, if the victim is standing right next to the
- attacker, at 90 degrees perpendicular to the cone of damage, they
- will fall within the cone if they are in front of the attacker's
- centerline. But if they are truly behind the attacker's cone of
- damage (behind the centerline of the attacker), they will walk away
- unscathed.
-
- This seems to be due to the fact that the player's 'hittable'
- radius is larger than the player's 'walk into' radius. When you
- walk up to a player and bump into him, his 'hittable' area is
- overlapping into your area.
-
- This is an easy mistake to make when looking at a deathmatch game,
- where everyone is moving around each other so quickly that it's
- hard to keep track of the location of the cone of damage. If you
- really think you fragged someone behind you, it's probably because
- of one of two reasons:
- 1) They were actually next to you and slightly forward of your
- centerline.
- 2) You rotated away from the direction of fire, and the victim
- stepped into the cone of damage that still existed behind you.
-
- 5B. I think the FAQ is in error. How do I get it corrected?
-
- Please go through this checklist before submitting information:
-
- 1) Read the entire FAQ to be sure we did not cover your point in
- another section. Check the 'Common Misconceptions' section, above,
- too.
-
- 2) If you have a theory about the BFG behavior, please test it
- carefully before submitting it. If you can't reproduce the effect
- under controlled conditions, you were probably witnessing a side
- effect of one of its known behaviors. Or perhaps it happened in a
- deathmatch game, where the action is so fast that you often can't
- keep track of what's going on.
-
- 3) If you think you have tested your theory thoroughly and are ready
- to submit the theory as proven, please prepare a short description
- statement that details how to reproduce the effect during game play.
- Please make sure the description is short and precise.
-
- 4) When you have composed your description message (please make it as
- short as possible), e-mail it to tfabris@oro.net and wait patiently
- for a reply.
-
- 5) Note: Do not attempt to send us information for FAQ files other than
- this one. We do not maintain other FAQ files and we do not echo
- information amongst other FAQ authors.
-
- ============================ End of BFG FAQ ============================
-
-
- --==--==--==--==--
-
-
- || Jaguar Trivia Challenge: The Answers
- || By: Clay Halliwell
- \__// halliwee@ts436.dyess.af.mil
- -----------------------------------------------------------------
-
- 1. What's the only Jag game with the stereo sound channels reversed?
- Hover Strike (cart)
-
- 2. What's the only Jag game with multiple light-sourcing?
- Hover Strike
-
- 3. What's the only Jag game with true transparent polygons?
- Club Drive
-
- 4. What are the only two Jag games that use the Team-Tap?
- White Men Can't Jump, NBA Jam: TE
-
- 5. What's the only Jag game that supports the VoiceModem?
- Ultra Vortek
-
- 6. What's the only Jag game that supports the VR headset?
- Missile Command 3D
-
- 7. What's the only Japanese arcade game on the Jag?
- Raiden
-
- 8. What's the only Jag game that uses MIP mapping?
- Iron Soldier 2
-
- 9. What's the only JagCD title without any FMV?
- Primal Rage
-
- 10. Which two Jag games have Atari's former HQ hidden in them?
- Club Drive, Myst
-
- 11. What's the only Jag game (besides Tempest 2000) with a soundtrack CD?
- Myst
-
- --==--==--==--==--
-
-
- ||
- || Shutdown ....................... Power off, * + #, EOL, Game Over
- \__// -----------------------------------------------------------------
-
- Well, this issue of JEO took a bit longer than planned to come out, but JEO
- #4 should rear its head MUCH more quickly. If all goes well, that will be
- the JEO (or AEO) that people have been looking forward to for over two
- years now-- the BATTLESPHERE JEO. I can hardly wait...!
-
- Buzzword Index:
- Buzzword Occurrences
- HTTP 45
- Texture 23
- Bug 15
- Polygon 13
- Render 5
- Network 20
-
- Useless Fact O' The Month: Remember the $50,000 grand prize sword for the
- SwordQuest contest Atari was running? Well that sword is hanging over the
- mantle of Jack Tramiel's fireplace.
-
-
- Until the next issue of JEO, I remain,
-
- Your Editor
- Clay Halliwell
- <halliwee@ts436.dyess.af.mil>
-
-
- --==--==--==--==--
-
- (This issue printed on recycled photons)
-
- --==--==--==--==--
-
- Avoid The Ground
-
- --==--==--==--==--
-
- Save the Humanoids
-
- --==--==--==--==--
-
- Where do you want to play Atari today?
-
- --==--==--==--==--
-
- Jaguar Explorer Online Magazine is a bionic 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. The truth is out to
- lunch.
-
- --==--==--==--==--
-
- 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 3 JAGUAR EXPLORER ONLINE October 15, 1997 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-