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- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: Volume 4, Issue 7 ATARI EXPLORER ONLINE September 15, 1995 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- :: ::
- :: ATARI .............. News, reviews, & solutions ............ ATARI ::
- :: EXPLORER ............ for the online Atari .......... EXPLORER ::
- :: ONLINE ................. Community .............. ONLINE ::
- :: ::
- :: Published and Copyright (c) 1993-1995 by Subspace Publishers ::
- :: All Rights Reserved ::
- :: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" ::
- :: Publisher Emeritus ........................... Michael Lindsay ::
- :: Editor/Publisher .................................. Travis Guy ::
- :: Assistant Editor GEnie......................... Ron Robinson ::
- :: Assistant Editor CompuServe................... Albert Dayes ::
- :: Assistant Editor Internet.................. Timothy Wilson ::
- :: Assistant Editor AOL.................. Dimitri M. LaBarge ::
- :: Assistant Editor Delphi.................... Mark Santora ::
- :: Unabashed Atariophile .............. Michael R. Burkley ::
- :: User Group Coordinator .................... Ron Whittam ::
- :: Jaguar Editor ...................... Christian Svensson ::
- :: 8-bit Editor .............................. John Hardie ::
- :: Sunnyvale Editor .......................... Adam Urbano ::
- :: UK Correspondent .......................... Iain Laskey ::
- :: WWW Spinner ..............................Frans Keylard ::
- :: ::
- :: Contributors: ::
- :: """"""""""""" ::
- :: David A. Wright ::
- :: ::
- :: Telecommunicated to you via: ::
- :: """""""""""""""""""""""""""" ::
- :: GEnie: ST/JAGUAR RT Library 38 ::
- :: AOL: VIDEO GAMES FORUM Hints, Tips and Tricks II Library ::
- :: CompuServe: ATARIGAMING Library 10, VIDGAME Library 15 ::
- :: Delphi: ATARI ADVANTAGE & WORLD OF VIDEO GAMES Libraries ::
- :: Fnet: AEO Conference, Node 319 ::
- :: AtariNet: AEO Conference, Node 51:1/10 ::
- :: ::
- :: FTP recent AEO issues from: rahul.net:pub/wilsont/AEO ::
- :: Search gopherspace under "aeo" for back issues ::
- :: ::
- :: World Wide Web: http://www.ior.com/~fkeylard/aeo.htm ::
- :: http://www.mcc.ac.uk/~dlms/atari.html ::
- :: http://www.bucknell.edu/~svensson ::
- :: ::
- :: ::
- :: EMail Request address: AEO-by-EMail-request@maximized.com ::
- :: ::
- :: >>> To subscribe to AEO, send a message to the request ::
- :: >>> address, with the following line (no subject): ::
- :: >>> ::
- :: >>> subscribe aeo-by-email ::
- :: >>> ::
- :: >>> and your address will be added to the list. To ::
- :: >>> unsubscribe from AEO, send the following: ::
- :: >>> ::
- :: >>> unsubscribe aeo-by-email ::
- :: >>> ::
- :: >>> to the same request address, making sure you send ::
- :: >>> it from the same address you subscribed from. ::
- :: ::
- :: AEO is also in file format on the Jaguar Mailing List ::
- :: ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- Table of Contents
-
-
- * From the Editors ....... "The new Jag CDs are in! The new Jag CDs are in!"
-
- * Ted, Ron and Don on GEnie ..................... Atari brass meets GEnie's
- class... users, that is.
-
- * Penguins in an Oven: Iain at ECTS ............. "From the booth" coverage
- at last weekend's ECTS
- in London.
-
- * Jaguar Tackboard ................ The latest development list - Jag PRs -
- AEO Contest winners - CATfights -
- Super Burnout Turbo code.
-
- * Jaguar at the CBS Toy Test .......... Harry and Paula weren't to be seen,
- but twenty new Jaguar games were!
- Frans reports from Seattle.
-
- * Surfing the Jagged Edge ................ The latest in online Jaguar news.
-
- * Flashback ................. John Hardie reviews this port from the 16-bit
- gaming world. Does it stack up?
-
- * Atari Artist ................................ Pete and Fadi take you on a
- NEON-lit cruise through the
- newest A/V products for
- your Atari computer.
-
- * From a Saved Backup ......................... Swap meets and other treats.
-
- * The Unabashed Atariophile .................... PD and Shareware files for
- =your= Atari computer.
-
- * Rare Gems .......................................... Quotes worth quoting.
-
- * Developing News ....................... Toad Mirrors UMich FTP
- Gribnif Interfaces with Resources
- Flash II 3.00 Shipping
-
- * Shutdown ............................. Around the world and up your block.
-
-
- --==--==--==--==--
-
-
- ||| From the Editors ........... Atari Explorer Online: Jaguar Voyagers
- ||| Travis Guy
- / | \ GEnie: AEO.MAG Delphi: AEO_MAG Internet: aeo.mag@genie.com
- ------------------------------------------------------------------
-
- Why are you reading this, and not playing Rayman, Ultra Vortek, Blue
- Lightning, and VidGrid, or jamming along with your favorite tunes on
- VLM?
-
- Ok, you're taking a break from the frenzy. Well, sit back, adjust
- your monitor, and check out all the events going on in The World
- Atari. From the ECTS in London, to the CBS Toy Test in Seattle, to
- the Ted Hoff/Ron Beltramo/Don Thomas RTC in GEnie's corner of
- cyberspace, it's all in this issue.
-
- Atari Artist is back, with an awful lot of Atari computer software to
- cover. Michael's still Unabashed in his coverage of PD & Shareware
- files, and Ron's swapping right-and-left.
-
- There's a Jag review (I trashed my Blue Lightning preview, seeing as
- the real product's already out) and Dimitri pontificates for a change.
-
- See you back for the next AEO, when the CATfights start, on October
- 5th.
-
-
- --==--==--==--==--
-
-
- ||| Ted, Ron and Don on GEnie
- ||| RTC courtesy: GEnie ST/Jaguar RoundTable
- / | \ GEnie: ST$ and JAGUAR$
- ----------------------------------------------------------------
-
- =========================================================================
- (C) 1995 by Atari Corporation, GEnie, and the Atari Roundtables. May
- be reprinted only with this notice intact. The Atari Roundtables on
- GEnie are *official* information services of Atari Corporation. To sign
- up for GEnie service, call (with modem) 800-638-8369. Upon connection
- wait for the U#= prompt and type JOINGENIE in uppercase. Answer the
- ensuing prompts for screen width and country. When asked for the
- KEY/OFFER CODE, please enter MXC524. You must also supply a valid
- credit card number.
- =========================================================================
-
- Hello everyone, My name is Ted Hoff, President of Atari's North
- American Operations. Thank you for inviting us to participate with you
- this evening. I expect a lot of you have some burning questions to be
- answered and I am very anxious to satisfy as many of them as I can.
-
- I accepted the challenge at Atari after making a lot of careful
- considerations. One of the most important thoughts I had was the
- consideration of the Jaguar 64 as an advanced entertainment product. I
- needed to be at peace in my mind that the Jaguar 64 fulfilled the
- basic requirements gamers have of a next generation game system. I
- suspect most of you are very familiar with the Jaguar, so I will not
- reiterate what you already know, but I have been obsessed by the
- marketing opportunities of the Jaguar.
-
- I see three essential elements that need to be refined for continued
- Jaguar growth and success:
-
- One, is _product recognition_ in the _marketplace_. This includes the
- media and in the retail store. Many of you have already started seeing
- our new ads; the one with the light bulbs attached to the head of our
- rational human experiment. Now that we have found a good agency and a
- campaign to advertise the Jaguar, we must get the product into stores.
- I recently announced in New York that Wal*Mart and Radio Shack
- (catalogs) will be selling Jaguar systems, peripherals and software
- this Christmas. That's a big step in distribution, and makes Jaguar
- available nationwide.
-
- A second essential element is to _know the competition_ and to
- position the Jaguar in a way that we are the _better value_. I know we
- have done this, because no other game system offers _64-bit
- performance potential for $150_.
-
- The third element is to _build the software library_. We are rapidly
- building your library of games and we expect to have many of the long
- awaited titles available through the Holidays and through the first
- quarter.
-
- Yes, I am very aware that people hoped that CD-ROM players would have
- been out in quantity before the PSX. If it could have been done, we
- would have done it. CD-ROM units are expensive peripherals. Before
- you can buy one, Atari's investment in them is deserving of care and
- consideration. We will not allow the process to pack them out and put
- them on store shelves to be without appropriate Quality Assurance
- steps being in place. You will appreciate what this product offers you
- when you get it.
-
- I hope I have addressed the most likely issues you may be curious
- about. There must be questions related to software release dates and I
- think the new issue of Atari Explorer Online will have an updated
- schedule for you.
-
- Before we get started, let me introduce Ron Beltramo. Ron is Atari's
- VP of Advertising and Merchandising and he happens to be the most
- talented multi-tasker I think I have ever seen. When he arrives at
- work each morning, he carries with him the equivalent of two or three
- packed file drawers of materials that were reviewed the night before.
- Ron is responsible for arranging the postcards you receive (don't nail
- him on dates... he uses the dates we think are right when the cards
- are printed <g>), he supervises creative production, works with the
- organizers of campus tours and basically orchestrates what often seems
- impossible tasks.... Ron?...
-
- Hi. I am Ron Beltramo and I am blushing after that introduction.
- <blush>. See. <g>
-
- As Ted suggested, we are entering another crucial time for the Jaguar.
- The fourth quarter. We have some very important tasks ahead of us....
- basically putting quality products on store shelves and making sure
- consumers know they are there. To that end, Atari is implementing a
- strong marketing campaign that includes: National and Spot television
- and print ads, "Hands on" tours, a lot of in-store merchandising
- programs and retailer tie-in ads.
-
- The new television spots highlight the great value Jaguar represents
- and splash exciting cuts from some of the most outstanding Jaguar
- titles. The print ads reinforce the television message.
-
- We have determined that "hands on" exposure is an important way to get
- a lot of people familiar with the Jaguar 64. Atari will continue to
- participate in major mall and campus tours across the country to show
- off the Jaguar system and the newest Jaguar software. Our retail
- partners will be helping Atari merchandise and sell Jaguar within
- their ads and in-store displays to get consumers as close to the
- Jaguar as possible.
-
- I think it is important to pass on to the online community that I am
- listening. Information is regularly passed to myself, Ted and Sam as
- to what your concerns are and the suggestions you may have to solve
- them. I appreciate your feedback and insights. I see the notes you
- post regarding which stores might look bad and the ones you think look
- great. For what it's worth, you make my job a little easier when these
- things cross my desk. Thanks for your interest and support for Atari.
-
- Thank you, Ron. Don, I think people know you here. Any words?
-
- Yes! We have prizes tonight! I haveone copy of "FlipOut!", one of
- "White Men Can't Jump" and one of "Ultra Vortek". I also have one
- signed copy of the New Strategy Guide by Sandwich Islands Publishing.
- Stay tuned for information on how to win from ST.PAPA.
-
- Secondly, please bear with us. Ted regrettably suffered from a back
- injury late last week and is working remotely from home. I am typing
- the answers for Ron and Ted and I hope you will be patient as I ready
- them to send.
-
- Oh, also late breaking news... "Ultra Vortek" IS shipping today and I
- have confirmed that the Jaguar version of "Rayman" IS hitting the
- streets. You WILL want this title!
-
- <Papa> Anyway... on with the show.
-
- <Ted&Co(ATC)> Hello
-
- <Papa> OK folks...thank you for bearing with me
-
- <Ted&Co(ATC)> I'm here with Ron and Ted.
-
- <Papa> Before we begin I want to make a few points.
- 1 This RTC is to be a _celebration_ of the Jaguar CD's release
- 2 This RTC is _not_ to be used for flaming or diatribes ;-)
- 3 Limit yourselves to 1 single part question and use GA at the end
-
- I will need a moment to update my attendees list and then the
- questions will start. OK, John Hardie is up first go ahead John.
-
- <John Hardie> When will we see the Jag link cable and T2K for the Pc?
- GA
-
- <Ted&Co(ATC)> One moment... checking with Ted. Jag-Link scheduled for
- being in stores in October at $29.95 MSRP...
-
- <Papa> OK next up is Mark@AEO
-
- <Ted&Co(ATC)> Wait... getting answer for TK2 TK2 for PC by
- Thanksgiving... Sorry for delay. Ted has to be read the questions over
- the phone. GA
-
- <Mark@AEO> I was looking forward to a large number of software titles
- have disappeared off the release list for the rest of this year,
- Soulstar CD, Freelancer 2010, Dactyl Joust, etc... What happened to
- them? GA
-
- <Ted&Co(ATC)> Stand by... Sorry for the stall. I know you want the
- answers from Ted and he's having to refer to notes he has at home...
- Soulstar CD: originally developed by Core design... company acquired
- since and development teams were reconfigured at that time... the
- title was taken off the list because the development team has been
- split up.
-
- <Ted&Co(ATC)> Ron is looking for the specific notes on the other two,
- but as we determine updates due to any number of criteria, you will
- see new titles show up, some titles resceduled and a few withdrawn.
- GA
-
- <Papa> OK Cyclops is next
-
- <CyClops> Welcome Ted, What is Atari doing to improve third party
- developer relations. It appears that we are losing important
- developers (i.e. Phear/H20 and other rumours) to greener pastures. GA
-
- <Ted&Co(ATC)> one sec... Well, you're right that is an area of
- improvement we are working on. I think you will see these issue
- improve in months ahead... such examples of improved relations include
- Primal Rage, Mortal Kombat, Zoop as well as others we have taken an
- active role on to get underway. GA
-
- <Papa> Now its Carlos' turn .. go ahead Carlos
-
- <Carlos> Hello, what is the status of a poly fighter or Fight for life
- for the jag64...??? GA
-
- <Ted&Co(ATC)> Stand by... A reworked prototype of FFL was sent to ECTS
- for showing with the intentions... of getting feedback from the
- developer community for comment. Ted says we are... encouraged by the
- response and an update will be forthcoming. GA
-
- <Papa> Now Kodogr steps to the microphone...
-
- <Kodogr> How does Atari plan on countering the negative propaganda and
- misinformation being spread about the Jag? I think that it is quite
- entrenched. GA
-
- <Ted&Co(ATC)> Stand by... Ted agrees with you and says that's exactly
- the type of catalyst for his recent trip to NY to meet with over 20
- industry writers. Other things we have working have been hinted in
- Ron's statement in the beginning of this RTC. GA
-
- <Papa> Next up is Thunderbird ... take it away!
-
- <Thunderbird(tm)> Hi Ted. Sorry to hear about your back... my question
- is this: What upcoming titles do you see as the 'killer-app' titles
- which will make people rush out to buy Jaguars (or what ones do you
- think show off the Jag's potential?) Thanks! GA
-
- <Ted&Co(ATC)> [We consider the "CD-ROM" to be the killer release. If you
- want specific titles, Black ICE\White] Noise, Primal Rage and Max Force
- will be very strong contenders. The software said I have to retype...
- stand by...
-
- <Papa> Ted your comments came through ok.
-
- <Ted&Co(ATC)> Great. Thanks. GA
-
- <Papa> OK now for the Irregular Mike Allen ;-)
-
- <Ted&Co(ATC)> Battlesphere will be a great one too by the way... <g>
-
- <Irregular Mike> Welcome to GEnie, Ted, THE home of Atari support. I
- hope your trip to New York was a success and that your back is feeling
- better.
-
- <Irregular Mike> I was wondering, was the hold-up with the JagCD due
- to a) a lack of CD players themselves, b) some problems with the
- production of the pack-ins, c) difficulties in packaging, d) some
- combination of the previous or e) something completely different.
- Could you expand?
-
- <Irregular Mike> Thanks. ga
-
- <Ted&Co(ATC)> Ted, says theres a little of all the above that needed
- to be addressed, but they WILL BE IN STORES NEXT WEEK.... finally
- <blush> GA
-
- <Irregular Mike> Thanks ga.
-
- <Papa> OK Mister E's turn ...
-
- <Mister E> What is being done about Canadian distribution? Are the
- American chain stores here in Canada (Toys'R'Us, Walmart, Sears) also
- going to carry the Jaguar here? Is Beamscope going to improve its
- Jaguar distribution? GA.
-
- <Ted&Co(ATC)> BTW, Travis said our previous reply only had one line
- show up... we can try again... I wouldn't want to miss a chance to
- answer someone's question. Stand by on Beamscope... Ted says we are
- looking for ways to support Beamscope any way we can. We realize
- people feel that they need more support and please continue to let
- us know how you see it happening there. GA
-
- <Papa> All right..now for the Oppressor!
-
- <Oppressor> Hello Ted, I see a lot of jaguar titles coming out this
- Christmas, but not all that much in the pipeline afterwards. my
- question is could you give me a reason why a 3rd party developer would
- choose the jaguar, right now, over the many alternatives?
-
- <Ted&Co(ATC)> BTW, Ron is here too. Oppressor, please stand by...
- Opressor, 3rd party developers make money by putting their software
- out on as many platforms as possible. I think our task is to give them
- a base that's appealing and we have a system price point and value
- statement to make that happen. GA
-
- <Papa> Stand by for Floating Fish Studios
-
- <Floating Fish Studios> Will we see an audio input cart for use with
- the VLM? It would come in very handy for our live hypermedia horror
- shows. P.S. Don -- on what day should we plug in the wire (he he he)?
- GA
-
- <Ted&Co(ATC)> Stand by... Matthew, Ted is referring the tech to Mike
- Fulton...
-
- <Floating Fish Studios> Sorry, I didn't mean to throw a wrench into
- the works. Atari Works that is!
-
- <Ted&Co(ATC)> to it... Sounds like a neat idea Ted says. Did 4 lines
- show up?
-
- <Papa> No
-
- <Ted&Co(ATC)> Mike says technology is possible, Ted says has to look
- into commercial possibilities... Ted says great idea though! Did 2
- lines show Up <g> GA
-
- <Papa> How about the "plug in the wire" date?
-
- <Ted&Co(ATC)> papa, stand by... Plug in the wire is still a secret.
- <g>
-
- <Floating Fish Studios> AHHHHHH!
-
- <Papa> All right ... on to Mark at AEO
-
- <Ted&Co(ATC)> GA
-
- <Mark@AEO> We know the procontroller is coming soon(when?) but what
- about a joystick or 3rd party controller? GA
-
- <Ted&Co(ATC)> Stand by... Mark, 6 button controller in October... We
- are in discussions with potential 3rd party controller peripheral
- providers and we are relunctant to announce things too early. <g> GA
-
- <Papa> Go for it se'bab...
-
- <se'bab> Hi Ted (sorry to hear about the back), hi Ron and everyone
- else... I'm wondering...we've heard a lot about multiplayer networking
- in jag games How does Atari plan to support networking in these and
- future games? Thanks! GA
-
- <Ted&Co(ATC)> Stand by... se'bab... network gaming = Jag Link? ...or
- connecting to Interbat?
-
- <se'bab> I was thinking of both Catbox and jag Link actually...
-
- <Ted&Co(ATC)> Interbat... no Internet. <g> Stand by...
-
- <Papa> For all you folks that are waiting ... the queue is pretty long
- but we are getting to you. Just hang in there ;-)
-
- <Ted&Co(ATC)> There are three games that currently include the code
- and we expect the capability will be incorporated into more future
- games when appropriate. Jag-Link out in October for Doom. GA
-
- <se'bab> Thank thanks :-)
-
- <Ted&Co(ATC)> You are VERY welcome.
-
- <Papa> Next to the stand is John Hardie. GA John
-
- <John Hardie> Hello again Don, Ted, and Ron. Any word from ASG on
- their Video Jukebox peripheral or their game "Hosenose and Booger"?
- Thanks. GA
-
- <Ted&Co(ATC)> Stand by... John, the honest answer is that these things
- were put off before Ted came on board. He really doesn't have the
- answer for them. Sorry. GA
-
- <Papa> Now for the one and only CyClops!
-
- <CyClops> G'Day again Ted, ROn, Don, and Mike... FYI.... GEnie IS
- BattleSphere Country :) (witness Cat 38)... Can you tell me why it was
- left out of the new dealer demo along with other 3rd party titles in
- developement? GA
-
- <Ted&Co(ATC)> CyClops... the universe is Battlesphere country. <g>
- Stand by... Tom, Ted's not sure except to say that Greg put the tape
- together on a tight schedule. Not all titles made it, that's true, but
- we'd be happy to give it special attention on the next one. <wink> GA
-
- <Papa> Jeff, it's your turn...
-
- <Jeff> Quest#1 to Ron B. and Atari marketing... Many people are saying
- Rayman is a killer app--a system seller... There are *no* versions for
- the 32X, Gen or SNES... What is Atari doing to help Ubisoft market
- this title? If you help Ubisoft, you can potentially sell a million or
- more Jaguars... you also help your retailers, you help other 3rd party
- developers and... you help yourself. Will Atari commit to a Rayman
- specific TV ad campaign? You *can* be #1 in 32/64-bit sales
-
- <Ted&Co(ATC)> Jeff, although Rayman is 3rd party, we have included the
- title in magazine & TV ads as well as our Mall and college tours....
- we agree with you that it's a strong title and will help sell the
- system. GA
-
- <Jeff> IF YOU HELP push Rayman in front of videogame shoppers this
- season. Do you want to be #1? Quest #2
-
- <Papa> One question only gang
-
- <Ted&Co(ATC)> Jeff, We want to be a strong contender. Rayman will
- help. We agree. GA
-
- <Papa> Vernon is next
-
- <Vernon> one of my interest in the jaguar is modem gaming. I can't
- wait to battle via modem with BattleSphere! I'm not a real big fighter
- fan but since UV is rumored to have vmodem support I will get it. I am
- thinking about running... UV Modem Tournament. My question is what's
- the status of the voice modem and games supporting modem play. The
- modem gaming market is open for the taking. Also, I like the idea of
- being able to browse the Web with my jaguar. GA
-
- <Papa> ginsu's turn ... cut it up!
-
- <Ted&Co(ATC)> Don't answer Vernon?
-
- <ginsu> any word on the Sega titles? Its been awhile and we haven't
- heard anything. Also, also any word on when we can expcect Catbox in
- major stores like babbages? Ga
-
- <Papa> Ted go ahead and answer Vernon's question ... I got mixed up
- here ;-(
-
- <Ted&Co(ATC)> Stand by... g> I sent three lines darn it... Vernon, We
- don't think UV has modem support although we know BG toyed with the
- idea... We agree modem support is an area we need to cultivate and
- among many priorities on our plate... Today the CD-ROM, tomorrow the
- Modem and more! <g> GA
-
- <Papa> OK ginsu would you like to re-ask your question?
-
- <Ted&Co(ATC)> RE: SEGA titles... Ginsu, there are several things that
- need to take place to organize _concurrent_ development. We still
- haven't agreed on the titles that fit all the criteria and are
- relunctant to discuss possibilities until they are firmed up. GA
-
- <Papa> Back on track again with Mister E.
-
- <Mister E> What CD titles can we expect to see next (RSN?) or are we
- stuck with the pack-ins for the next few months? Also, what caused the
- delay with Brett Hull Hockey CD? (And, for those interested, what
- happened to Tiny Toon adventures?!!) GA
-
- <Papa> Remember folks ... only 1 question per customer!
-
- <Mister E> Ooopps...Sorry..
-
- <Ted&Co(ATC)> Mister E, RE: Brett Hull, the cart requires less dev
- time and can preceed the CD. CD scheduled 1st quarter '96.... CD
- releases 6 within next 6 weeks including Myst, Highlander, Hover
- Strike, Creature Shock, Dragon's Lair, Demolition Man. GA
-
- <Papa> All right the Oppressor is back with a short one
-
- <Oppressor> Hi again Ted, easier question this time (maybe) :-) If you
- could bring one single game to the jaguar that currently is not
- scheduled for release or in development, what would it be? GA
-
- <Ted&Co(ATC)> Stand by... Ted says the ultimate game is a game not
- ever created by anyone else and gives us our own identity. We'd rather
- not try to imitate someone elses work to answer the question of an
- ultimate title. GA
-
- <Oppressor> Thanks!
-
- <Papa> Good answer!
-
- <Ted&Co(ATC)> Opressor, You are very welcome.
-
- <Papa> I am going to close the formal part of the RTC in a few moments
- ... I know there are several unanswered questions... but we need to
- let Ted get some rest and Don and Ron get some dinner ;-) One last
- question(s) from Travis
-
- <Travis> Good evening Ted, glad to have you visit us here on GEnie,
- and I hope your back gets better real soon!
-
- It's early September now, and with one of the most asked online
- questions being, "How many games will be out by Christmas?", I was
- wondering if you could give us your current estimate. Also, which
- games do -you- look forward to? GA
-
- I have a question for Ron also.
-
- <Ted&Co(ATC)> Travis, stand by dude...
-
- <Travis> Ko. :) I'd rather stand by a dudette....
-
- <Papa> <g>
-
- <Ted&Co(ATC)> Travis, we expect more than a dozen new CDs beside the
- packin and 18 more carts by Christmas. Now those are conservative
- based on what info we have today. We expect to be able to remain
- faithful to those estimates. GA
-
- <Travis> Thanks. Ron, its' good to see you back here on GEnie. Jaguar
- commercials are another hot subject. Does Atari plan to have
- game-specific commercials and ads like the ones ran last year? GA
- (Btw, the newest commercial is great!)
-
- <Ted&Co(ATC)> Travis... Since there are so many titles and different
- people like different ones, we are beginning to have an opportunity to
- show selection and highlight the best. GA
-
- <Papa> All right gents...
-
- <Travis> Ok, thanks for showing up y'all. (You included too, Don. ;)
- GA
-
- <Papa> Stand by for a closing statement from Ted.
-
- <Ted&Co(ATC)> Travis... I bow to you kind sir. <g> Stand by...
-
- <Travis> Sure.... :>
-
- <Ted&Co(ATC)> Ted says THANKS to everyone for the opportunity to share
- this time in spite of his injury... He really enjoyed this in spite of
- me having to interpret everything and says he'll look forward to doing
- it again (especially AFTER the CD-ROM is out <g>).... Hey SysOp give
- some stuff away! <g> GA
-
- <Papa> On behalf of the attendees and GEnie I would like to thank Mr.
- Ted Hoff, Mr. Don Thomas and Mr. Ron Beltramo for a _superb_ RTC.
- Stand by for FRENZY!!!!
-
-
- --==--==--==--==--
-
-
- ||| Penguins in an Oven: Iain at ECTS
- ||| By: Iain Laskey
- / | \ EMail: ilaskey@cix.compulink.co.uk
- ---------------------------------------------------------------
-
- I'm very, very tired. If anyone ever tells you that doing a trade show
- is fun then they're either lying or criminally insane. Anyone who
- regularly does trade shows deserves every penny they earn and I now
- have a lot more respect for all those bright friendly faces you meet
- at such places. I've just spent 3 days working for Atari at the ECTS
- in London and here's how it was.
-
- Atari's stand was much better than the one at the last ECTS. To a
- point. The outside looked like a castle with signs inviting you in -
- "Enter all ye who dare". Inside was more like a dungeon with no lights
- apart from a huge array of monitors and big projection TVs. Cobwebs
- covered everything and the whole effect was quite good except for one
- thing. The heat. You pack a lot of people and machines into tight
- corridors (no ceilings, this place was enclosed) and it soon starts to
- warm up. Most comments were favourable - one person told me that they
- thought Atari's stand was the best at the show as far as design went.
- Others asked why Atari were exhibiting in an oven!
-
- The five main games were Fight For Life, Zero 5, Primal Rage, Fever
- Pitch and the game I was demoing, Attack of the Mutant Penguins. These
- all got a 41inch projection TVs. The rest were slotted in between and
- were on standard (21inch?) TVs via SCART leads. There were only a few
- CD games which was a turnaround on the last show which was stressing
- the new add-on CD unit.
-
- The games that seemed to produce the best reactions were Zero 5 and
- Mutant Penguins. The latter because it is so weird and fun and Zero 5
- because it shows just what a Jag can do. I heard cynic after cynic
- shuffle through the booth looking at the games with dismissive
- comments until they saw Zero 5. The best comment I heard was "That's
- fantastic - genuinely Playstation quality. I had no idea the Jag was
- that good". Imagine a very smooth game on the lines of virtua-
- galaxians with super smooth polygon ships in full 3D space with very
- responsive control and fantastic sequences akin to the death star
- segment at the end of Star Wars with your ship racing down a high
- speed tunnel avoiding and shooting obstacles and enemies. Wonderful.
- Even at this early stage the game also sported a superb hard core
- techno soundtrack to give T2K a serious run for its money. The only
- criticism I could level at the game is that some levels are a little
- repetitive but given that it's in development still, that could all
- change. Best of all it's a cartridge game which amazed people who were
- sure it was an FMV background being spooled off a CD!
-
- Attack of the Mutant Penguins was getting some very good reactions
- too. Being a little complex unless you know how it works, it needed to
- be demonstrated to get the best reaction. Those who just walked up and
- fiddled with it soon got bored and drifted on. Those who were shown
- how it worked and had some of the visual humour pointed out,
- absolutely loved it. One French chap left in tears he had been
- laughing so much! Having been shown publicly, Atari have authorised me
- to tell more about the game that I was able to before.
-
- Mutant Penguins is based on an invasion by some space nasties. Prior
- to invasion they tuned into our TV stations to see what we looked like
- so they could disguise themselves. Unfortunately they tuned into a
- nature program about penguins and started to mutate into penguins
- ready for arrival. Too late, they realised the error of their ways
- when further programs showed cowboys and indians, Elvis, Cardinals and
- suchlike. With insufficient time to change, they decided to make the
- best of things and dress up, so now we have hoards of mutant penguins
- dressed as Elvis, cowboys, etc.
-
- You have two characters you can choose to help defeat the enemy,
- Bernard (a round thing with a frying pan) and Rodney (a pear-shaped
- thing with a baseball bat) - legends throughout the universe. To aid
- the cause, the real penguins, deeply upset at the bad press this will
- generate, have volunteered to help.
-
- The mutants have a nasty weapon of death - the Doom Scales. The
- mutants try to pile up on one side of the scales to weigh them down to
- press a plunger that destroys the Earth's ecology. Good penguins will
- pile up on the opposite side to help stop them.
-
- The game consists of various world themes. The first 5 are the canyon
- ones, next comes forests and after that some arctic ones. Each theme
- has 5 levels. The final number of levels is to be confirmed but should
- be at least 20. The version at the show had 10.
-
- Each level consists of a (Atari will hate me for this) Lemmings type
- series of puzzles where you need to work out which tricks you need to
- employ to complete it. Some levels are easy, some require very good
- timing and others are seriously tricky. Most can be finished in a
- variety of ways. I saw some pretty ingenious methods from people
- trying it out.
-
- I won't give away too much of the tactics but suffice to say you have
- a veritable arsenal of tricks up your sleeve ranging from special
- weapons to delaying tactics to defeat the enemy. At the end of each
- level you get to play one of several bonus games each of which are
- totally mad and nothing to do with the rest of the game.
-
- As Atari says, "So there you have it. It's the age old story of
- Mutant Alien Penguins dressed up in costumes being slapped by real
- penguins, clubbed by an oversized pear with a baseball bat, or
- clobbered by a round thing with a frying pan."
-
- Fight for Life looked much the same as ever. Having spent a bit more
- time looking at Tekken and Virtua Fighter, I can safely say that
- graphically this game falls short. It is good fun to play though which
- is what counts. Whilst we're on beat-em-ups, Ultra Vortek was looking
- quite nice. I'd buy it and I don't even like beat-em-ups!
-
- Another new game was Fever Pitch - a UK football (you lot call it
- "soccer") game from US Gold. People who saw this were very positive
- and thought it played great. The graphics were a bit bland for my
- tastes though although the players' movements were generally quite
- good.
-
- The last of the big titles was Primal Rage. This looked as good as any
- other version I've seen. I only had a quick go but it looked and
- played great. Nice animation and graphics and adequate sound. This was
- an incomplete version so it can only get better.
-
- Defender 2K was also showing in 2K mode. To be honest, I preferred the
- original Defender and found 2K mode a little hard but maybe practice
- will help. The 2K mode is totally different with detailed 3D sprites
- and much more complex backgrounds. The audio was off so I couldn't
- comment on that.
-
- There was a bike game from Tiertex which seemed to involve racing a
- trials bike around indoor courses. Absolute and utter trash I'm
- afraid. I couldn't control it at all and it looked jerkier than Hover
- Strike. Unless this gets a lot better it's one to avoid. Frankly
- Atari weren't doing themselves any favours showing this.
-
- Atari Karts was getting some admiring attention. Nice animation
- although it still had a few graphic glitches on the main sprites.
- Basically another Mario Karts clone but very well done.
-
- Rayman was again present. A lot of people seemed to like this one
- although the tune drives you mad after a while. Apparently Ubisoft
- think the Jag version plays the best of the lot and so it should - it
- has been in development for long enough. A UK magazine gave the
- Playstation version 77% and said the gameplay was traditional and
- uninspired. Hopefully the Jag version will do better.
-
- Pitfall the Mayan Adventure was competent if a little dull but to be
- fair I only played for a few minutes. Not my cup of tea really. It
- just seems to be a mix of memorising and timing the route. Once you've
- managed it a few times I'd imagine the long term appeal would start to
- wither and die.
-
- Blue Lightning was running next to my Penguins stand and just about
- everyone got drawn in by the FMV, talked about how great it was and
- then walked off in disgust once the game had started. Good job it's a
- pack-in because no one in their right mind would buy it. One person
- played it for about half an hour and I was about to ask them what they
- thought when I noticed their badge - they worked for Atari!
-
- A whole bunch of people who were previously only names to me and had
- never met before, were there including Sam Tramiel and Bill Rehbock. I
- must say, Bill's wife is rather nice!
-
- Despite much digging and poking, I didn't manage to get many juicy
- bits from Atari which was a pity. I had a chance to talk to a few
- developers which was good but even they were keeping fairly tight
- lipped.
-
- One snippet of good news. A major UK chain, Dixons, has taken a
- limited run of Jaguars to see how they sell. A guy at a store told me
- they flew off the shelves immediately and they were having trouble
- getting more as Dixons head office had only bought a few to start
- with. Another person told me they went to their local store who had
- also sold out. Let's hope the trend continues.
-
- I know a few people are looking forward to Soulstar from Core Designs.
- I had a brief chat with them and picked up the following bits of news.
- The game is almost finished and just waiting for any further ideas or
- FMV sequences that anyone can add before it goes off for the OK.
-
- The game has new FMV sequences, 16 bit colour sprites and has had
- enhanced depth cueing added over previous versions. On the downside
- the floor is slightly chunkier than the SNES version to keep the
- overall speed up but they freely admit that this is their first
- attempt at a Jag game so they've still done a pretty good job! I saw a
- demo a few months back and it was awesome! They don't have any further
- Jag games planned at the present but haven't written off the idea
- either so when the game's released, don't forget to vote with your
- pockets!
-
- On to general items. The UK seems to suffer a bit of a delay with
- new games. Atari UK are looking at the best way to solve the problem.
- Some games are virtually impossible to find including Telegames' Troy
- Aikman NFL Football.
-
- On the magazine front, UK Jaguar fans get a bit of a raw deal. Most
- magazines ignore the Jaguar altogether. Those that do feature it,
- generally do so just to make fun of it. The worst in this respect is
- The Edge which specialises in praising whatever isn't out yet so
- vapourware including the 3DO M2 and Nintendo's U64 get glowing reviews
- whilst anything else gets slammed. The most obvious case was the
- Playstation which has been highly praised for a year and a half but
- now that it's available, gets generally poor reviews and complaints
- about its hardware limitations. One notable exception is X-Gen which
- is all of one issue old. The first issue had several Jag reviews
- including one for Pinball fantasies which got a mark in the 80s which
- is pretty good going.
-
- We are due to get our first Atari TV ads in years, in the next few
- months. Atari have signed up many of the major UK high-street chains
- and that exposure combined with well placed TV coverage and the
- #149.99 price point is hoped to make for a successful Christmas
- season. Fingers crossed. After the last set of sales figures, they
- certainly need it!
-
- Well, that's it until next month. Enjoy your Jags!
-
-
- //// Bio
-
- So who is this Iain Laskey person? Well, I'm 31 and live in Southend
- on Sea, Essex in the UK. By day I'm an analyst/programmer working for
- one of the largest banks in the world. Not being content with such a
- fascinating job, I also do a little freelance journalism and writing.
- Tackling both the wonderous Jaguar and <cough> PCs, I write for
- several magazines and now AEO! As if that wasn't enough, I've also
- been known to do the odd bit of freelance software development. My
- Atari heritage is long having worked my my through a 2600, 400, 800,
- 130XE, 520STm, 4160STe, MSTe, Falcon and now Jaguar.
-
- When I'm not working, my passion is films and having invested far too
- much in a 40inch projection TV, laserdisc player and surround sound
- system, I watch an awful lot of them. Luckily my partner, Heather
- shares this interest and even suggested we buy the monster TV!
-
- Other interests include Star Trek in all its guises, general sci-fi
- and horror. Anything electronic, techy, weird or curried also appeals
- to my rather warped and sick mind.
-
-
- --==--==--==--==--
-
-
- ||| Jaguar Tackboard
- ||| Confirmed information about Atari's Jaguar
- / | \ Compiled from online and official sources
- -----------------------------------------------------------------
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Independent Association of Jaguar Developers
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- The IAJD (Independent Association of Jaguar Developers) has started
- accepting members on GEnie. The IAJD is a private group where
- confidential discussions can be freely held. (Category 64 of the ST
- RoundTable is the IAJD meeting place.) Consequently, membership in the
- IAJD is limited to Jaguar developers who are registered with Atari
- Corp. To apply for membership, send EMail to ENTRY$ on GEnie (or
- <entry$@genie.geis.com> if you're not on GEnie). Regular EMail
- correspondence with the IAJD should be sent to IAJD$ (again, or
- <iajd$@genie.geis.com> if you're not on GEnie).
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// NEW Internet Jaguar Mailing List
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Tony's Jaguar mailing list has had to be taken down, but the
- resourceful Christian Svensson picked up the message flow without
- skipping a beat.
-
- Anyone with Internet EMail access can join the discussions on the
- Jaguar mailing list. To "subscribe" to the list, send an EMail to
- the following address: <listserv@bucknell.edu>
-
- 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 including such
- options as a digest (for those who have requested that in the past).
-
- The actual list address is: <jaguar@bucknell.edu>. All mail will go to
- the list server and be sent to the over 250 readers of the list.
-
- IMPORTANT: If your mail server charges you by the character or by the
- letter, please be aware that the Jaguar list can generate dozens, and
- up to a hundred EMails in a day.
-
-
- =-=-=-=-=-=-=-=
- //// Jaguar FAQ
- =-=-=-=-=-=-=-=
-
- Robert Jung <rjung@netcom.com> maintains the Jaguar FAQ (Frequently
- Asked Questions) file, an updated list of Jaguar specs and facts. The
- Jaguar FAQ is posted to rec.games.video.atari on Usenet around the
- first of every month, and can also be found via FTP, address:
- ftp.netcom.com, in Andy Eddy's /pub/vidgames/faqs directory.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// AEO Development List 2.08
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- //// Editor: The following list of game titles has been confirmed to
- the best of AEO's ability as of September 14, 1995. Entries in the
- "S"tatus column reflect any "e"rrors, "u"pdates, "n"ew titles, titles
- that are in "P"roduction, or "?"uestionable listings since the last AEO
- list. Entries in the "M"edia column reflect whether the title is
- "C"D-ROM, "H"ardware, or "V"R software. (Blank entries are assumed to
- be cartridge software.)
-
- ETA dates are dates that have been provided by the developer. AMMV.
-
- //// Titles in Development
-
- Rating/
- S M Title ETA Developer Publisher
- """ """"" """ """"""""" """""""""
- ? AirCars - MidNite MidNite
- C Alien vs. Predator: The CD - Atari
- Allegiance - Team 17
- Arena Football League 11/95 V Real Productions Atari
- ? C Artemis ? Springer Spaniel Springer
- Atari Kart 11/95 Atari
- u Attack of the Mutant Penguins 12/95 Atari
- u C Baldies 11/95 Atari Atari
- u C Batman Forever 6/96 Atari Atari
- C Battlemorph 11/95 Attention to Detail Atari
- Battlesphere 12/95 4Play 4Play
- u Battlewheels 1H/96 Beyond Games Beyond Games
- u C Black ICE\White Noise 12/95 Atari Atari
- C Braindead 13 - Readysoft Readysoft
- Breakout 2000 12/95 MP Graphics Atari
- Brett Hull Hockey 11/95 Atari
- u C Brett Hull Hockey CD 12/95 Atari
- ? Casino Royale - Telegames Telegames
- u Charles Barkley Basketball 11/95 Atari
- C Commander Blood 11/95 Atari
- C Commando ? Microids Atari
- Conan - Arcade Zone
- u C Creature Shock 11/95 Argonaut Software Virgin
- u 'Dactyl Joust ? High Voltage Atari
- u C Dante - Atari
- Deathwatch 12/95 Visual Design Atari
- u Defender 2000 11/95 LlamaSoft Atari
- C Demolition Man 10/95 Virgin Interactive Atari
- u C Deus ex Machina 1H/96 Silmarils
- u C Dragon's Lair 10/95 ReadySoft ReadySoft
- u Dune Racer Q1/96 Atari
- Dungeon Depths ? MidNite
- ? Evidence ? Microids
- n Fever Pitch (soccer) 12/95 US Gold Atari
- C FIFA International Soccer - Electronic Arts
- C Formula 1 Racing 11/95 Domark Group Ltd. Atari
- Frank Thomas Baseball 4/96 Acclaim Atari
- C Freelancer 2120 - Imagitec Design Atari
- Galactic Gladiators ? Photosurrealism
- Gotcha! 1996
- Hardball 3 ? Atari Atari
- C Highlander I 10/95 Lore Design Ltd. Atari
- C Highlander II Q1/96 Lore Design Ltd. Atari
- C Highlander III H1/96 Lore Design Ltd. Atari
- Horrorscope - V-Real Productions
- P C Hover Strike: Unconquered Lands 9/95 Atari Atari
- u I-War (was Netwar) 11/95 Atari Atari
- Indiana Jags - Virtual Xperience
- u C Iron Soldier II 1/96 Eclipse Atari
- u Ironman/XO-Manowar 6/95 Acclaim Atari
- u C Ishar Genesis - Silmarils
- ? James Pond 3 ? Telegames
- u Supercross 3D 11/95 Tiertex Atari
- u Legions of the Undead - Rebellion Software Atari
- ? Lester the Unlikely ? DTMC
- C Litil Divil - Gremlin Interactive
- ? C Lobo ? Ocean Software Ltd.
- u C Magic Carpet 12/95 Bullfrog Atari
- C Max Force 12/95 Genus Microprogramm Atari
- C Mind-ripper 2/96 Atari
- u Missile Command 2000 11/95 Atari
- ? Mountain Sports ? DTMC
- C Mortal Kombat III 4/96 Williams Atari
- H MPEG - Atari Atari
- C Myst 10/95 Atari
- NBA Jam TE 12/95 Acclaim Atari
- C Need For Speed - Electronic Arts
- u Phase Zero 11/95 Hyper Image Atari
- P Pitfall 10/95 Activision
- P Power Drive Rally 9/95 Rage Software Time-Warner
- ? C Powerslide ? Williams Brothers Telegames
- C Primal Rage 11/95 Time-Warner Time-Warner
- u C Return Fire Q1/96 Alexandria Atari
- Return of Magic Q4/95 Virtual Artistry
- C Return to Zork - Activision
- u C Robinson's Requiem 11/95 Silmarils Atari
- C Rocky Horror Interactive 6/96
- Rollcage ? Team 17
- P Ruiner 11/95 High Voltage Atari
- u Skyhammer - Rebellion Software Atari
- u C Soulstar 10/95 Core Design Atari
- u C Space Ace - ReadySoft ReadySoft
- ? C Starlight Bowl-a-rama ? V-Real Productions
- Sudden Impact 12/95
- ? Super Off-Road ? Telegames
- T-Mek - Time-Warner
- u C Thea Relm Fighters 2Q/96 High Voltage Atari
- Towers II 12/95 JV Enterprises
- ? Ultimate Brain Games ? Telegames
- u C Varuna's Forces 11/95 Accent Media Atari
- ? C Virtuoso ? Williams Brothers Telegames
- ? Waterworld ? Ocean Software Ltd.
- u C Wayne Gretzky NHL Hockey 12/95 Time-Warner Time-Warner
- C Wing Commander III - Electronic Arts
- Witchwood - Team 17
- ? World Class Cricket ? Telegames
- ? World Cup ? Anco Software Ltd.
- u Worms Q1/96 Team 17
- Zero 5 12/95
- n Zoop 12/95 Viacom Atari
- Zzyorxx II - Virtual Xperience
-
-
- //// Current Releases
-
- M Title Rated Company Publisher
- " """"" """"""" """"""" """""""""
- Alien vs. Predator 8 Rebellion Atari
- C Blue Lightning 7 NEW Attention to Detail Atari
- Brutal Sports Football 6 Millenium/Teque Telegames
- Bubsy 7 Imagitec Design Atari
- Cannon Fodder 7 Virgin Interactive C-West
- H Cat Box / Black Cat Design Black Cat
- Checkered Flag 4 Rebellion Atari
- Club Drive 6 Atari Atari
- Crescent Galaxy 3 Atari Atari
- Cybermorph 7 Attention to Detail Atari
- Doom 8 id Software Atari
- Double Dragon V 3 Williams Enter. Williams
- Dragon 6 Virgin Interactive Atari
- Evolution Dino-Dudes 6 Imagitec Design Atari
- Flashback 6 Tiertex Ltd. U.S. Gold
- Flip Out 8 NEW Gorilla Systems Atari
- Hover Strike 7 Atari Atari
- International Sensible Soccer 6 Williams Brothers Telegames
- Iron Soldier 9 Eclipse Atari
- Kasumi Ninja 6 Hand Made Software Atari
- Pinball Fantasies 6 Spider Soft C-West
- Raiden 6 Imagitec Design Atari
- RayMan - NEW UBI Soft UBI Soft
- Super Burnout 6 Shen Atari
- Syndicate 7 Bullfrog Ocean
- Tempest 2000 10 LlamaSoft Atari
- Theme Park 6 Bullfrog Ocean
- Troy Aikman NFL Football 6 Telegames Williams
- White Men Can't Jump 8 High Voltage Atari
- Wolfenstein 3D 7 id Software Atari
- Ultra Vortek - NEW Beyond Games Atari
- Val d'Isere Skiing... 5 Virtual Studio Atari
- C VidGrid - NEW High Voltage Atari
- Zool 2 7 Gremlin Graphics Atari
-
-
- Pts Stars AEO Ratings
- """ """"" """""""""""
- 10 ***** GAMING NIRVANA!!! - You have left reality behind... for good.
- 9 ****+ Unbelieveable GAME!! - Your family notices you're often absent.
- 8 **** Fantastic Game!! - You can't get enough playtime in on this.
- 7 ***+ Great Game! - Something to show off to friends or 3DOers.
- 6 *** Good game - You find yourself playing this from time to time.
- 5 **+ Ho-hum - If there's nothing else to do, you play this.
- 4 ** Waste of time - Better to play this than play in traffic.
- 3 *+ Sucks - Playing in traffic sounds like more fun.
- 2 * Sucks Badly - You'd rather face an IRS audit than play this.
- 1 + Forget it - ... but you can't; it's so badly done, it haunts you.
- 0 - Burn it - Disallow programmer from ever writing games again.
-
-
- //// 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.
- "+"ick marks represent a title that (for whatever reason) AEO is very
- confident in.
-
- September: + Hover Strike: Unconquered Lands October: Creature Shock
- """""""""" + Power Drive Rally """""""" Demolition Man
- Dragon's Lair
- Highlander
- + Pitfall
-
- November: Arena Football December: Attack/Mutant Penguins
- """"""""" Atari Kart """"""""" BattleSphere
- Baldies Black ICE\White Noise
- Battlemorph Breakout 2000
- Brett Hull Hockey Brett Hull Hockey CD
- Charles Barkley Basketball Deathwatch
- Commander Blood Fever Pitch
- Defender 2000 Magic Carpet
- Formula 1 Racing Max Force
- I-War NBA Jam TE
- Missile Command 2000 Sudden Impact
- Phase Zero W. Gretzky NHL Hockey
- Primal Rage Zoop
- Robinson's Requiem
- + Ruiner
- Supercross 3D
- Varuna's Forces
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Jaguar Press Releases
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
- //// Jaguar Strikes Ground Zero!
-
- CONTACT: Patricia Kerr or Leah Gross
- Dorf & Stanton Communications, Inc.
- (310) 479-4997 or (800) 444-6663
-
-
- _For Immediate Release_
-
- Atari Corporation and Ground Zero Take Off With Sizzling Ad Campaign
-
- SUNNYVALE, CA -- (September 5, 1995) -- Atari Corporation has retained
- the creative services of the hot, Southern California based agency
- Ground Zero to develop a new in-your-face, cutting edge advertising
- campaign for their Jaguar 64 home entertainment system.
-
- The humorous, fast-paced :30 spots target males ages 12-34. The
- campaign features a series of characters who deduce that the Atari
- Jaguar 64 represents the most outstanding value among advanced video
- game systems. The first commercial employs an engaging "stimulus and
- response" theme where the main character concludes it would be dumb
- not to select the Atari Jaguar system for half the price of
- competitive video game systems. Subsequent spots will include other
- eclectic characters who arrive at the same conclusion. The commercials
- also include a rapid fire sequence of game footage and retailer tags.
-
- "Our alliance with Ground Zero has resulted in a fantastic
- attention-grabbing television and print campaign for the Jaguar 64,"
- said Ted Hoff, Atari's President of North American Operations. "The
- ads are extremely creative and continue to reinforce our corporate
- message -- that the Jaguar 64 is the fun, high quality, value priced
- home entertainment system of choice."
-
- The aggressive advertising blitz will break on cable networks and
- syndication nationally in early September with heavy-up advertising in
- the top spot markets commencing in early mid-October. The television
- and print advertising schedule will run throughout December, the peak
- sales period for video games.
-
- "This is a tremendous opportunity for Ground Zero to work with the
- company that invented the home video game market," said Jim Smith, one
- of Ground Zero's Co-Founders. "Consumers are jaded by the sameness of
- video game hardware and software advertising. The Atari Jaguar
- delivers not only cutting edge technology and great games, it's also
- the most affordable system available. The creative result is
- advertising that drives home that message very clearly."
-
- For more than twenty years, Atari Corporation has provided consumers
- with high-quality, value-priced entertainment. Atari Corporation
- markets Jaguar, the only American-made, advanced 64-bit entertainment
- system, and is located in Sunnyvale, California.
-
- Ground Zero is based in Venice, California and was started in late
- 1993 by Court Crandell, Kirk Souder, and Jim Smith. Clients include
- Atari Corporation, The Walt Disney Company, Yamaha WaveRunners,
- Diamondback Mountain Bikes, and the Athletic Footwear Association.
-
- -*-
-
- Atari, Atari Logo and Jaguar are all trademarks of Atari Corporation.
- All Rights Reserved.
-
- # # #
-
- //// FlipOut! Out & Flipping
-
- CONTACT: Jessica Nagel or Patricia Kerr
- Dorf & Stanton Communications
- (310) 479-4997 or (800) 444-6663
-
-
- _For Immediate Release_
-
- Gamers "Flip" Over New Atari Release
- "FlipOut!"(tm) for Jaguar 64 Hits Stores Nationwide
-
-
- SUNNYVALE, CA (August 28, 1995) -- This morning Atari Corporation
- introduced the exciting title "FlipOut!", a wacky and challenging
- puzzle game for the Jaguar 64 home entertainment system.
-
- "FlipOut!" is a puzzle game with a unique twist. Players tour the
- distant "Planet Cheese" and view Mother Earth through the eyes of
- alien tourists. The game takes place at The Great Tile Flipping
- Festival, the premiere sporting event for the citizens of Planet
- Cheese.
-
- Players participate in The Great Tile Flipping Festival all over the
- Universe, from the Zero Gravity Arena on Planet Cheese to the
- presidential faces of Mount Rushmore. In some of the worlds, players
- must "juggle" ten tiles by flipping them into the designated places on
- a three-by-three grid, where one must be in the air at all times. In
- Yellowstone, aliens are flipped until they land on the color
- coordinated geyser, and in the Sphorkle Diner, players must match food
- with the correct color alien.
-
- Sound simple? Don't be fooled. "FlipOut!" has four difficulty levels
- ranging from normal to insane with obstacles to challenge even the
- most talented flippers. Each area offers different challenges,
- including alien interference, that intensify as levels progress. In
- the final world, gamers meet King Fluffy, a wacky blue-blood
- determined to confuse players by scrambling and destroying the
- difficult sixteen-tile playing field.
-
- "'FlipOut!' adds yet another genre of game play to Jaguar 64," said
- Ted Hoff, Atari's President of North American Operations. "It combines
- animated characters with three dimensional multi-level game play to
- create a puzzle game beyond players' wildest imaginations."
-
- "FlipOut!" is just one of Atari's new title launches for the season.
- Recently, Atari released "Super Burnout" and "White Men Can't Jump"
- bundled with Team Tap(tm), a peripheral to link four players at once.
- Other titles to be released this summer include: "Ultra Vortek",
- "Pitfall: the Mayan Adventure", "Flashback" (published by US Gold),
- and "Rayman" (published by UbiSoft).
-
- "FlipOut!" has a rating of K-A (appropriate for Kids to Adults) and
- has a suggested retail price of $49.99. It is available in stores
- nationwide.
-
- For over twenty years, Atari Corporation has provided consumers with
- high quality, value priced entertainment. Atari Corporation markets
- Jaguar, the only American made, advanced 64-bit entertainment system.
- Atari Corporation is located in Sunnyvale, California.
-
- "FlipOut!" All Rights Reserved. "FlipOut!", Atari logo and Jaguar are
- all trademarks of Atari Corporation.
-
- # # #
-
-
- //// Atomix to Spin Atari Web Site
-
- CONTACT: Jessica Nagel or Patty Kerr
- Dorf & Stanton Communications
- 310/479-4997 or 800/444-6663
-
- _For Immediate Release_
-
-
- Atari(r) Corporation and ATOMIX(tm) Confirm Web Site Development Deal
- to Support JaguarTM Internet Users.
-
- SUNNYVALE (August 29) -- Atari Corporation announced this morning an
- agreement with ATOMIX, Inc. (formerly TOPIX; an Emmy Award winning CGI
- and new media development house) to develop a next-generation user
- support World Wide Web Domain on the Internet. The pages that make up
- the Domain, with planned installation by October 6, will host Internet
- users worldwide with news and information regarding Atari Corporations
- next-generation 64-bit Jaguar 64.
-
- "The Internet is exploding with popularity; almost as if
- telecommunications were being discovered all over again," stated Mr.
- Don Thomas, Atari's Director of Customer Service Marketing. "Jaguar 64
- is the most advanced multimedia entertainment platform and only Atari
- can offer 64-bit technology for less than $150. It makes sense that
- Atari would demand a next-generation development team focused on our
- Web Page development."
-
- Visitors to Ataris Web Domain will be treated to a wide variety of
- information, previews, reviews and interactive games. A Domain is an
- interactive billboard that is connected to the Internet; the worldwide
- information database anchored by universities, military sites and
- corporate participation. Individual users can visually travel to
- places established for entertainment or to sell goods and services.
- Sometimes specific topics are covered largely by colorful text, but
- most Pages integrate eye-popping graphics, stunning animation,
- appealing sound effects and interactive activities. Access to Web
- Pages is made available by special programs called Browsers which
- connect through an established host system. CompuServe Information
- Service is one such service which offers economical and versatile
- access.
-
- "The combined creative, technical and networking experience of ATOMIX
- programming artists offers Atari Corporation over 30 years experience
- in innovative application to Web Page design," states Mr. Kirt
- McMaster, Director of New Media for ATOMIX. "Our primary focus is to
- engulf our clients in an arena of 'next-level' development. Utilizing
- innovative new Web technologies such as Sun Microsystems Hot Java, we
- will overwhelm visitors to Atari Corporations Web Domain with a
- multimedia experience that pushes the envelope of known standards."
-
- ATOMIX, based in Hollywood, CA, combines the resources of talent,
- hardware and creative application. Over 12 SGI workstations are
- staffed by the industry's most desired artists and expert programmers.
- ATOMIX enjoys a portfolio which includes work on movies like "Judge
- Dredd" and "Candyman II". Studio production work includes animated
- logo material for Twentieth Century Fox which made its debut with the
- premiere of "True Lies". The firm has also integrated digital visual
- and sound technology in motion rides such as the one popularized at
- Caesars Palace in Las Vegas. Music video work includes performers such
- as TLC and David Bowie. Industrial and commercial references include
- General Motors, Michelob, Discover Card, Toshiba, McDonalds and
- Pirelli Tires.
-
- Atari Corporation has been in the video game business for over twenty
- years. Today, Atari markets the 64-bit Jaguar, the only American-made
- home video game system. Atari Corporation is based in Sunnyvale,
- California.
-
- # # # #
-
- Atari is a registered trademark of Atari Corporation. Jaguar is a
- trademark of Atari Corporation. Hot Java is a trademark of Sun
- Microsystems. ATOMIX is a trademark of ATOMIX, Inc. All other
- tradenames are trademarks or registered trademarks of their respective
- owning companies.
-
- # # #
-
-
- //// Primal Rage Coming
-
- MILPITAS, Calif., Aug. 25 -- Pre-historic fury unleashed at retail
- outlets around the world today with the hotly anticipated launch of
- "Primal Rage(TM)." Building off the success of their hit arcade title,
- Time Warner Interactive, Consumer Games Division (TWi), created
- "Primal Rage" for eleven home gaming and computer platforms, five of
- which shipped today. The title is now available at retail outlets for
- the Sega Genesis(TM), Super Nintendo Entertainment System(R), Sega
- Game Gear(TM), Nintendo(R) Game Boy(TM) and PC CD-ROM systems.
-
- "Primal Rage" is a head-to-head fighting game with an original look
- that features seven fantasy, pre-historic characters in a battle for
- supremacy. The originality of the characters and the sheer number and
- ingenuity of their moves, come together in an innovative and addictive
- fighting game.
-
- Snout Gouges, Tail Whips, and Flying Butt Slams
-
- How often do you get to use a "Hot Foot" or "Snap-Tail-Whip" on your
- opponent, let alone a "Bed-O-Nails," "Gut Fling" or "Cranium Crusher?"
- When playing against a "Primal Rage" veteran you'll get your chance
- but look out for revenge when a "Flying Butt Slam" or truly
- debilitating "Fart of Fury" comes your way!
-
- Each of the seven fantasy dinosaurs has an individualized fighting
- style with more than 70 actions including: fighting moves, powerful
- "secret" moves, masterful combo hits, graphic finishing sequences,
- punches, death sequences, victory sequences, and ready poses. Playing
- "Primal Rage" provides an experience unlike any other fighting game on
- the market to date.
-
- The Word is Out
-
- Over one million units of "Primal Rage" consumer versions were
- ordered by retailers for the initial production run. Mark Beaumont,
- Senior Vice President Marketing and Product Development, said, "In
- this environment of platform transition, A+ level marketing muscle is
- necessary to secure shelf space and reach consumers. We were able to
- provide buyers with a high degree of comfort by showing the quality of
- our "Primal Rage" line and the level of support we're putting behind
- it."
-
- TWi is supporting the launch of "Primal Rage" with an $8 million
- marketing campaign. Media buys include two flights of TV ads on
- national primetime, syndication, and cable channels; top 15 metro
- market radio promotions and contests; four-color half-page spread and
- full-page print ad campaigns breaking in all major video and personal
- computer publications; and consumer promotions such as in-pack
- discount coupons, player strategy guides, demo discs, and trading
- cards. Cross promotions with strategic partners will further increase
- consumer awareness with an exclusive product preview already underway
- on the Sega(R) Channel, a four month nationwide mall tour with Sendai
- Publishing, and a nationwide competition for the national "Primal
- Rage" Video-Game Tournament title to be held at Six Flags Over Texas
- on September 16.
-
- November 14 is the date for the second wave of software on new gaming
- systems including the Sega Saturn(TM), Sega 32X(TM), 3DO(R), Sony(R)
- Playstation(TM), and Atari(R)Jaguar(TM), as well as the Macintosh(R)
- CD-ROM.
-
- Time Warner Interactive, Inc., a wholly owned subsidiary of Time
- Warner Inc., develops and publishes interactive consumer entertainment
- products for video arcade games, video game consoles and computer
- platforms. All product names are trademarks or registered trademarks
- of their respective owners.
-
- CONTACT: Tracy Egan, Public Relations Manager, of Time Warner
- Interactive, Consumer Games Division, 408-232-3213
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// "Read Between the Lines" Contest Winners
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Congratulations (and a copy of the Jaguar Official Gamer's Guide) are
- going out to Alert AEO Readers Tracy R Hendershot and Graham Chiu.
-
- Tracy's "Tip" was: This is one neat thing I discovered while watching
- the title screen scroll down in Iron Soldier. When the downward
- scrolling stops, press the down leg of the joypad to see more of the
- bottom of the Iron Soldier logo title screen. You can also scroll up
- to the top and back to the bottom again. A little hint, but
- nonetheless, I DISCOVERED IT! Another BIG tip.... buy Battlesphere
- when it comes out!
-
- Graham's "Pointer" was: You can play Virtual Reality Doom NOW using 2
- Jags/screens with one screen going to each eye. Your left hand and
- foot controls player one, and your right hand and foot controls player
- 2. Now this is playing in Hell. Requires unusual dexterity and eye/
- hand/foot coordination.
-
- Graham and Tracy, your signed copies of Sandwich Islands' Atari Jaguar
- Official Gamers Guide will be going out next week. Thanks to Sandwich
- Islands for the donation of the prizes, and thanks to all of the
- readers who responded!
-
-
- =-=-=-=-=-=-=-=-=-=-=-=
- //// Extract of CATnip
- =-=-=-=-=-=-=-=-=-=-=-=
-
- //// CATfights
-
- Those of us who faithfully follow each issue of Silicon Times Report
- (STReport) and Atari Explorer Online (AEO) are in for a BIG treat...
-
- Very soon (as in "as soon as 10/06/95") and in conjunction with a
- couple few other unannounced things going on that day, AEO and
- STReport have agreed to go head-to-head, toe-to-toe, but not often
- eye-to-eye in a series of mind bending debates related to topical
- Jaguar 64 issues.
-
- Yes, you read it right, but feel free to read it again...
-
- The two most formidable Jaguar online news source publications have
- agreed to don the gloves of arguable contention. Sometimes they may
- "discuss" their opinions of their favorite games. Other times they may
- "present" their positions for or against Atari's latest advertising
- campaign... in every case the confrontations promise to be
- stimulating, insightful and chuck full of opinions.
-
- If that's not enough, YOU get to submit the topics and one
- particularly awesome topic will be chosen by CompuServe's own Ron Luks
- and friends. Type GO JAGUAR on CompuServe for more information or
- submit your topic ideas by 9/18/95 to:
-
- ATARI@genie.com -or- 75300.1267@compuserve.com
-
- I cannot endorse what they'll say. I cannot guarantee who will win,
- but YOU will be able to vote and the winning online publication for
- the 10/6/95 bout will win select prizes to pass on to some of their
- readers. (Prizes to be announced)
-
- Don't miss it. Look for the sparks to fly on 10/06/95 in that week's
- issues of STReport and Atari Explorer Online.
-
-
- //// "Dear Chris...."
-
- An open letter to Mr. Chris Gore (Video Games magazine)
-
-
- September 9, 1995
-
-
- Mr. Chris Gore
- Editor-In Chief
- Video Games Magazine
- 9171 Wilshire Boulevard, #300
- Beverly Hills, CA 90210
-
-
- Dear Chris,
-
- I wanted to take the time and share my appreciation that Video Games
- magazine prioritizes professional editorial values with quality
- reporting. It is clear that your unbiased focus on video gaming has
- been checked and rechecked and you sustain that high level of
- dependable reporting in each and every issue. You know that you build
- integrity with the public when mistakes are minimized. Readers know
- that obviously wrong information never gets past your proofreaders and
- the occasional buried error that does get by is promptly followed up
- by a fair and equitable correction.
-
- I cannot speak as a typical reader in my position within the industry,
- but I can express my gratitude for your dedicated coverage to the
- Jaguar gamer. Thank you for consistently fair reviews and the time
- that has to be taken to assure they are accurate and of benefit to the
- purchasers of our products.
-
- By the way, on page 80 of your September '95 issue, Atari's Customer
- Service phone number is not 1-800-USA-SEGA.
-
-
- Regards,
-
- Donald A. Thomas, Jr.
- Director, Customer Service Marketing
-
- cc: online community
-
-
- =-=-=-=-=-=-=-=-=-=-=
- //// Codes And Cheats
- =-=-=-=-=-=-=-=-=-=-=
-
- //// Super Burnout Turbo Speed Code
-
- [] Key in the sequence "1", "9", "6", "7" and then "2" at the Super
- Burnout title screen.
-
- [] You will hear a musical "beep" to confirm the correct code has been
- entered.
-
- [] You will need to have the automatic transmission option active.
-
- [] Once your bike's speed reaches 175mph during a race, press the fire
- button on your controller that you have set for "nothing."
- (Defaulted to "C".) Your bike will "turbo accellerate" while the
- "nothing" button is depressed.
-
- [] The top speed achieved by AEO using "turbo" mode is 343mph.
-
- [] Speed records will not be acknowledged, nor saved to the
- cartridge, if "turbo" is used at any time in a race.
-
- [] "Turbo" mode is enabled even through cartridge resets, although the
- code must be entered each time the cartridge is powered up.
-
-
- //// Flashback Easy Level Passwords
-
- Level 1: LETY
- Level 2: BOXER
- Level 3: EAGLE
- Level 4: STKTON
- Level 5: TICKET
- Level 6: SUITE
- Level 7: PHASER
-
-
- --==--==--==--==--
-
-
- ---------------------------------------------------------------------------
- -- --==--==-- GEnie Sign-Up Information --==--==-- --
- -- --
- -- 1. Set your communications software for half duplex (local echo) --
- -- at 300, 1200, or 2400 baud. --
- -- --
- -- 2. Dial toll free: 1-800-638-8369 (or in Canada, 1-800-387-8330). --
- -- Upon connection, enter HHH. --
- -- --
- -- 3. At the U# prompt, enter XTX99436,GENIE then press <Return>. --
- -- --
- -- 4. Have a major credit card ready. In the U.S., you may also use --
- -- your checking account number. --
- -- --
- -- For more information in the United States or Canada, call 1-800- --
- -- 638-9636 or write: GEnie, c/o GE Information Services, P.O. Box --
- -- 6403, Rockville, MD 20850-1785. --
- -- --
- -- --==--==-- GEnie Sign-Up Information --==--==-- --
- ---------------------------------------------------------------------------
-
-
- --==--==--==--==--
-
-
- ||| Jaguar at the CBS Toy Test
- ||| By: Frans Keylard
- / | \ GEnie: AEO.2 Internet: fkeylard@on-ramp.ior.com
- ----------------------------------------------------------------
-
- For the last few years, "CBS This Morning" has held a video game toy
- test in the Seattle Pacific Science Center (PSC). It is a perfect
- forum for manufacturers to display their new and pre-release titles to
- an audience of ages 8 and up. People fill out a demographics form and
- wait in line. When these people (mostly kids) get in, they do a mad
- dash to the nearest available console and get to play that game (or
- any other game that's come free) for fifteen minutes. Atari was there,
- along with Nintendo, Sega, and 3DO. Last year it was only Atari, Sega
- and Nintendo who were there, so there was definitely an escalation in
- offerings!
-
- The venue was fairly small room within Exhibit Building 1 of the PSC.
- This small room was completely packed with the latest video games and
- equipment. The same room was used last year, but with fewer
- participants, so I would probably expect a larger room to be used next
- year. Don't expect glittering lights and any sort of fanfare, this
- event is as unassuming as they come, but therein lies the charm. The
- downside is that due to the frantic nature of this toy test (read:
- hundreds of hyperactive kids), it's very hard to get serious in-depth
- impressions of the games offered there.
-
- Parents used this 15 minute oasis as a brief reprise from their little
- terrors; letting the video games do the baby-sitting. There were
- quite a few scenes of controlled chaos, but this is normal when you
- have that many hyperactive kids vying to play games. However, one
- parent had absolutely no control over her five year old, and needed
- one of the organizers to tell the boy that his time was up, and to get
- back in line for more. The mother herself was totally incapable of
- getting any movement or confirmation out of the insolent child. I can
- not help but feel disturbed by such scenes of total lack of parenting.
- Much has been said and written about the effect of video games on
- children, but the parents are to blame when they do not control or
- censor the intake. Moderation is key, and television or video games
- should not be a substitute for a parent.
-
- Back to the topic at hand. The beauty of this particular forum is that
- the participating companies can allow a preview their games to a
- non-partisan audience. Most of these children have no real preference
- and did not have pre-conceived notions about the various systems. The
- downside was a frequent need for the reset button when the games
- crashed. Crashing was definitely not monopolized by any of the
- participants, so all is well in the world!
-
- Since most titles were early versions, information about special
- options such as multiplayer, voicemodem, or Jaglink was scarce to
- non-existent. These features tend to change both ways in the course of
- development.
-
- This exhibit lasted three weeks, from July 31 to August 20. Each week
- there were new titles being shown. "CBS This Morning" did air short
- segments from these tests on their show. Atari had a decent showing
- with six kiosks, and the following titles were there:
-
-
- Week 1
- """"""
- Pitfall
- FlipOut!
- White Men Can't Jump
- Ultra Vortek
- Blue Lightning
- Vid Grid
-
- Week 2
- """"""
- Phase Zero
- Breakout 2000
- Hover Strike CD
- Rayman
- SuperCross 3D
- Power Drive Rally
-
- Week 3
- """""""
- Robinson's Requiem / Ruiner Pinball
- Commander Blood / Super Burnout
- Brett Hull Hockey
- Primal Rage
- Highlander
- Baldies (CD game, but cart shown)
-
-
- I didn't get to see all the titles, but with the much appreciated
- help of James Kent, who was the "guardian" of the Jaguar Kiosks, I was
- able to get good impressions of most of them.
-
-
- //// Primal Rage
-
- As you can see, most of the titles haven't been released yet. I was
- lucky enough to be able to see and play Primal Rage! PR is a fighting
- game by Time Warner Interactive and is slated to be their second
- release after Power Drive Rally. The unique twist that PR brings to
- the worn fighter genre, is that the combatants are seven mighty
- beasts, ranging from dinosaurs to King-Kong like creatures, each with
- their own "imaginative" special moves.
-
- The premise is that these seven gods battle for supremacy on a ravaged
- post holocaust Earth. A humorous touch are the tiny humans who run
- scared as these titans clash. PR was running from CD, and was looking
- pretty slick. On boot-up, the VLM kicks in with a random color effect
- underneath the Jaguar logo, this is standard for all CD games, but it
- is still awesome!
-
- In this preview, you couldn't play Sauron against Diablo, and Blizzard
- didn't work yet either. This game has excellent animations and is very
- colorful and fast. Particularly the animation of the dinosaur tail-
- lashes was quick and graceful. For those of you who want to get a
- glimpse of what this game looks like, I direct you to the arcades. PR
- has been a big hit since its introduction. The characters in the
- arcade version are slightly larger than the Jaguar version, but the
- detail, color, and speed are equivalent. I'm used to seeing this game
- on the big 27" arcade screens, and not on the 13" Jaguar Kiosk screen,
- so I could be wrong about the size. This game already looks very
- exciting, I will be passing up the PC version for this one, it's
- surely on my wish list!
-
- We are going to hear a LOT more about this game in the future. There
- is a press release for this exciting game elsewhere in this issue.
-
-
- //// Brett Hull Hockey
-
- I have always enjoyed ice hockey games, so it's especially fun to see
- a nice and well detailed one coming for the Jaguar. The rink looks
- great, as are the characters and the rest of the graphics. This title
- was already a lot of fun to play, and the graphics do the Jaguar no
- shame, but did remind me of NHL Hockey on the SNES - however, that was
- a great game! The multiple camera zooms were cool, and added to the
- game without distracting. Another title on my wish list. For the JagCD
- there will be Wayne Gretsky Hockey coming out as well (not shown), so
- it looks like there will be some competition on the virtual ice!
-
-
- //// Short Takes
-
- [] Baldies is a Lemmings type game with little bald guys instead of
- Lemmings. The idea is to safely guide your troop of baldies to
- different areas of the screen in order to solve the current
- predicament. Baldies was running off of a cart, but will be a CD game,
- so it still has lots to be added to it.
-
- [] Ruiner Pinball was fast and furious, however, the logic behind the
- existence of two pinball games given the number of titles available is
- questionable, but this was not an Atari title, so no control was had
- over the content. This game did look very colorful, fast, and flashy,
- and it will definitely give Pinball Fantasies a run for its money.
-
- [] The kids loved Flip Out, it took a while for them to grasp the
- puzzle concept, but once they did they were hooked. It looks like this
- could be a sleeper hit!
-
- [] Pitfall Mayan Adventure, another fairly early title, but hold on to
- your seats, this game rocks! Take Rayman, speed it up and have the
- hero swinging, climbing, and falling, and you have this game! In one
- fell swoop, we will get not one, but TWO world class platformers for
- the Jaguar!
-
- [] Phase Zero looked very early, the hovercar movement was nice and
- swift, and the terrain had a nice texture to it, but there was no
- method to the madness yet. The engine was well in place and there were
- some neat effects in the background.
-
- [] Power Drive Rally, an overhead rally racing game looked very good,
- the cars moved fast but the kids found it a bit hard to control. You
- are looking down on the course and whether you are heading up or down
- on the course depends which way you steer left or right. The level of
- detail on the courses and the cars was delightful, right down to the
- brake lights.
-
- [] The kids also liked the easy to understand premise behind Blue
- Lightning. I need not say more about this game since it will be a well
- scrutinized pack-in for the CD-ROM drive.
-
- [] Hover Strike CD was a much improved version of the cart game, it
- had more levels, and smoother animation. Now if Atari would only give
- this same treatment to Checkered Flag and Club Drive...
-
- [] The VLM has been discussed in the previous AEO, but let me add that
- it's the sweetest addition to the CD-ROM unit I could think of. I used
- to have an old stand alone unit to do such effects for my stereo, it
- was crude and triggered by sound. The VLM blows it away, and then
- some! I can honestly see this unit being used frequently at parties
- and in Discotheques, it's that cool!
-
- All in all, there will be a lot of exciting stuff to get pumped about
- this holiday season. Being able to afford all these neat toys is
- another question, but the stellar $149 CD-ROM value is certainly
- appreciated!
-
-
- //// The Next Video Game Toy Test
-
- If you live in the Seattle area and would like to get a glimpse of
- this event next year, you will have to watch closely for it since
- there is almost no other publication given to this event (besides the
- brief mentions on the TV show). The low-key aspect happens to suit the
- video game companies nicely since they can show their sensitive wares
- without too much risk. Start checking the activities in the Seattle
- Pacific Science Center around the end of July. It is worth it to be
- able to catch very special titles in early stages!
-
- I would like to thank James Kent and also Atari's Greg LaBrec, who
- despite having a stubborn cold at the time, was still able to fill in
- some of the blanks, as well as provide a list of all the games that
- were shown.
-
-
- --==--==--==--==--
-
-
- ||| Surfing the Jagged Edge
- ||| By: Dimitri Mark LaBarge
- / | \ GEnie: AEO.6 CIS: 71501,3353 AOL: dimitril
- -----------------------------------------------------------------
-
- We enter one of the strangest times in recent Atari history. Games,
- neat games, are on the horizon, the JagCD has arrived after being
- delayed, and yet open pessimism has broken out on the boards. Have too
- many promises been broken, too many vacillations and rationalizations
- indulged in at the expense of the consumer?
-
- Though I'll explore this issue a little later, I can't pretend to have
- the answer to this. All I'll try to offer right now is a glimpse at the
- future that, surely but slowly but surely, is heading our way in the
- face of well-armed, fierce competition. We think that some of it will
- interest you, and maybe show that while Atari is unquestionably the
- underdog in almost every sense of the word, it's not defenseless.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Software Etc., Etc...
- =-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- We're happy to confirm to you that the long estrangement between Atari
- and Software Etc. has been broached, and even as I write this, Jaguars
- and games should be arriving in your local Software Etc, with JagCDs to
- follow.
-
- And then we finally have confirmation - yes, confirmation - that you'll
- soon be seeing the Jag make its way into nearly 400 of the nation's
- largest Wal-Marts. This is a major marketing move, the kind for which
- we've been hoping and demanding these many months, and the perfect tonic
- to increase visibility among people who think a Jag is a football
- player... And my oh my, is that the Jag suddenly in place in Radio Shack
- in-store catalogs and, as a little birdie tells us (hopefully, a very
- correct little birdie), will soon be featured in a mailing going out to
- almost 18 million consumers.
-
- And with the cherry on top in the form of the Jag's insertion into the
- Sears Wishbook, it seems that the Jag market remains a growth market. If
- the upcoming games are released in time to complement the holiday plans
- of these stores, then the Jag may grow its base of more than 200,000
- units (as mentioned by Ted Hoff), assuring a stable, profitable existence
- for a good while to come.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=
- //// And On That Note...
- =-=-=-=-=-=-=-=-=-=-=-=-=
-
- As we go to press, two of the longest-awaited games for the Jag, plus
- the exciting new Jag CD-ROM drive are being picked up by hungry Jag
- owners in all corners. Rayman made it out last Tuesday, and to the
- astonishment of many was only three days behind the release of the
- Playstation version (which, considering the much longer time it takes
- to manufacture a cart than a CD, makes it particularly keen timing -
- cough, cough). And following closely behind is the much-too-long
- awaited Ultra Vortex, the highly imaginative fighting game from the
- minds at Beyond Games. The addition of two solid, even great titles to
- fill big gaps in the Jag library can only make the system more viable
- in the eyes of gamers and neophytes alike. It's going to be "Party
- time!" this weekend, as VLMs all across the country will be cranking
- up and spewing out psychodelic displays.
-
- (And incidentally, we've spoken to Beyond Games, and we can happily put
- to rest the rumor that Battlewheels has been cancelled. The neat guys at
- BG are indeed planning this game for a '96 release, to satisfy all your
- secret needs for nonstop vehicular manslaughter. Just thought you'd like
- to know...)
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Never Look A Gift Horse in the Fang, Dept...
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Okay, how many of you out there have been reading Fangoria secretly
- since the sixth grade? Come on now... raise your hand, you can admit
- it. Especially now if you're an Jag fan, as this venerable institution
- has bestowed its blessing on the Jag and some of the more "gore-y"
- titles.
-
- So, yes my friends, run down to your newsstand and flip through that
- brand-new, yet oddly dog-eared copy of the October issue of Fangoria.
- Treat yourself to descriptions of the Jag as, "definitely a system to
- check out," and, "a real gamer's machine." And yes, shock of shocks
- to anyone who has immersed themselves in videogame gossip for the last
- two years, they even call the supply of Jag games "decent." Amazing
- what happens when you get the opinion of an outsider instead of we,
- the all-knowing digerati, eh? See such golden oldies as AvP given a
- fresh look, described not in terms of frame rates, but as "creative
- and exciting," and as a game that "delivers the goods." Enjoy Doom
- being talked about not for its resolution, but as "a successful
- conversion of a game previously thought would only work well on a
- computer." Note that Brutal Sports Football is not knocked as being
- "16-bitty." If you don't mind wading through a little blood and
- intestine, then by all means, check this magazine out - it'll warm
- your heart, not curdle your blood. All three games received 4-to-5
- skulls for fun and gore - they sound like winners to me!
-
- [Ed: And no whining about having to "walk through pools of acid" in
- AvP. These Fangoria writers are tough dudes.]
-
-
- =-=-=-=-=-=-=-=-=
- //// Fatal Design
- =-=-=-=-=-=-=-=-=
-
- No, we're not talking about the coding for Club Drive. We're actually
- referring to the newest Jaguar developer from France (joining the
- impressive console-mate UbiSoft). Fatal Design appeared recently on
- an CIS conference, with much interesting discussion (with some
- occassional, er, creative French) as to what they're interested in
- developing for the Cat.
-
- Fatal Design, whose credentials include a 3D API for the PC (Pro 3D
- Engine) as well as various Falcon 030 applications, has committed
- itself as a developer for the PC and Jag platforms (though they say
- Playstation may be possible some ways down the road). One of the
- reasons that they're enjoying taking on the Jag challenge is that
- they're quite interested in burrowing down "to the metal" and coaxing
- maximum performance out of the Jag architecture; the developers say
- unlike some other developers, they're not afraid of diving into the
- complexities of using a 5-processor system. The people at Fatal
- Design feel that when you get into sheer performance potential, the
- Jag is on a par with the Playstation (though they do concede that the
- Playstation is much easier to program).
-
- While Fatal Design couldn't get into many details about what games
- they were developing for the Jag, they gave out information about one
- of the Jag efforts on which they are focused: a brand new 3D engine to
- really make the most of the Jag architecture. They are critical of
- Atari's own 3D engine, which they claim inhibits the Jag's potential
- processing power. Their reworked 3D engine uses no 68000 code, as has
- been the case with other 3D engines; Fatal Design's code will be pure
- ASM, using the GPU, DSP and Blitter processors. This engine is being
- designed with 1700 quad/Gouraud polygons per frame possible; their
- engine will also use both gouraud and texture mapping. However, some
- phong shading will be necessary for real time games.
-
- As for their game plans, they plan on focusing entirely on cart games
- for the forseeable future. They will be developing both arcade-style
- and simulation games, and are exploring the possiblity of filling the
- RPG void in the Jag's lineup. They are studying the chances of
- employing a network setup, but say that the expenses of it may be
- prohibitive for a European-based company. They're aiming their first
- game at a mid-96 release. We wish them the best of luck!
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// A Refreshing New Game, With ICE
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Meanwhile, at the same conference, our good friend Pradip at Atari,
- who previously wrote Atari Works for the TOS series of Atari
- computers, handled test routines for the CD-ROM, and developed the
- CD+G capabilities for the Jag CD, gave the goods on what's becoming
- one of the most highly anticipated Jag releases, the ambitious Black
- ICE\White Noise.
-
- It seems that the newest hobby for Jag programmers is to completely
- rethink the 3D engine, and this game is no exception to the rule.
- This new 3D engine written specifically for the game operates at 30
- fps at a resolution of 320x200 - on the fly with no prerendering - and
- is capable of full motion in all directions (which should answer some
- questions as to whether the Jag is capable of such a thing); it is
- especially good, reports Pradip, at depth cuing. The game itself
- operates in a window of 224/180, with the rest of the screen being
- taken up by control panel operations.
-
- Black ICE/White Noise will make good use of Jag peripherals such as
- the generic NVRAM save carts [Ed: Memory Track carts.] that are on the
- way, as well as the six-button controller. (Which will be especially
- good for the fighting sequences in the game.) The team for the game
- consists of 3 programmers and 3 full time artists (as well as contract
- artists), who each put in 50 hour weeks. Still, Pradip says that it's
- not much more difficult to produce a CD than a cart; the only real
- differences are the sheer volume of data, plus the lack of Jaguar
- onboard memory.
-
- As for the game itself, it's a cyberpunk adventure set in future San
- Francisco (which should be interesting to compare to LucasArts'
- upcoming Calia 2095, which is also a first person adventure in the same
- setting). It will be a non-linear game, which though it features one
- main plot, will also be threaded with various subplots along the way
- which will lead you on different directions along that main plot. One
- of the most unique (and RPG-like) aspects of the game is that you will
- be able to interact with characters, and gain reputation in this way
- that will affect how you move along the main story. Some people have
- asked about comparisons to the game Virtuoso, based on some early
- screen shots of BI\WN, but Pradip couldn't comment as he hasn't seen
- the earlier game.
-
- This looks to be one of Atari's best in-house efforts to come along in
- some time.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// The BattleSphere Saga, Cont'd...
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Okay, folks, it's time for the latest entry in our serialized
- adventures of our friends at 4-Play, hard at work on the highly
- anticipated game Battlesphere. This installment finds the gang in a
- high-energy mode, with lots of updates and questions for everyone.
-
- On a more optimistic note, Scott recently posted that his local
- Software Etc., with its new, Jag-friendly stance, was more than happy
- to let him demo at their store.
-
- T-Bird responds to Scott's message:
-
- >Today, I was videotaping Battle Sphere and I found all sorts of
- >rendering bugs... I recommend this practice to anyone doing game
- >development.
-
- When you run at 30FPS, it's hard to spot a single frame rounding
- error. Maybe we're the only ones running at 30FPS...
-
- Still, you just _know_ there's gonna be a person or two out there
- who's gonna tape and freeze-frame this thing trying to find faults
- with it in order to prove it's not a "System Seller".
-
- >...in the 25-30 fps just about all the time. Sure, flood the screen
- >with ships, debris, explosions, and shots and we're down to 15 or
- >so, but man does this thing haul... Heh heh, no one's gonna figure
- >out the little magic trick it took to make that one happen...
-
- Reminds me of the olden days of 800 programming where there were
- things you could make the hardware do that the designers never
- dreamed of. This is so cool.
-
- Despite this being our 1st Jag title, it's probably going to be one
- of the first "3rd Generation" titles, where the hardware finally
- gets really exploited.
-
- And to think... we've discovered ways to make the next title we do
- even BETTER along the way!
-
- >Now if only I can make the deadline. Our next major obstacle is
- >activating the networking... That's going to be very interesting...
-
- I continue to plug away at it...
-
- T-Bird continues with another update:
-
- Latest cut of BattleSphere(tm) is running just fine. Framerate is
- indeed up, thanks to the special hardware 'hack' devised by Scott
- and Myself. Nobody has thought of this little ditty before... it's
- too COOL! For what it's worth, this little trick would have easily
- made DOOM a 320x240 game at 20-30FPS all the time...
-
- This game is running so smooth now. Things are shaping up nice.
- Scott's working on putting in the 'damage' that you see as ships
- get beat up. He also said something about working on the 'drive
- flares' that Chazz was asking for that I said we were going to add
- and that the ships were custom designed to accept them.
-
- There's some nice feedback when you hit someone or take a hit
- yourself, so people who saw the MiST version can rest easy now. The
- version we showed then looks like CRAP compared to how smooth and
- consistent THIS version is. I feel sorry for anyone thinking of
- writing a Jag Space-Battle type game now. We absolutely KILL X-Wing
- and TIE Fighter as far as the battle scenes work. Loads of things
- still left to do. I just worked out the code to handle the specific
- timing of CatNet, so once the packet handler is running, it will go
- off to Scott for incorporation into the game.
-
- Reminder: BattleSphere(tm) RULES!!!!
-
- A sentiment I don't think we're likely to forget with T-Bird
- around.... :> T-Bird continues (again) with a bit of a personal
- perspective of the game:
-
- I am anxious to hear what people think of the way we look now.
- Every day this thing gets better and better looking. The thing
- that's so cool about that screenshot is that the Jag is simply
- spewing frames at the time when it has that much going on onscreen.
-
- Actually, one of the coolest things about it is that you'll be
- playing the game and dodging someone's lasers and as you pull back
- the laser stream looms in your viewport as your view 'pans' away
- from it, and you can just sense the other pilot compensating for
- your evasive tactics as his next shots slide past all around your
- view and recede off into the distance. You get a real feeling of
- 'being there'.
-
- He then respons to a question from AEO's Mark Santora as to the sound
- capabilities of the game:
-
- >Let's talk about SOUND for a second. I know Steph is doin some
- >"AWESOME" music and you have some nice effects, but what else is
- >there? Are the engies just normal sounding? Is there a difference
- >between the races?
-
- Admittedly, we haven't given as much attention to the sound effects
- as we have the other parts of the game... this is mostly due to
- time constraints and some hardware problems (and those damnable 1/8"
- jacks on the F030's being the royal nuisance I always predicted
- they'd be.)
-
- We do have a couple of really killer samples which I have done, but
- we are far from finished with that part of the game.
-
- >And for my ONLY major suggestion/plea. PLEASE support DOLBY
- >SURROUND PROCESSING in the game. I know Dolby only charges a few
- >cents per unit - of anything. This would not only help set the
- >mood, but it would really be a KICK ASS addition to your game.
- >Imagine being able to put a Dolby symbol on your cover art? Very
- >Cool.
-
- While we certainly have respect for the Dolby Surround Sound
- process, putting it into an actual game is no trivial matter. We
- simply cannot afford the DSP bandwidth to handle the surround
- encoding and keep things like 30FPS and Networking. Heck, Atari has
- purchased the rights to an (already written) library of Qsound
- routines, and we cannot use them because we are pushing the hardware
- HARD.
-
- Even playing samples which have the encoding done on them already is
- dubious at best, because our sound manager positions the volume of
- each sample in "Stereo Space", so that people with stereos and
- headphones will be able to hear the guy shooting at them from the
- left/right. Moving surround samples left and right via our simple
- volume scaling technique would probably not sound very good...
-
- Frankly, the visuals are the part of this game which sets us apart
- from all other games. Reviewers rarely give a great looking game a
- bad review based on average sound.
-
- >I know you're busy with the gameplay and graphics - but don't
- >forget the SOUND!!!
-
- It's on our list.... somewhere AFTER 8-player network ;-)
-
- Sometimes it's interesting to get an inside look at the priorities of
- developers who have to juggle everything at once; just organizing a
- game can be as hard as actually coding the project. Incidentally, if
- you'd like to get an actual sample of sound from BattleSphere, check
- out the Bsphere preview page on the Intelligent Gamer Online site at
- <http://igonline.escape.com/atari/bsphere.html>.
-
- More on the vagaries of coding this game for a network:
-
- >How is the modem play comming? I assure you, that you and scott
- >would make AT&T very happpy beta testing BS againts each other :')
-
- That's part of the allmighty Network Code, which is progressing
- incrementally toward completion, but since I'm trying to do it
- "right", I have to test each little thing as I incorporate it, which
- means writing all sorts of 1-off test routines and status debug
- printouts, etc.
-
- T-Bird then answers a question regarding the concept of incorporating
- some sort of "power up":
-
- >My opinion regarding power-ups: please do not make us "buy" them.
- >I have never been a fan of this sort of scheme.
-
- I never have likes it either either... I just wanted to ask wheat
- everyone felt, and I think it would be quite boring trying to code
- up a "weapon-mart" screen too.
-
- I'm partial to the 'tractor beam' idea, or at least some sort of way
- to pick them from space.
-
- >Which reminds me. As for control, will the sensitivity of the
- >controls be user-adjustable? I can deal with it if not, it's not
- >that big a deal... but it would be nice to be able to play with the
- >control until it felt "comfortable". Of course, this might vary a
- >lot with the type of ship you're flying, so this might not even be a
- >sensible option.
-
- I think we have the control "just right". However, with all the
- different ship's characteristics it might seem like, say, the
- Annihilator seeming to have poor control after you just flew a
- mission in a Devastator. That's because that's how it's supposed to
- work. How would Super Burn-Out be if all the bikes could be adjusted
- to have the same characteristics? It's the same sort of thing. Some
- ships are at a disadvantage because they control differently than
- others (but might have super-powerful weapons or super shields to
- balance it out).
-
- >What are you guys going to do, after BattleSphere? I mean, how're
- >you gonna top _this_? ;-)<
-
- First, I'm gonna get some SLEEP!!!
-
- Then they'll be going to Disneyland... :> Scott joins in the discussion
- with a question about how to incorporate drained weapons into the game:
-
- OK guys, I'm knee-deep in coding and I have a couple questions...
- We now have multiple weapons active, some polygon-based, some
- bitmap-based. Here's the problem.
-
- When one depletes the supply of a weapon, should I:
-
- 1) leave the pilot firing nothing until he switches weapons
- or
- 2) Automaticelly change the weapon to another one, in this case I
- think a default weapon...
-
- Here's another question: When one switches weapon types, should I
- cycle through all possible weapons, or only those for which
- ammunition is available?
-
- BTW all videogames should animate their bitmap weapons. It makes a
- huge difference in the look... One of Doug's weapons really
- reminds me of the V'GER bolts from STTNG...
-
- As this is written, the verdict of the online audience was almost
- unanimous that when a weapon is drained, it should automatically switch
- to another device. Scott announced that he would incorporate this
- approach into the game. A little more detail on this:
-
- OK, it's partially settled. I'm going to put in automatic weapon
- switching, but here's the rub. Missiles, plasma bolts, and stasis
- bolts are qualitatively different weapons. Missiles are homing
- weapons, plasma bolts are glorified lasers, and stasis bolts are
- used to paralyze rather than damage a ship. So what I think I need
- to implement is most ofthem switching to plasma bolts then the
- plasma bolts switching to lasers. We're not going to do the Wing
- Commander thing and have 8 variants of the same weapon, each with
- their own bitmap. As far as forcing some ships to switch manually,
- forget it, that's bad game design IMO, you don't make things that
- get in the way of players. This drives me ABSOLUTELY NUTS in the
- SNES game Vortex.
-
- Especially when you have to cycle through them to get to working
- weapons.
-
- To cop a line, it's getting better all the time. Thanks once again to
- the team at 4-Play for these enticing tidbits!
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- //// Quandries and Reflections
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- Okay, my online friends, I think we should spend a little quality time
- now. A little while ago, I posted a message on CompuServe that seemed
- to be well-received; I wanted to take some time to expand upon it now.
-
- This last week has been a harsh one. Many of us were anticipating the
- release of the JagCD on August 24th, the same day that a certain
- monolith of an operating system was released. In some areas of the
- Atari cyberworld, countdowns were held, but at any rate, there was a
- certain enthusiasm that this peripheral was finally going to get in our
- grubby l'il hands. It really isn't so much the software, though much of
- it is promising; it was the opportunity to have a promise met. And in
- the end, it wasn't.
-
- Yes, in letter, the unit was indeed *shipped* to some distributors on
- August 24, but most of us know that's a technicality that doesn't live
- up to the spirit of what we expected. Yes, a three-week delay isn't
- much, and most of us were prepared for the CD-ROM to actually arrive
- on shelves a bit later than the announced date anyway. But we wanted
- that unit; maybe it was to prove something about ourselves, about how
- well-founded are the things in which we place our loyalty. And when
- this date fell through, it's hard not to feel a sense of loss and
- hurt. Games aren't really supposed to matter, but maybe it's human
- nature to invest more than that in these silicon wafers and compact
- discs.
-
- Yet, we've gotten past that before, and indeed, we've been rewarded
- with honest-to-God treats like Alien vs. Predator and Iron Soldier. Why
- is this so hard to get over? Maybe the answer is not so much that we
- can't or that this is such a grievous corporate injury; maybe many of
- us simply don't want to anymore. A lot of loyalists have expressed this
- emotion lately, and I understand it. I feel part of it. Many of us
- so-called "die-hards" don't want to wait because, really, they don't
- have to.
-
- Around the corner is a new, sexy up-and-comer called the Sony
- Playstation, with all the flash and self-promotion of a Cecil B.
- DeMille epic. You look at some of their slick ads, and more so, their
- dreamlike texture-mapped images that seem to be tossed out as easily
- as cards in the wind, and something connects. I think of the emotional
- analogy of WWII survivors getting dropped shipments from the Allies
- packed with that one, delectable Hershey bar. Some of us sense
- ourselves as being deprived, and we look for the alternative to that
- state. Certainly none of the other pretenders to the throne have
- provided that; but now the future seems apparent in a rare cross of
- high-technology and MTV advertising mega-blitzes, and damned if it's
- not working. Even I want one. Even though I know that much of it will
- be more glitter than anything else, it's working a spell. No wonder
- people are kicking off their Atari shoes in varying measures of
- resentment and betrayal.
-
- So why are some of us, a real core of us, staying around? It's not just
- a matter of staying with a sinking ship. Almost all of us are much
- smarter than that; and more, many of us don't believe that the ship
- =is= sinking. But the evidence seems to point so much to the contrary.
- Software for our Jag comes out at a trickle, while the Playstation's
- masters at Sony sneeze and come up with a new handful of developers.
- Sony's advertising budget for this unit may be larger than Atari's
- entire budget. Can't we see straight? Are we so committed to Atari
- that we can't see the blatantly obvious anymore?
-
- I guess the only way I can answer these hard questions is by
- explaining Atari from my perspective. A year ago, I came onboard AEO
- as a writer, to collect your impressions. I was very much impressed by
- the quality of the people working on this digizine. I didn't find
- fanatics, I didn't find people who ate Atari, breathed Atari, and let
- Atari seep through their pores. And I certainly didn't find the kind
- of obsessed, racist idiots who, unfortunately, have sullied the world
- of printed videogame magazines of late. I found people who had an
- interesting viewpoint and hobby, and who would connect me with others
- who shared that. So I gladly accepted the offer to link up and start
- passing along all manner of online musings.
-
- What drove me to Atari? What made me want to get more involved? It
- wasn't that I had a deep, undying respect for the corporate philosophy
- that Atari represents. It wasn't a glorious track record, certainly.
- It wasn't history, or loyalty, or "I've got the biggest, most powerful
- gun on the block." And it wasn't any emotional necessity to see Atari
- redeem itself in some unexpected stroke of corporate genius; I knew
- the track record and what I was probably getting into. What brought me
- closer into this fold was that I liked the games I saw coming. And I
- still do.
-
- I admit, I'm fascinated by many of these other-system games. And yet,
- I want much of what's coming down Atari way. Highlander. BattleSphere.
- Phase Zero. D2K. Varuna's Forces. Black ICE\White Noise. AvP2. Iron
- Soldier 2. I won't get those anywhere else; I find them intriguing.
- And I continue to get wonderful use of my favorites that have already
- come. Oh late, most certainly, but they have come.
-
- So, we're faced with a clear future with the Jag as a niche player. But
- this is not a death sentence, as Apple has proven. There is no
- guillotine waiting after December 31st if the machine fails to reach a
- certain sales point; God knows that Atari has been pronounced dead by
- very intelligent people and then just kept on running. And there's no
- indication that things will be any different in the near future. Which
- means that I'll still be able to play those games that I want to play.
- I don't give a damn about corporate machinations or skullduggery. Will
- my machine continue to support the product I want to see for it? We can
- only speculate, of course, but I see no reason why it won't. There are
- too many people who won't let it; loyalists who don't see any reason
- to abandon something that suits them just right, extremely talented
- programmers sweating to bleed every possible pixel from the Jaguar
- architecture, unsung heroes like Don Thomas and Laury Scott who have
- shown a loyalty and comm itment to the customer to a degree that would
- be startling in most companies.
-
- The bottom line is that as long as the games that I want to play are
- still on Atari's horizon, I'll continue to enjoy them. And if good,
- unexpected things happen along the way, like the recent taking on of
- the Jaguar by Software Etc. stores, then so much the better. But what's
- important for all of us is that if you enjoy the games, then Jaguar
- works for you. If you don't like what they've come up with, then
- perhaps it's not for you. I don't think that's an unfair standard in
- which to hold Atari and the Jaguar.
-
- Me, I like what I've gotten from them. And maybe, just maybe, it's that
- simple.
-
- =-=-=-=-=-=-=-=-=
- //// Ciao bella!
- =-=-=-=-=-=-=-=-=
-
- Okay, enough of the personal proselytizing. Check this space next time
- for more of the new... That's the dish for this ish!
-
-
- --==--==--==--==--
-
-
- ||| Flashback
- ||| Review by: John Hardie
- / | \ GEnie: EXPLORER.3
- ----------------------------------------------------------------
-
- In Flashback, you assume the role of Conrad, just awakening on the
- planet Titan with no memory of who you are or why you are here. Armed
- with only your gun and your shield, you set out to re-discover your
- identity and explain your current situation. You must travel through
- seven different stages in a race to regain your memory and save the
- planet Earth from alien invaders.
-
- Flashback is a great platform/RPG type of game; very similar to Prince
- of Persia. There doesn't seem to be any variables in the gameplay; it
- is very straight-forward, requiring you to complete one task before
- going to the next. The odds of you getting stuck somewhere because you
- didn't accomplish some previous task are slim to none. The seven
- stages you travel through are fairly large so don't worry about
- finishing this game in a day. Below is a brief summary of each stage:
-
- Stage 1 - You awaken on the Planet Titan with no memory of past
- events. You find a holocube, which gives you instructions what to do.
-
- Stage 2 - You find your friend Ian, who restores your memory. He sends
- you to his friend Jake to get papers to enter the Death Tower show and
- win a ticket to Earth. You must get a work permit and complete odd
- jobs to earn the 1500 credits that Jake wants for the papers.
-
- Stage 3 - The Death Tower TV Game Show. Survive and win a ticket to
- Earth.
-
- Stage 4 - You arrive on Earth and the aliens quickly discover you and
- try to kill you. You escape their grip and find the alien
- headquarters.
-
- Stage 5 - The base of Paradise. You discover the alien plans to dominate
- the human race but are captured by the aliens in the process.
-
- Stages 6 & 7 - You end up on the Planet of Morphs. You search for info
- to destroy the planet by setting an atomic charge.
-
- Along your journey, there are many objects you can acquire and
- interact with. Objects you can pick up are:
-
- [] Holocube - Gives you info to start you on your journey.
- [] Force Field - Stops enemy bullets. Time it right because it only
- lasts a second.
- [] Stone - Useful for activating cameras and pressure pads.
- [] Credits - Form of money needed at certain points in the game.
- [] Magnetic Cartridge - Creates an energy source when charged at an
- energy generator.
- [] Mechanical Mouse - Can be picked up. Useful for setting off traps,
- pressure pads, cameras.
- [] Exploding Mouse - Explodes on contact. Can be picked up when it's
- not moving.
- [] I.D. Card - Necessary for access and identification.
- [] Key - Used to open key lock.
- [] Teleport Receiver - Can be thrown and re-used. The receiver marks
- the spot you will appear when you activate the Teleport Control.
- [] Teleport Control - Beams you to the Teleport Receiver.
-
-
- Other objects you encounter can be interacted with. These include:
-
- [] Teleport - Teleports you to specific place.
- [] Energy Generator - Used to recharge your shild or magnetic cartridge.
- [] Switch - Opens a door or calls an elevator.
- [] Camera - Same as a switch. Can also trigger a laser cannon.
- [] Pressure Pad - Same as a switch, Can also set off an alarm.
- [] Card Lock - Can only be opened with card.
- [] Key Lock - Can only be opened with key.
- [] Save Marker - Used as a save point during a level so you don't
- have to start the level from scratch.
- [] Disintegrator - Lose a life if you cross it.
- [] Electrified Floor - Run and Jump over it.
-
- There are an abundance of enemies and hazards you will come across as
- you make your way through the game. As well as numerous enemies that
- shoot, morph, and de/re-materialize, there are some hazards that
- can't be destroyed and must be avoided:
-
- [] Land Mine - Jump over to avoid.
- [] Falling Mine - Passing under it causes it to fall.
- [] Laser Cannon - Activated by a pressure pad or camera.
-
- Conrad can perform more than a dozen different moves including
- jumping, running, climbing up and down, somersaults, and shooting his
- gun. The controls can be tricky at first and the moves take a little
- time to master so it's best to spend a little time practicing. My
- suggestion is to use the first level as a training ground; testing the
- limits of your jumps, and trying out all the somersaults and shooting
- manuevers. Once you have the controls down, you'll be able to move
- around pretty rapidly. Don't run into unknown regions too fast though,
- because a fall of more than two floors means certain death. It's safer
- to hang off a ledge, rather than walking or jumping off it, when going
- to a screen below. This allows you to scout out any trouble that might
- await.
-
- When you first turn on the game, you are greeted with an animated
- cinema sequence of events that show Conrad being chased and shot down
- by an alien craft. Likewise, there are many of these cinematic
- sequences throughout the game, linking events together and showing the
- passing or collecting of objects. These scenes are nice and help the
- story along but graphically they aren't up to par with what the Jaguar
- can do. My guess is that the cinema sequences were ported over from
- the 16-bit versions and not refined or enhanced at all. The in-game
- graphics are well-drawn, detailed and crisp but seem a little lacking
- in color.
-
- The sound in this game is well above average. The music that
- accompanies the opening animation is great and really puts you in the
- mood to do some blasting. Unfortunately, once the game starts, there
- is no music, except at certain points in the game when you are treated
- to a short tune. The sound fx are accurate and do the job well, but
- they're really nothing to get excited over.
-
- After the opening animation, you are taken to the Main game screen.
- From here you can select to start a game, enter a password, change
- options, or run a demo of the game. The password screen lets you enter
- a password up to six characters long which will take you to the
- beginning of the level you are playing. Passwords are given out at the
- start of every level so be sure to write them down (HINT - if you like
- guessing at passwords, they don't have to be six characters long and
- the obvious ones (USGOLD & JAGUAR) don't work). One of my big gripes
- with the game is the fact that the passwords take you to the start of
- a level and not the save point that you last saved the game at within
- the level. The causes you to replay a level (which I mentioned earlier
- are fairly large) to get back to where you were. Make sure you have
- enough time set aside to complete a level when playing this game.
-
- The options screen has five different options for you to select.
- Difficulty settings can be set to Easy, Medium, and Hard. You can
- select the game text to be in English or French. Selecting controls
- will allow you to customize your joypad controls to anything you're
- comfortable with, but it doesn't seem that they're saved to memory.
- The option screen also has 2 sound test modes; TEST TUNE and TEST FX.
- Naturally, the first will let you select any of the game music and
- the second will let you listen to any of the game's sound fx.
-
- Overall, the game is well worth the money to someone who has never
- played it before. I imagine if you've already completed the 16-bit
- version, you probably wouldn't find anything new to keep you
- interested here. But for someone like myself who has no prior
- experience with FLASHBACK, this game keeps me coming back for more.
-
- Before I finish and give my ratings, I'd like to touch on a couple of
- bugs I encountered while playing. Twice while playing, I lost all
- sound (music and sfx). This happened both times while I was bypassing
- the animations by pressing "PAUSE". The game completely froze once
- although I don't remember what I did to make it happen. The last
- problem I had involved some serious slowdown. Although the entire game
- suffers at various points from slowdown when too much is going on, one
- time the entire game kicked into slow-motion. Everything was crawling
- along and I couldn't get it going again without turning the game off
- and on. This problem with slowdown is outrageous on a machine like the
- Jaguar; there's really no excuse for it. Anyway onto the ratings.
-
-
- //// Final Ratings
-
- Title: Flashback JagNet: No
- Design: Delphine Players: 1
- Published by: US Gold Availability: Now
- Retail: $59.95 Age: K-A
-
- A Summary of ratings:
- "*" is a whole
- "+" is a half
- 5 stars maximum
-
- Graphics - *** Nice and fluid, but the limited color palette used
- is a waste.
- Audio - *** Again, nice - but sparse.
- Control - **** Lots of things your character can do. Takes time
- to master the controls though.
- Gameplay - ****+ Long, involved adventure. Plenty of puzzles.
- Overall - *** A very unenthusiastic port of a two-year old game.
- Thanks, but try harder next time.
-
-
- Key to Ratings:
-
- ***** - Excellent
- **** - Great
- *** - Good
- ** - Fair
- * - Poor
-
-
- --==--==--==--==--
-
-
- ---------------------------------------------------------------------------
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- -- --
- -- To sign up for CompuServe service, call (voice call) (800) 848-8199. --
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- -- --
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-
-
- --==--==--==--==--
-
-
- ||| Atari Artist
- ||| By: Peter Donoso & Fadi Hayek
- / | \ GEnie: EXPLORER.2
- -----------------------------------------------------------------
-
- Just when it started to look as if everyone had left in pursuit of
- things extraneous and otherwise unrelated... yet another issue of
- Atari Artist emerges from the certain mists of uncertainty! Well, as
- you may know first hand, there ARE some things in this world - things
- like yet another George Romero body rising from yet another Night of
- The Living Dead Hollywood grave, or yet another moviegoer willing to
- continually put out money to see yet another George Romero body rising
- from yet another Night of The Living Dead Hollywood grave - that just
- refuse to be killed off that easily.
-
- What's happening out there in Atari land? The answer really depends on
- whether the sentiment, "Hope springs eternal." either thrives and
- flourishes daily amidst their philosophical garden... or, cringing
- from the light of rising optimism, continues to disintegrate as a
- rotting corpse of pessimism, returning to the fallow ground of their
- philosophical cemetery. For those devout urban city romanticists out
- there with 'ner hide nor hair of either a garden or a cemetery in
- sight, simply put - you either have faith, believe and get up every
- morning... or you don't - and remain curled up in a fetal ball,
- cowering beneath the bed sheets of inconsolable depression!
-
- What's that you say...? Yes, Virginia, even as you read these very
- words, new programs and products are most assuredly being developed
- for our beloved computer platform,. Though only a small percentage of
- these are U. S. and Canadian-based companies, most hail from exotic
- European ports, far beyond the shores of our own Windows-besieged
- Americas, from which these somewhat irregular dispatches continue to
- be published. And though we may feel, at times, like a former patriot
- now exiled to some obscure island where few know or have heard of
- "Atari "- and even fewer speak our "language," - still we manage to
- remain comfortably warm sitting in front of ours till-thriving network
- of electronic campfires. If the buffalo managed to prevail throughout
- their long, hard journey back from the edge of extinction... well, to
- paraphrase a great American musical rascal, "One never really knows -
- do one?"
-
- Sure, the other guys may have these rad-looking mountain dirt bikes
- that can be coaxed into doing all kinds of whirly flips and whatnot,
- but watch their mouths bite the dust when you run that rad German demo
- that covers your screen with undulating mandelbrots as that MOD file
- cranks out a bitchin' set of Tangerine Dream-y tracks! As we're often
- reminded, it's the quality of the resulting end product - not the name
- or the packaging - that really matters. And we've been given some
- pretty awesome tools to produce a whole lot of amazing results.
-
- Great tools! There are large areas of the globe, - in some cases even
- entire governments - operating on nothing more that a few old 8086
- text-based PCS, who would think they had died and went to heaven if
- someone showed up at their doorstep with a couple of Atari 1040STs.
- When all's said and done, it really comes down to that good
- old-fashion notion of relativity - one man's ceiling is another man's
- floor.
-
- One of the mixed blessings of being human seems to be our relentlessly
- driven need for improving (i.e., gaining even more control over) our
- environment. The great part about this evolutionary mandate is that we
- continue to explore, create and evolve. I'm just as easily thrilled
- by new displays of technological advancement as any other wide-eyed
- youth, but as I've moved through the ensuing years, I've also come to
- notice that every step forward casts a new shadow wherein some things
- of intrinsic value have been left behind, sprawled amidst the ruins of
- our former inconveniences. I'm talking about this depressive malaise
- that seems to ooze over cutting edge computer junkies - though anyone
- who owns a computer thinks they're immune to this virus is just
- kidding themselves - whenever the latest speed & power barrier bench
- mark has been broken.
-
- This is not merely a case of being attached to "old ways", or old
- machines, for that matter. Though more than a few artists will assert
- that, for all the strikingly visual graphics computers may be
- artistically capable of rendering, nothing still brings as unique an
- experience of satisfaction as working with the texture of real paper
- or the smell and tactile interaction between paint, bristle, canvas
- and hand. A fair number of musicians will staunchly maintain similar
- sentiments on the tactile placement and resulting sound between
- fingertip and string or key, lip and reed. Yet both art and music,
- when rendered through the medium of computer chip and monitor screen,
- are arguably no less artistically valid creations than their "analog"
- counterparts. And whether it's an Atari ST, a Falcon 030, a TT, an
- Amiga 5000, a SGI workstation, a PowerMac or a Pentium PC, it's still
- art. And art... is life!
-
- Although it's often all-too-human a reaction,, the value of any
- artistic expression, regardless of whatever method employed in its
- pursuit, cannot and should not be defined solely by assessing the
- speed and level of intricacy attained but rather elements in the
- overall depth of interplay between "creator" and "creation." Atari
- computers have always had a great reputation for combining a powerful
- electronic data engine with an intuitive user interface and the
- tightest coded applications of any computer platform out there. One
- only needs to journey to the halls of Microsoft's little-known
- "Recompiler Division" to watch as the latest "finished" product is
- deposited on the desk of a programmer with years of experience on the
- Atari platform who is now being given the directive to "cut the size
- of this beast in half!"
-
- One major drawback of technology's relentless march towards a "better
- tomorrow" is that we rarely end up staying in one place long enough to
- actually experience the full potential of what we presently "have."
- We're of ten looking so enviously at what's about to arrive that we
- only lightly touch upon the true significance of what we're actually
- holding in our hands at any given moment. Perhaps "being human"
- intrinsically promotes this genetic imperative, this powerfully
- convincing lure which entices us to subsist solely upon the "surface"
- of our lives with the promise of a far happier existence from having
- the "latest and greatest", all the while blinding us to the subtle yet
- pervasive consequences in its pursuit. To the content of our lives and
- the exacting price they demand in return. Far too often we end up
- failing to notice the fact that, up there on the surface, "people" and
- "things" start to become somewhat interchangeable commodities -
- equally dispensable, as easily swapped as those new clothes or that
- new car... or that new computer.
-
- Your Atari can still do so many more amazing things than you've ever
- dreamed of. Chances are, even the staunchest of Atari users out there
- has only touched upon a fraction of the power and capability of their
- machine. I use my Ataris for digital audio and MIDI sequencing,
- notation & scoring, a large variety of desktop publishing situations,
- drafting kitchen & bath floor plans and elevations, sophisticated word
- processing, some pretty sophisticated spreadsheet calcs and database
- management, eye-grabbing graphics designs, photo scanning and
- retouching, faxing and world-wide modem communications, great game
- play sessions... and I'm still constantly discovering new techniques,
- new tricks, surprising new uses for previously-assumed familiar
- applications and features.
-
- Taking a moment to break our transfixed envy and gaping sense of
- unfulfilled longing at that larger, lusher, greener lawn on the other
- side of the fence and shifting our point of view to what lays at our
- own feet offers us an opportunity to reacquaint ourselves with how
- marvelous our side of the fence has always been... and, in fact,
- really still is. Where DID that all-consuming passion for finally
- acquiring our most recent, (remember the first day you plugged in your
- brand new Atari computer and fired it up?) absolutely-got-to have-it
- desired technological wonder disappear to? A sense of overwhelming
- disdain at the all-too-familiar? boredom? That cavernous feeling of
- "incompletion" triggered by a sudden glimpse and the near-
- instantaneous mental reaction of, "Woah, look at the computer THEY'VE
- got!"?
-
- I'm not denying the obvious advantages brought about by next-
- generation technology - but considering the fact that each new
- "powerful" application presents a longer learning curve and requires
- exponentially greater amounts of time in order to attain that roster
- of touted "new wonder features," one begins to ponder upon the
- original premise for using computers to begin with: they'll enable us
- to increase the amount of our everyday productivity output while
- reducing the amount of time otherwise required to accomplish the same
- task by hand. Has the development of bigger and better computer
- hardware/software really moved us towards more leisure time for other
- pursuits... or just more time logged in front of a screen?
-
- In case being immersed in the data stream has wiped out major sectors
- of your mental server, beyond that wall of virtual reality lies a
- whole world of unbelievable realism... it's called planet Earth! And
- what about that piece of "yesterday's technology" that we suddenly
- feel saddled with? Can the value of what once intrigued and captivated
- us be swept off the table so easily in a few months by the sudden
- appearance on the horizon of a "bigger and even more improved" object
- of computational fascination? Does it make any sense that we've barely
- explored a few of the over two thousand digital rooms we presently
- have access to, only to suddenly re-evaluate their overall worth as
- having been greatly diminished, just because the "machine over there"
- has two hundred THOUSAND rooms to choose from?! How many rooms can one
- person visit - let alone take up residence in - at any one time? How
- many programs can any one person develop a sweeping command of, or
- master all the possibilities each has to offer?
-
- Think about it: where IS yesterday's wonder? How could that feeling be
- so completely wiped from memory by the mere inkling of yet another
- product which bears that all-bewitching label of supposed superiority
- - "better" - when we've got this incredibly great machine sitting
- there, right in front of us?
-
- A wise man once said, "To be truly happy is to know the real value of
- what one already possesses..." and the wisdom to understand that,
- despite all the longings and desires for that cutting-edge piece of
- new technology machine they may feel so inexplicably empty without...
- there will always be yet another "better," "more improved," "top of
- the line" one right around the corner. "New" does not ALWAYS
- necessarily mean "better!"
-
- _/ _/ _/
-
- 'Nuff philosophical meanderings for now - time to get back to the
- Atari world-at-hand - or "world-IN-hand", as it were. At this past
- Canadian Atari A.C.E. show I had quite a bit of opportunity to put my
- hands on a number of products, more than a few which had been
- previously described in past issues within the electronic pages of
- Atari Artist. No matter how much in-depth, evocative text or
- descriptive captions accompanied by pretty screen shots you may read
- and see... there ain't nothin' like trying out the real thing! The
- most impressive experience by far was in being able to check out NEON,
- an amazing 3-D rendering/animation program which boasts some very
- impressive features and capabilities.
-
- Compo, who will be distributing the program in the U.S. this fall,
- offered showgoers a 15 minute VHS video display using a standard VCR
- which featured a very slick series of various NEON-created animations,
- most of which looked very cool! Of course, one would need some kind of
- additional cartridge port-based hardware in order to translate the
- computer's RGB video signal into a suitable format for displaying on
- TV... not! Imagine being able to transfer your NEON-generated
- renderings and animations directly from your Atari computer DIRECTLY
- TO TAPE, in real time, using ONLY the Falcon's built-in RF video (TV)
- out port!!!
-
- For those of you who may not understand the full implications of
- this, Macs and PCs both require additional card-based or external
- self-contained hardware in order to export video to an outside source,
- such as a VCR... but not with the Falcon! Resolution quality, although
- far from meeting actual TV broadcast standards, was amazingly good -
- impressive enough to show to a client as a preliminary to the final
- print of your animation's script and execution of concepts. Rendering
- and textural mapping were awesome, and maintained impressive integrity
- throughout a variety of changes in camera angle and light sources.
- NEON features a main Editor, where most of your objects are created,
- which divides the screen into separate top, side and front 2-D section
- views, along with a fourth, 3-D window set to any desired view point.
-
- Anyone interested in getting into serious animation who's been put off
- by the formidable task of using numerical-based interfaces for
- rendering and animation will love NEON's more visually object-driven
- approach for mapping textures to moving objects and creating all kinds
- of great looking effects. Although no final price has been set,
- expect a mail order price of somewhere from $350 to $450 - a bargain,
- considering the average price for comparable programs easily runs from
- $650 to well over $1,000 (don't forget, this doesn't include the
- $400-$1500 cost of an additional hardware interface for exporting your
- video signal)! NEON is one very sophisticated program which can
- accomplish some amazing results.
-
-
- //// Software-Based Atari Emulation On The Mac
-
- Those of you out there who heeded the whispers of doomsayers and
- ended up succumbing to the dubious "absolute necessity" of moving over
- to another computer platform as "former Atari users" but still
- secretly miss the familiar features and ease of use of their former
- favorite Atari programs, take heart! With a choice between the
- GEMulator, and the subsequently released Janus card (see below for an
- update on this popular German product), PC owners were able to run
- Atari programs on a non-Atari computer. Both products were limited in
- being able to make only certain features of their former favorite
- machine available, and both required hardware boards which
- necessitated the additional installation of TOS chips and independent
- RAM memory - and still do! Why couldn't someone come up with a way of
- utilizing a CPU's existing on-board hardware to emulate an Atari
- through software alone? Well... they have!
-
- I had the opportunity to road test MagiC Mac, the software-based Atari
- emulator for all 030/040 Macintosh computers. This was wild! MagiC
- Mac had Calamus SL alongside Atari Works and a number of Atari desk
- accessories, all running in their very own Atari GEM-based desktop
- shell... on a Macintosh Quadra 610! Most impressively, as I switched
- between various applications and put each program's features through
- its paces, I watched as dialog boxes and windows flew open and close,
- screen redraws were rendered with blinding speed and a variety of
- accessed features were completed in record time. In short, everything
- was flying with amazing speed... AND all in true multi-tasking mode.
-
- A special key command allowed me to toggle between the Mac and Atari
- GEM desktops with no discernible glitches, and I could even copy and
- paste text AND graphics straight from a GEM application right to the
- Mac clipboard! The one present requirement is that most Atari
- programs are well-behaved GEM-based applications.
-
- German programs are notorious for abandoning GEM in favor of custom-
- designed environments which they claim offer greater control, speed
- and flexibility. A number of German developers for programs which fall
- into this category (such as Calamus and Digital Arts' DAs Layout and
- DAs Picture) are offering slightly modified MagicMac versions of their
- applications. There's also a program called GT Look for accessing
- Epson scanners through MagicMac directly from the Mac's SCSI port. Two
- additional modules are also available: the COPY module turns the
- scanner into a color copier by enabling output of the scanned image to
- almost any printer; the Optimizer module enhances images during the
- actual scanning process.
-
- A good number of other non-GEM applications which use unorthodox
- interfaces may still end up being excluded but it's not a hard 'n fast
- rule, and I'm told the next released version will be more tolerant in
- allowing both TOS and other non-GEM based programs to run equally as
- smooth as any GEM application. Truly an impressive product!
-
-
- //// Hardware-Based Atari Emulation On The PC
-
- Version 4.0 of GEMulator, Mountain View's PC hardware card-based Atari
- emulator for any 486 or Pentium-based computer running DOS/Windows,
- was shown running on a 486 DX laptop under a beta version of Windows
- '95 with no apparent problems. Most programs seemed to run smoothly
- and quickly. Switching between a variety of Atari resolutions went
- off without a hitch.
-
- Plugging into either an 8-bit or 16-bit EISA slot in your PC, Version
- 4. of GEMulator also now offers both MIDI and sound card support.
- GEMulator allows you to:
-
- _/ Run GEM in any one of a number of resolutions, including Super
- VGA and Moniterm graphics resolutions of 800x600, 1024x768 and
- higher.
-
- _/ Move, copy, delete and execute DOS and Windows programs direct
- from any GEM window. Double-Space & Stacker HD partitions are also
- supported.
-
- _/ Access your PC's CD-ROM drive directly to either run DOS/Windows
- and Atari programs or load any data file.
-
- _/ Emulate from 512K up to 14 megs of Atari ST memory.
-
- _/ Paste clip art directly into your Atari programs.
-
- _/ Run multiple Atari desktops simultaneously, with each one running
- a different program in different screen resolutions.
-
- This effectively offers a majority of important features found on the
- actual Atari platform to those who feel they must work on the more
- complicated, headache-ridden PC computer platform. Speaking of being
- continually surprised at how powerful an Atari computer can be, I
- also had a chance to run a number of programs and demos off of the
- second Crawly Crypt (II) Atari CD-ROM. I both saw and heard some
- sense-popping visuals and music output from this disk chock-filled
- with folders devoted to ST, STe, TT and Falcon related applications.
- To be sure, an eye (and ear) opener for anyone who thinks Ataries are
- second-rate has-beens!
-
-
- //// Sampling Some Sound Wizardry
-
- I also had the opportunity to both see/hear and play with Zero-X at
- the Wizztronics booth. Demoed by none other than Atari Artist's own
- Fadi Hayek, the audio wonderkund was wowing both musicians and
- non-musicians alike with this impressive program's arsenal of sound
- manipulation in the digital domain. To top it off, Copson Data has
- added a number of improvements and new features since the version
- demonstrated at the show, all of which are outlined further on this
- issue.
-
- There were a number of other exciting updates for a number of popular
- graphics programs, including the latest version of SKWare's amazing
- graphics paint program, Seurat 3, and a nearly-completed major update
- to In-Shape, the comprehensive 3-D rendering program available in
- North America from Canada's CyberCube (new features for both programs
- are covered further on in this issue.)
-
- The CyberCube booth also featured a Medusa 030, the versatile
- TT-clone, specially housed in a sleek black mini-tower case and
- running at a blistering 48mHz. Over in the Steinberg booth Ray
- Williams had Cubase Audio Falcon running on one of C-Lab's Falcon MKII
- machines. Unquestiona- bly the most impressive of all the 3rd party
- Atari machines out there, however, is the Eagle! Though sadly not yet
- quite ready in time for an appearance at this show, we'll also take a
- closer look at this very flexibly configurable machine later on in
- this very same issue.
-
- All in all, I'd say the future looks amazingly alive and well... for a
- platform that is supposedly "dead!" So here's to Atari owners
- everywhere - and to our immortal platform, the "nosferatu" of the
- computer world. Long may it haunt the corridors of our digital dreams
- and continue to render out of the vast dark night of our computer
- screen such creations as only our wildest imaginings could ever
- possibly have conceived! And now, without further adieu... away we go!
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ M U S I C N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ ATARI VERSION OF LOGIC 2.5 TO BE AVAILABLE
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- EMAGIC has confirmed that it will be offering a version of Logic 2.5
- for the Atari, Slated for release sometime in the next few months, the
- latest update reflects a majority of its Mac platform version's latest
- improvement s,offering a number of new features which include:
-
- _/ Improved tempo features
- _/ Lock event to SMPTE
- _/ A Touch Track feature for assigning any MIDI event to a keynote,
- including Group events
- _/ Notepads independent of time
- _/ A thoroughly rewritten manual
- _/ A new polyphony tool to facilitate and draw floating split points
-
- Cost of this update to registered users will run somewhere around
- $140. As to the question of whether the next update of Logic Audio
- will be ported to the Atari Falcon - the jury is still out on that
- decision. EMAGIC seems to be adopting a cautious, wait-and-see
- attitude concerning the Atari platform's ability to maintain enough
- users to warrant a new release. Though reluctant to state that the
- Atari line of EMAGIC products has ended its run , it's more than
- likely that the degree of third party clone manufacturers' success
- will be the determining factor in deciding the fate of future releases
- for this very impressive product.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/
- _/ MUSIC MESSE UPDATES
- _/_/_/_/_/_/_/_/_/_/_/_/
-
- Some e-mail comments from EMAGIC on our recent German Music Messe
- report have called for a few corrections.
-
- _/ Apparently the event was held March 8-12th rather than in
- February, as originally stated.
-
- _/ There may have been some confusion concerning the company's primary
- country of residence; although EMAGIC has established an office in
- Nevada City, California to handle distribution here in the States,
- they have always been a German-based company. Their respective
- addresses are:
-
- EMAGIC Inc. USA
- P.O. Box 771
- Nevada City, CA 95959
- (916) 477-1051
- (916) 477-1052 Fax
-
- EMAGIC Hard & Software GmbH
- Halstenbeker Weg 98
- D-25462 Rellingen, Germany
- +49 4101 4765 0
- +49 4101 4765 99 Fax
-
- _/ As to the variety of situations concerning C-LAB vs. EMAGIC , not
- to mention C-LAB vs. EMAGIC vs. Steinberg, and to distinguish the
- current incarnation of C-LAB from it's former association as the
- company which brought you Notator, Creator and a number of other
- ground-breaking MIDI-based music software products, along with
- such innovative hardware products as the Unitor, we quote from a
- message by Gerhard Lengeling to the mailing list for EMAGIC's
- Logic:
-
- "In 1992, after a "non-solvable" (sic) problem with the owner of
- C-LAB, Sven Kindel, Chris Adam and I founded EMAGIC GmbH, based in
- Hamburg, Germany. All programmers of C-LAB and almost all employees of
- C-LAB are now working for EMAGIC. In the beginning of 1994 we also
- started EMAGIC Inc. based in Nevada City, California".
-
- _/ Regarding our evaluation that there was no love lost between
- former major competitors C-LAB & Steinberg, we've been told the
- same now holds true for EMAGIC & Steinberg. In the company's
- (EMAGIC) estimation, "C-LAB has made connections with Steinberg
- and not with EMAGIC for apparent reasons" (one would assume they
- are alluding here to C-Lab's release of the Falcon 030 MK II as
- being in Steinberg's vested interest for providing continued
- hardware product on which to run their Cubase family of software
- products.) "C-Lab has found a willing ear, and cooperation for
- their further development of the Falcon (which is not bad in
- itself!)"
-
- _/ Notator SL, Creator, Logic, and all related hardware extensions
- are now exclusively copyrighted by and available through EMAGIC
- GmbH.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ COPSON DATA RELEASES LATEST VERSION OF ZERO-X
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Swedish developers Copson Data have announced the latest update to
- their powerful sample-editing program, Zero-X, which is distributed
- exclusively here in the U. S. by Wizztronics. For the benefit of those
- of you who may have missed it, we've recapped our initial description
- of this impressive application from a previous issue of AEO, followed
- by a list of the latest added features.
-
- This truly amazing digital sample processing software package is
- something that will make all you Cubase Audio Falcon and sample
- aficionados out there really jump up and shout to the rafters!
- Although it can be used on any Atari computer, from a 520 on up,
- Zero-X is really custom-made for the Falcon 030. The program was
- written to take full advantage of the Falcon's DSP hardware simply
- because it processes so fast! And, as we all know, 16-bit audio
- playback quality is superior to 8-bit - the otherwise maximum sound
- quality that's achievable on all of Atari's earlier models.
-
- The other aspect of the program which makes the Falcon ideal is that
- if you plan to work with sample files of 2 megs or more - not an
- uncommon size these days - the program will require access to that
- 14MB of RAM! This is especially true if you'll be cutting and pasting
- between samples.
-
- Zero-X needs this amount of memory because it loads audio chunks
- directly into RAM for all editing and processing of your sample(s).
- Copson Data, the original Swedish developers of the program, has
- confirmed that they are indeed planning to implement virtual memory
- which will allow loading playback and saving directly from hard disk
- in a near-future version.
-
- The program fully supports such software accelerators as Warp9 and
- NVDI, as well as Blowup 030 and Screen Blaster video enhancers. As an
- alternative to the Falcon's less than professional digital-to-analog
- converters, Zero-X also supports playback using either Soundpool's
- Falcon Digital Interface or Steinberg's Falcon Analog-8, giving you
- the pick of studio-quality DA converters.
-
- Zero-X currently supports both MIDI and SCSI interfaces for sample
- transfer. Support for two other sample transfer interfaces, Atari's
- older ACSII hard disk interface which is featured on pre-TT030
- machines, and Yamaha's RS422 for use with their TX16W sampler are
- expected to be added for the next update.
-
- MIDI-wise, Zero-X supports sample dump standard, v1.0 closed loop in
- 12 and 16 bit formats, as well as S-50/550, ASR-10, EPS, EPS-16 and
- Akai's series of both 12 & 16 bit samplers. The popular SDS format is
- also supported. Though somewhat of a universal format, some samplers
- may miss pre-set crossfades and loop settings in a sample using this
- format. Zero-X also has a cool feature which lets you transmit data
- right up to the loop end part of the sample as an individual chunk.
- You can then assign this as a loop in your sampler later on.
-
- SCSI-wise, Zero-X lets you send and receive samples via the Falcon030
- or the TT030's SCSI interface. On the receiving end though, your
- sampler or sound module has got to support Akai's S-series or Peavey's
- SMDI (SCSI MIDI Device Interface) in order for SCSI communication to
- be established.
-
- A great feature is the Convert Control, which lets you load and
- convert single or multiple files in no less than 7 different formats.
- These include: Atari's .AVR, CuBase Audio .AIF (non-compressed),
- Avalon .SD, (Sound Designer 1) PC/Windows .WAV, WinRec's .DVSM,
- Digidesign's Samplecell .WAV, .RAW files (sans header), Dame's .TKE
- and 8/16 bit, Stereo/Mono, Signed/Unsigned. Large files are read off
- your hard drive in sections equal to available memory, so you're not
- limited by the actual size of the file itself!
-
- Zero-X has a number of other features which you'd normally find on
- most hard disk recorders, including Cut, Copy and Paste, Optimize -
- which maximizes a sample's volume without creating the usual added
- distortion - as well as such features as Silence and Fade Out, which
- come in handy for knocking a highlighted area to down to zero volume.
-
- There are also some additional features in Zero-X which really make
- the program unique on the Atari platform. You can convert a sample
- rate without changing the pitch as well as convert a sample freely
- between mono and stereo. Zero-X's digital noise gate feature allows
- you to scan a sample for audio which is below a user-determined noise
- level and wipe those portions from the overall sample. You can reverse
- a blocked portion of a sample, and use the program's gate feature to
- reverse natural decay! This produces really smooth, endless sounding
- sustains, even from a really short sample!
-
- But, as if that weren't enough, what's really amazing is how well
- Zero-X makes it so easy to sample and synchronize a beat loop to a
- sequence. And an Auto Drum Loop option let's you create perfect loops
- the first time around, with almost effortless ease.
-
- To top that off, Zero-X also features a Drum Split function to slice,
- dice and otherwise separate a loop into individual drum sounds, which
- you can then save as individual samples and map these to individual
- keys, using base Audio Falcon's built-in sampler. Rather "individual"
- features, wouldn't you say?
-
- You can also create a standard MIDI file right from these split
- points, so you can capture the actual rhythmic "feel" of the loop as
- well. Quantize it, push up or back a kick or two and hey... instant
- DNA Groove templates!
-
-
- //// Improvements Since Pre-Release 1.a
-
- _/ Mix: Block mark an area (in block mode) and Copy it to the
- clipboard. Block mark a new area in the same sample or load a new
- sample.
- _/ Select Mix: the contents of your clipboard will be mixed together
- with the block marked area.
- _/ FDI: Better working FDI support
- _/ Several menus has been re-placed for a more intuitive user
- interface.
- _/ Improved SCSI SMDI support.
- _/ Improved SDS Midi support (especially for ST/STE users). Transfer
- via MIDI SDS now compatible with more samplers that supports SDS.
- _/ Improved precision in Split drums (but it will get even better)
- _/ CalcBPM: Calculates the BPM between the LoopStart and LoopEnd;
- note that correct Sample Rate must be set in the Header.
- _/ Set BPM LoopEnd: Set your LoopStart, Select Set BPM LoopEnd and
- enter required BPM and your LoopEnd will be set to that BPM.
- _/ Auto Drum Loop: Set your LoopStart, mark the area where the
- LoopEnd should be and select Auto Drum Loop. Your LoopEnd will be
- set to a position that equals the LoopStart. Note that you need a
- drum loop that has been sampled just a little bit before and a
- little bit after the loop.
- _/ Save Midi file: After a Split Drum has been performed, you can
- select Save Midi file: then a Standard Midi file will be created
- that you can load into most sequencers (Cubase etc). It contains
- information on when, the drums in your loop were played. It will
- place the drums on keys C2 -->. (Not available in the Demo
- version!)
- _/ New Levels menu: Please note that the default values SHOULD be -
- Response: 200; Fine Response: 400; Gate: 1500. If you are running
- Split drums and you want more split positions, decrease Response,
- if you want less increase Response. If the split positions are so
- late (you can hear the following drum click), increase Fine
- Response. If you want to get rid of split positions that are at a
- very low volume, increase Gate.
- _/ Enhanced Split Setting menu: New settings for MIDI file and
- CalcBPM functions
- _/ More information on connected SCSI device: In Settings, when you
- "Change SCSI ID" you will get an error message if there is no
- SMDI with that SCSI ID connected. In Transfer Control the SCSI
- unit name will be displayed even if its not a SMDI SCSI. Send and
- Receive will be disabled if you have no SMDI device connected.
-
- _/ Swap channels
- _/ Mix stereo to Mono: Mixes the two channels in a stereo sample
- into a mono sample. The maximum volume of the mono mix will be the
- same as the maximum volume in the stereo sample.
- _/ SCSI Akai S1000/S1100, Falcon & TT only.
- _/ You're now notified if a new ZERO-X. CFG file will be created.
- _/ Fast dynamic movement of block markers and Drum Split markers.
- They will step one pixel on screen in all zoom levels.
- _/ Reverse Block: Just what it sounds like
- _/ Clipboard to Stereo: You are now finally able to create a stereo
- sample from two different mono samples, the sample in the
- clipboard will be the right channel and the current sample will be
- the left channel
- _/ Insert Split Drum Position: inserts a split drum marker in the
- middle of the current one
- _/ Move Split Drum Position: the keys as moving block markers, slow
- but it works. Drag and drop will be added later on.
- _/ Check SCSI, button in settings with lots of new SCSI errors
- messages added. If you change SCSI ID in setting, Zero-X will also
- perform a Check SCSI.
- _/ Akai SCSI button but no protocol, still working on it. If you
- have an Akai with SCSI, try the Check SCSI button in the settings
- and please let Copson Data know what message you get.
- _/ Toolbar in the Sample Window! A much needed upgrade of the user
- interface. Expect to see the icons improved later on. Some quickly
- designed icons have been included. You are welcome to send Copson
- Data suggestions for the layout and design.
- _/ High speed movement of any markers in the Sample Window. Keep
- <Alt> press when you move the markers (by using the keyboard
- commands or using the toolbar)
- _/ New representation of XFade (cross fade).
- _/ Much improved Convert sample frequency. Very high quality!
- _/ User-defined Zoom level (an icon in the Toolbar).
- _/ Dynamic Zoom: Zoom In and Out takes bigger steps the closer it
- gets to the Overview and smaller the closer it gets to 1:1. This
- gives you a much faster zoom.
- _/ Improved Akai SCSI support.
- _/ Basic support for importing a SampleCell PC-Wav file.
- Loop-positions are supported.
- _/ Much-improved import of different PC-Wav formats.
- _/ Major improvements on Akai S-1000 SCSI receive.
- _/ FDI now works on stereo samples only. If you want to listen to a
- mono sample at FDI-frequencies, you must first convert the sound
- to stereo.
- _/ Removed auto repeat of some toolbar buttons.
- _/ SCSI-Receive for Akai S-1000 improved and speeded up (FAST!!!).
- _/ MIDI-Receive for Roland S-50 now implemented (Send is yet to
- come).
- _/ MIDI Send and Receive for the Ensoniq range of samplers now works
- 100% (on ST's as well).
- _/ New Fade-types is added: Fade In and Out with linear or
- logarithmic scale (still a bit slow though).
- _/ Point and click for split drums: You can directly select any drum
- simply by clicking on it (i.e. you do no longer have to step
- through all of them). Maximum splits are now 150 (previously 49).
- _/ Improved stereo support: XFade, Silence and Reverse can operate on
- both channels simultaneously (i.e. if you select both channels).
- _/ Blockmode shows also the length of the block.
- _/ Value for User Defined Zoom is now changed in the menus and saved
- in the settings. When the U.D. button is clicked, the specified
- zoom level is set like for 1:1 and O.V..
- _/ Support for 14 MB RAM.
- _/ Major SPEED improvements for sample Redraw in "Normal mode".
- Scrolling is very fast even on 14 MB samples. There is no
- noticeable screen redraw (even on 14 MB samples) when moving a
- marker.
-
- _/ New function Beat Split: There lots of things this can be used
- for but what is does is quite simple. You enter the BPM and the
- note value and Beat Split will set up a grid (like Drum Split)
- that corresponds to your entered values. The beauty with Beat
- Split is that it is very easy to perform and that the result
- always follows the beat perfectly.
-
- When using Beat Split on a drum loop:
-
- Beat Split always works on the whole sample - NOT like Drum Split,
- which works only between the loop markers. Just select "Keep
- Loop" ( in the Beat Split dialog box) to erase everything outside
- the loop markers before you perform a split.
-
- Check that the correct sample rate is set in "Edit Header". If you
- loaded a RAW sample or if your file header is corrupted, this
- setting is usually wrong. If it is wrong, "Calculate BPM" will not
- reply the correct BPM. Check that number of bars in the loop is
- correct in "Drum Split Settings." There is no way Zero-X can find
- this out by it self. If it is wrong, "Calculate BPM" will not
- reply the correct BPM. Select "1/32," and then "Create Pattern" to
- make most Drum loops extra " groovy.
-
- _/ Create Pattern: This function is an add on for Beat Split. It
- creates an on/off effect on your sample. It automatically runs an
- Smooth Edges to avoid click sounds between the splits. Only one
- pattern is available but more will add later on.
-
- _/ Smooth Edges: After you have selected Beat Split you can create
- your own pattern by using Silence. When you are finished with
- that, select Smooth Edges to remove the clicks between the splits.
-
- _/ Change Gain In Block: Change Gain can change the volume in a block
- marked section. You enter a percentage value. If you enter a
- positive value the volume will be increased. If you enter a
- negative value the volume will be decreased.
-
- _/ Sample rate conversion on stereo samples, but only for increasing
- the sample rate.
-
- _/ Normal Fade In and Out is 100% faster.
-
- _/ Optimize block: Optimize Sample has been removed. If you want to
- optimize the whole sample, you must first select Mark All
- (ctrl+a).
-
- _/ Get peak now works only a Block marked area. If you want to check
- the whole sample, you must first select Mark All (ctrl+a).
-
- _/ In the Sample Window, when a marker reaches Sample End a "!" will
- be printed after its value, for instance "LoopEnd :100234!".
-
- _/ Calculate BPM can be reached directly from Beat Split dialog box.
- Default BPM values is copied from latest "Calculate BPM".
-
- _/ Detune: This brand new super cool function will make your mono
- samples sound much fatter or convert them into a stereo file with
- a wide stereo feeling! It works a bit like an oscillator 2 detune
- on an analogue synthesizer. It works fine on both sounds and
- drums. On sounds the loop is usually ruined after a detune. To
- obtain a good loop just perform an Auto Search on Mono files and
- perform a cross fade on stereo files (only on channel number 2,
- right)
-
- _/ Drum Split now supports stereo drum loops. Works almost as good
- as on mono drum loops...
-
- _/ Pause/Continue Icon: You can not only Stop the sound but also
- Pause it by pressing the Pause icon in the Toolbar. Next time you
- press the Pause icon, the sound will continue to play from that
- position you paused it in.
-
- _/ Keep Block and Calculate BPM are available from the Beat Split
- dialog box.
-
- New functions that are written but not yet 100% included
-
- _/ DSP for Auto Loop/AutoSearch
- _/ Peak Search on a file larger than current RAM.
- _/ Playback marker, with Pause and Continue functions
- _/ Crossfade between two samples (clipboard and current sample)
- Functions currently being worked on:
- _/ SCSI support for Akai S-1000 is still beta, please send them any
- reports on this.
- _/ SCSI Ensoniq, Falcon & TT only (not much left)
- _/ More FDI support: Sample from the FDI and Falcon A/D
- _/ Lots of speed improvements in the Clipboard functions.
- _/ True MIDI dump driver for Akai S-950/900/Prophet 2000
- _/ True MIDI dump driver for Prophet VS
- _/ A Frequency/Time 3-D FFT display (Falcon DSP only).
- _/ Equalizer (Falcon DSP only)
- _/ Sound support on an ST
- _/ Playback of a Standard Midi file (i.e. via MIDI)
- _/ ASCII support
- _/ Sample rate conversion (Decrease) on stereo samples as well.
- _/ True MIDI dump driver for Akai S-1000
-
- Functions to be added quite soon:
-
- _/ Re-sample at a new pitch (tune).
-
- _/ Re-sample at a new BPM.
-
- _/ Do effect on samples larger than RAM: Sample rate conversion,
- optimize.
-
- _/ Basic filtering, Low Pass, High Pass, Band Pass
-
- Functions to be added in the near future:
-
- _/ Time Stretch (probably Falcon DSP only)
- _/ Playback directly from disk (Falcon only)
- _/ Basic D2D editing (Falcon only)
-
- Copson Data welcomes any suggestions for what new functions you would like
- to see in Zero-X!
-
- For more information:
-
- Copson Data (Sweden):
- Conny Pettersson +46-13-16 41 04
- +46-13-16 41 04 Fax
-
- Vinga System AB:
- Peter Segerdahl +46-31-42 82 70 (office hours)
- +46-31-42 55 28 (evenings/weekends only)
- +46-31-42 82 75 Fax
-
- E-Mail, Internet: peter@vinga.trillium.se
-
- In the U. S.:
- Wizztronics, P.O. Box 122, Port Jefferson, NY 11776
- (516) 473-2507 Voice & Fax Mail
-
- If you'd like to check out Zero-X, you can download a demo of this
- great program on either GEnie or Compuserve. The file is listed as:
- Zerox695.ZIP.
-
-
- _/_/_/_/_/_/_/_/
- _/ MUSICOM 2
- _/_/_/_/_/_/_/_/
-
- Although available for a while now from Compo, I recently had a
- chance to reacquaint myself with the latest version of Musicom at the
- Canadian A.C.E. show. Musicom 2 offers a number of additional
- features than it's precedes sor.
-
- To fill in those of you who are not familiar with the original
- version of the program, Musicom 2 offers direct-to-disk digital
- recording; waveform display; a sample editor; a spectrum analyzer;
- lead vocal masking - sometime es referred to as Kareoke; access to
- digital delay, flanger and harmonizer and EQ effects for applying to a
- sample.
-
- Musicom 2 offers the ability to sample in either 8 or 16 bit, mono or
- stereo, using the Falcon range of supported sample rates from 8.2 to
- 50 kHz. Apart from it's host of basic sample editing applications,
- there are a number of other uses for using this versatile Falcon-based
- program. Load a song from CD into the Falcon via it's stereo input and
- Musicom 2 will mask out the lead vocals, allowing you to replace their
- voice with yours. Instant Kareoke! Use your Falcon's on-board Digital
- Delay to make you sound like you're talking from the top of the
- Matterhorn. Apply other DSP-generated special effects like Flange and
- Harmonize, as well as a 10-band Equalizer, offer additional
- possibilities for sonic creativity.
-
- Recorded directly to your hard disk, use the Cutter to display your
- recording, and edit it. You can zoom in on portions of the sample,
- mark blocks, cut and paste blocks and set markers, as well as assign
- text labels and apply special effects to any portion of the sample.
-
- Combine recordings and sort portions by name. Set your tempo and then
- snap defined blocks of your sample to that tempo to create songs. Play
- the whole sample or any portion of it. Loop it for repeated playback.
- You can eve n use oversampling to change the sample from 16 bit stereo
- at 50 KHz to 8 bit mono at 8KHz, or any of the other Falcon's
- supported sampling rates in between.
-
- Musicom 2 also provides you with a playlist feature for final
- assembly. You can save your assembled recordings as a single recording
- or as a play list. Using the Cutter display and tool set Musicom 2
- makes it a snap! When you've finished assembled recordings into a
- song, you can select Jingles mode to load a group of songs, and play
- them back in any order - or consecutively - automatically.
-
- Musicom 2 supports Compo's external Digital Box, which provides your
- Falcon030 with digital audio inputs and outputs (S/PDIF), as well as
- clocks for sampling CDs and DATs directly (44.1KHz and 48KHz). You can
- have a completely digital recording studio at a fraction of the cost
- of other systems.
-
-
- //// Added Features In Musicom 2
-
- _/ Multi-windowed GEM interface, with tape deck-style controls
- _/ Real time Peak Level meter with input adjustment
- _/ Real time Spectrum Analyzer
- _/ Intelligent hard disk analysis - shows available recording time
- _/ Jingles List - load groups of samples for individual or group playback
- _/ Looping for continuous playback of any number of samples
- _/ Waveform display, with position and status indicators during playback
- _/ Variable zoom of waveform display
- _/ Cutter module for editing samples
- _/ Pattern mode for combining samples
- _/ Block marking in samples, with loading and saving of blocks
- _/ Effects can be applied to samples and blocks during or after recording
- _/ Up to 64 markers (with names) can be placed in a sample¢ during or
- after recording
- _/ Markers can be snapped to blocks & blocks snapped to markers
- _/ Tempo controls for maintaining tempo when combining samples
- _/ Pauses may be inserted into patterns
- _/ Oversampling allows samples to be converted between 8 and 16 bit, mono
- and stereo, and different sampling frequencies
- _/ Support for digital input and output through the Digital Box
- _/ Support for external clocks in the Digital Box (44. 1 KHz and 48KHz)
-
- Musicom 2 is available for $99.95. The Digital Box is available for
- $349.95.
-
- Compo Software
- 104 Esplanade Avenue, Suite 121
- Pacifica, California 94044
- (415) 355-0862 Fax: (415) 355-0869
- GEnie: COMPO
-
- Back in 1987, Hybrid Arts' (subsequently Barefoot Software and now
- Binary Sounds) introduced the MIDIplexer, a $699 hardware MIDI port
- expander for the Atari computer which worked in conjunction with their
- sequencing software. Although no longer manufactured, it was the first
- computer- related MIDI port expander peripheral of its kind on any
- platform. Offering four independent MIDI outs, each capable of
- transmitting on as many as 16 MIDI channels, it effectively quadrupled
- the standard 16 available MIDI channels to an amazing total of 64!
- Each port/channel set could be individually assigned a track directly
- from their SMPTEtrack/Edit Track sequencing software.
-
- There have been a number of similar products since then, the latest
- and probably most reasonably priced (under $200) version being the MM1
- MIDI Multiport. It offers 8 addressable MIDI PORTS for a total of 128
- virtual MIDI CHANNELS, along with enhanced timing capabilities to
- ensure against MIDI dropouts.
-
- A number of today's major Atari sequencing applications already
- support the ability to select from multiple ports and channels
- directly through their software, so there's no need for any other
- additional components. Since parallel data transfer guarantees
- extremely improved timing, the MM1 connects to your Atari's parallel
- printer port,. For simple set-up and easy operation, your printer can
- still be connected to the MM1 via the unit's second parallel
- pass-through port, and PRINT or MIDI mode can even be selected, either
- via the MM1's built-in external hardware switch, or through promised
- desk accessory software.
-
- Specifications: 8 addressable MIDI Outs; centronics In, centronics
- Thru; 9V. 300 mA DC external power supply; MIDI-Mode/Print-Mode
- switch; MIDI-Mode/Print-Mode indicator.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ K..AT KEYBOARD REMOTE CONTROL
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- The K..AT is a remote control box which allows you remote control of
- up to 14 functions of any software, such as a sequencer, as long as
- the function is accessible through a keyboard command. You can assign
- any key or key combination, including the Cntrl/Alt/Shift keys, and
- the key repeat function can be disabled for each button.
-
- The box has a standard Atari 9-pin keyboard plug with 8 ft. cord
- which is attached to your joystick port. On the face of the box are a
- total of 9 large buttons: a row of four black buttons labeled Play,
- Stop, Record and 2nd (which functions as a sort of "shift" key for
- accessing the second group of 7 commands), are displayed horizontally
- across the right side and four white buttons, labeled ">" (Forward),
- "<" (Reverse) "+" (Up) and "-" (Down), intersect the left side of the
- black row and run at an angle vertically from left to right. An
- alternate 2nd key is located at the top left of the panel, offering a
- second "shift" function for your left hand.
-
- All functions can be user defined using THE K..AT's desk accessory.
- Configurations are stored to disk and up to 16 configurations are
- automatically loaded on system start up. A set of pre-configured key
- commands compatible with the leading sequencing packages are included
- on the K..AT's supplied disk. In addition, the K..AT also offers a
- 1/4" female jack on the right side of the box for hooking up a
- standard on/off foot switch to directly control the RECORD button
- function for remote punch-in/out.
-
- Both the MM 1 and the K..AT are available directly from:
-
- Friend-Chip
- Falkentaler Steig 96
- 13467 Berlin
- +49 030-404-20-46 Voice/Fax
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ AUDIO TRACKER 8-TRACK RECORDING SYSTEM
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Audio Tracker is an eight-track direct-to-disk recording system for
- the Falcon which offers affordable direct-to-disk recording. Supplied
- with a dongle which needs to be installed in your Atari's cartridge
- port, Audio Tracker also includes a SCSI hard disk driver so you can
- take advantage of fast external SCSI drives for smooth playback.
-
- Speaking of which, you do need a fast hard drive - 12 ms. or less
- access time is a good rule of thumb but 14 ms. is about the minimum I
- feel safe using without generating a glitch. If you have one of the
- early manufactured Falcons, the internal IDE drive is probably too
- slow, and though the later Falcons should be able to handle at least
- three to five tracks simultaneously, you're gonna need a healthy-sized
- external drive to get all eight tracks up and running. If you want to
- back up your audio files, Audio Tracker does support direct-to-DAT
- transfer, but you will need an external SPDIF interface, such as the
- FA-8.
-
- Since the program monopolizes your cartridge port (even with a
- Cartmaster, you can still only use one dongle at a time) you won't be
- able to sync your digital audio tracks to your MIDI sequencer. Audio
- Tracker however does support MIDI Time Code and will sync to an
- external sequencer or clock.
-
- The program features an on-board mixer for attaining optimum input
- levels, and offers access to the Falcon's DSP-generated digital delay
- and dual 10-band EQ. You can record and mix in either stereo for a
- total of 4 tracks, and you can pan any track, or record in mono
- 8-track mode. Audio Track also lets you load .AVR and .AIFF samples.
- While recording a new track, you can also monitor your previously
- recorded tracks, and the program also offers the familiar punch in/out
- record option. In addition, Audio Tracker's provides a basic wave
- editor where you can cut, copy, paste and insert audio between tracks
- or into any track, as well as apply changes in amplitude as well as
- normalize a track based on selectable peak.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ H A R D W A R E N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ WIZZTRONICS ANNOUNCES THE HAWK
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- The Hawk is a replacement 68030 board operating at either 33MHz
- (double the clock speed) or an alternative configuration of 48 MHz
- (triple the clock speed.) Both system operation and Ram/ROM addressing
- will be conducted at true 32-bit bandwidth. The board will also offer
- expanded video enhancement as well, which will extend the Falcon's
- display capabilities, including 448x512 True Color, 896x512 256 Color,
- 1280 x 960 in 16, 4 and 2 color modes.
-
- The Hawk can be installed directly in the Falcon case, assuming your
- Falcon's RAM board is either from Atari or Wizztronics (other third
- party RAM upgrade boards may be too large to leave enough room for
- installing the Hawk.) In addition, the Falcon's current internal power
- supply will have to be swapped for a larger, externally-housed power
- supply (roughly 6"w by 6"d by 4"h).
-
- Implementation of the Fast Ram expansion board option for addressing
- up to 96 MB of fully burstable Ram, resulting in a fully virtual RAM
- machine. Using standard 72-pin 32-bit wide SIMS in configurations of
- either 4 or 16 megabyte modules will, however require some creativity
- or, alternately, still require a new housing. In addition there's also
- an on-board 128K level 2 cache, expandable to 256K.
-
-
- //// Built-In Upgradability And Room To Grow!
-
- The Hawk, like the still forthcoming Barracuda 040, will offer two
- built-in on-board expansion slots for additional options and future
- upgrades. One is a 96-pin VME-style proprietary Bus, which can be
- utilized by any third-party developer, though Wizztronics initially
- has it slated to accommodate their optional PC emulator card, which
- will offer users the capability of running both DOS and Windows-based
- software as well as accessing CD-ROMS .
-
- A second option is a 50-pin (sometimes referred to as a dual 25-pin)
- video port connection for Wizztronics' long-awaited Video Funnel
- frame-grabber, as well as their near-future VES 2000, 3000, and 5000
- Video Editing System. Essentially a video-expansion bus, the Video
- Funnel card will enable both still and moving video to be captured
- directly from of any external NTSC, C-Cam or PAL based video source.
-
- As of now, system incompatibility difficulties between 030 and 040
- system addressing has continued to plague the Wizztronics Barracuda
- development team, but progress is continuing to be made and
- Wizztronics still plans to release this product as soon as the last of
- the remaining hurdles have been successfully overcome.
-
- Since the Hawk is 030-based, 100% compatibility is guaranteed with all
- existing software. The Hawk has yielded the following benchmark
- preliminary test results: 16 Mips @ 48MHz; video acceleration over
- 100% (resolution de pendent); 400% to 500% raw speed increase over a
- Stock Falcon; enhanced DMA access; 1 wait state ROM, 0-2 wait state
- system RAM, 0 wait state TT Fast Ram.
-
- Expected to ship the beginning of fourth quarter of 95., the Hawk
- will be priced at $699. Wizztronics will offer a subsequent liberal
- trade-up policy for all purchasers of The Hawk who may wish to upgrade
- when the Barracuda a 040 is finally finished.
-
- As always, Wizztronics is also accepting any Atari computer, from a
- 520ST to a Falcon 030 for repair or upgrade with a nominal turn-around
- time (assuming parts are available) of under 72 hours.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/
- _/ SCREEN BLASTER II
- _/_/_/_/_/_/_/_/_/_/_/_/
-
- The original Screenblaster sent Falcon users into the visual
- stratosphere with its ability to offer a markedly increased number of
- resolutions to choose from. Screenblaster II adds a number of new
- features to help users achieve an amazing increase of over 300% in
- resolution capabilities.
-
- Screenblaster II is simply plugged in between your Falcon's video port
- and the monitor adapter plug. An additional control cable is inserted
- into one of the paddle ports... that's it!
-
- With Screenblaster II's software you can select one of many extended
- resolutions from an easy-to-use GEM menu, including 768x576, 800x600,
- 1024x768, 1152x832, and 1280x960. The preset menus support most VGA,
- SVGA, Multiscan, and Atari monitors. If you can't find your specific
- monitor listed, there's a good chance you can check your monitor's
- manual for its specifications and select a monitor setting with an
- equivalent configuration.
-
- Screenblaster II features an entirely new, mouse-controlled Resolution
- Menu, which lets you select the resolution and number of colors at
- boot up or directly from the Desktop, as well as also offering
- user-definable options for controlling the menu's operation and
- behavior.
-
- The new Video Mode Generator offers a fast and easy method to edit and
- customize Screenblaster II's resolution menus to achieve even greater
- resolution and performance, and even create new resolutions!
-
- Once you install the external video hardware adaptor and load the
- accompanying ScreenBlaster auto folder and accessory/control panel
- software, you simply reboot your computer. Towards the end of your
- bootup display you'll see the standard Screenblaster II resolution
- dialog box, which offers you a list of options to choose from: 2, 4,
- 16, 256 or true color, with screen resolutions between 640x480 and
- 1280x960, dependent upon your monitor's video display capabilities.
- You also have the option of saving your selection as the default.
-
- Until the release of Screenblaster II, VGA or SVGA monitor users were
- better off going with BlowUp ]030, which offered a wider range in its
- resolution settings for those type of monitors. Screenblaster II has
- added full and robust support for both VGA and SVGA as well as
- multi-scan monitors. A number of multi-scan monitors can even achieve
- resolutions well beyond the more common 800x600 settings, though a 14"
- monitor screen may render text too small to be read legibly.
-
- ScreenBlaster II can take advantage of some clever interlacing
- routines to achieve even higher resolutions, which may come in handy
- for viewing hi-res color images, although these settings produce the
- same kind of noticeable flickering as the Falcon's true color mode on
- a VGA monitor. You can also create what is termed a "virtual screen"
- of up to 3000x4000 pixels.
-
- If you've ever wanted to examine a graphic image larger than the size
- of your monitor's display area without having to the ability to zoom
- out, you probably had to resort to using the horizontal and vertical
- scroll bars of the GEM display window to view it in sections. A number
- of graphics programs also commonly include a "hand" tool which usually
- allows you to use the mouse to virtually drag the graphic around
- within the window to bring in to view whatever's hidden beyond the
- limited borders of the window's display area.
-
- Screenblaster II's Virtual Screen option works in a similar fashion,
- allowing you to extend the size of your desktop or program's display
- area beyond the size of your monitor screen. Scrolling around this
- Virtual Screen is quite responsive, and moves smoothly when using 2
- color mode, but becomes markedly slower when using 256 colors. In all
- fairness, this is really a limitation of the Falcon 030.
-
- The newly-added Video Mode Generator (VMG) allows for configuring any
- custom screen resolution your monitor is capable of producing.
- Commissioned to be written by the same programming team which created
- the NVDI software screen accelerator, its powerful features are
- somewhat offset by the number and complexity of configuring its
- various parameters. Taking advantage of all the resolutions the VMG is
- capable of configuring may require learning more about the technical
- aspects of how monitors and computers work in conjunction to create a
- video image than most users may care to pursue.
-
- ScreenBlaster II's manual does gives you a brief but fairly concise
- and informative section on creating your own non-standard resolutions,
- which you can use as a good basis for exploring the VGM's range of
- possibilities. Just make sure you read your monitor's manual and take
- note of it's recommended listings for both your monitor's minimum and
- maximum horizontal and vertical display capabilities as well as it's
- refresher rates, measured in mHz... and don't venture beyond them
- unless you want to risk possibly frying your monitor.
-
- ScreenBlaster II 's other major improvement now offers a fully
- GEM-based start-up screen, featuring a familiar set of standard pop-up
- menus and option buttons. As an added bonus, there's also a simple
- blank screen saver, Screen blanker, which uses very little memory when
- loaded into the Falcon030's RAM.
-
- Screenblaster II is available for $99.95. Upgrades from version 1 are
- available from COMPO Software for $25.00.
-
- Compo Software
- 104 Esplanade Avenue, Suite 121
- Pacifica, California 94044
- (415) 355-0862 Fax: (415) 355-0869
- GEnie: COMPO
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ THE EAGLE HAS LANDED... IN ENGLAND!
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Since Atari abandoned the computer market, the phrase "Atari computer"
- has now been replace with "Atari-compatible." First the high-end
- Medusa, then the C-Lab Falcon MK II... and now the latest Atari clone
- to land upon the waiting perch of many an eagerly awaiting fan - the
- Eagle, from GE (GEro Anschuetz) Soft. Early reports indicate a very
- enthusiastic reception for this technological marvel by with our
- English cousins.
-
- Essentially a TT-compatible machine which represents the next logical
- step in the natural evolution of Atari's initial design, the Eagle is
- the result of close to 3,500 hours of heated labor over an eighteen
- month stretch. European Atari distributor Gasteiner has taken the
- practical approach of importing only the machine's necessary
- motherboard and daughter cards while sourcing all the other components
- on a local basis. This practical approach is made possible due to the
- overall design approach taken in constructing the Eagle's mother
- board. In a word, it's strictly a data pathway - one humongous mother
- of an I/O board, as it were, with slots for plugging in all the
- additional internal per ipherals - and both processor and bus
- independent!
-
- The roster of daughter cards, which include a graphics controller
- card, MIDI, keyboard and RAM memory card, are all independent
- components, as is the main processor card. Gasteiner's birdhouse of
- choice is a standard PC mini-tower case, and all units are shipping
- with the Super Nova graphics card on-board as part of their basic
- packaged offering. This powerful graphics card, capable of displaying
- any color mode from monochrome to 24-bit color at high refresh rates,
- produces a clear flicker-free display. The board features the ATI
- Mach and 2Mb of VRAM effectively supporting screen resolution displays
- as high as 1280x1024 at 256 colors, 1024x768 at I6-bit or 80 0x600 at
- true 24-bit color. The Nova card has its own built-in VDI, but is also
- compatible with NVDI 3.
-
- Initially released with a 68030 running at 32MHz and an on-board FPU
- (floating-point unit) processor, GE Soft will be offering all Eagle
- owners a free upgrade 68040 processor board, clocked at 32MHz
- (internally double-clocked ) which also will contain an FPU processor
- as well. Easy to install, since it simply fits into one of the Eagle
- expansion slots, there's absolutely no soldering required!
-
- The RAM card can accommodate up to 256MB of 32-pin TT RAM and 14MB of
- ST RAM and the on-board ROMS will be addressed at 32-bit. A variety of
- additional future components, such as a 72-pin PS/2 RAM card, a VME
- card which connects to the graphics card, both an 060 and a PowerPC
- upgrade card, a PCI bus-controller and even a DSP card (compatible
- with such programs as CuBase Audio Falcon and Apex Media), all of
- which would take the Eagle screaming into the current Falcon 030's air
- space... and beyond, are on the drawing board for a 1996 release!
-
- Interestingly, the Eagle also holds the potential for accommodating
- alternate operating system as well. Capable of handling two sets of
- 32-bit wide sets of operating ROMS, the Eagle could feasibly
- incorporate Mac OS ROMS and, with the necessary software, would be
- theoretically able to dynamically switch between the GEM and Mac
- operating systems. A special version of MagiC 3.0 multi-tasking
- operating system is also being prepared.
-
- There is no Blitter mounted on the Eagle motherboard, but benchmark
- tests show graphics performance records that clearly leave
- Blitter-based machines flapping in the wind. The Eagle also has no DMA
- sound, unlike the STe and TT, so any program that requires this
- hardware will unfortunately, not be compatible. It does, however, have
- the same Yamaha sound chip used in the original ST.
-
- There are essentially two main components in the Eagle's overall
- construction which make this bird so versatile. The first component is
- the design of the Eagle's bus. The specially-designed GE Soft bus is
- amazingly flexible in its open-ended approach to being able to
- accommodate a variety of processors as well as emulate other buses. It
- is quite capable of taking advantage of all those slick PCI-bus
- peripherals that are being made for both the PC and Mac market. All
- that would be required is a set of software drivers which would allow
- the Eagle to address the cards directly.
-
- The second overall component is the Eagle's custom chipset. The
- motherboard's design calls for no less 5 custom controller FPGU (Field
- Programmable Gate Array) chips. An additional FPGU is also mounted on
- its RAM card. Similar to E-PROMS, these custom chips, because they
- actually function as pre-programmed logic gates, end up being somewhat
- more economically practical to produce.
-
- The Eagle has a total of 8 slots, features a serious 200W power supply
- with a temperature controlled fan, and can address any AT-styled PC
- keyboard and VGA or multisynced port. Unlike the TT, which ran its
- main processor at 32MHz but forced the rest of its system to address
- its components at 16MHz, the Eagle runs about 30% faster. A true,
- "across- the-board" 32-bit machine, the Eagle's ability to address its
- ST RAM as fast as the TT's separate FastRAM eliminates the need for a
- dual RAM scheme. and uses TOS 3.06. and comes with 4Mb of RAM.
- Gasteiner is packaging it with an internal 720 meg SCSI hard drive (GE
- Soft offers it with a 320 meg version) and the Ease desktop. It is
- compatible with either Multi-TOS or Geneva, as well as NVDI, and even
- traditionally sluggish programs as True-Paint really soar.
-
- CPU: 68030/68882 @32MHz (free upgrade to 040), 32-bit bus
-
- Ports: ACSII, SCSI, 2 modem ports, 2 serial ports, LAN,
- Parallel, MIDI In/Out, VME, ROM(cartridge port), TT
- keyboard port, PC keyboard port, ST mouse
-
- Memory: 4Mb upgradable to 14Mb ST RAM and 256Mb TT RAM
-
- Bus System: 8 Eagle Channels, each a full range bus with all
- signals present
-
- Storage: High density floppy drive, 720MB Quantum Lightening
- SCSI hard disk. Up to four drives can be fitted
- internally
-
- TOS: 3.06 Video
-
- Hardware: SuperNova Mach64
-
- Display: I5-inch multi-sync color monitor (optional).
-
- Other Options: Internal CD ROM drive, SyQuest or magneto-optical
- drives.
-
-
- _/_/_/_/_/_/_/_/_/_/_/
- _/ FALCON NOVA CARD
- _/_/_/_/_/_/_/_/_/_/_/
-
- Nova Graphics has also released a Nova graphics card for the Falcon.
- Due to the limited amount of available room in a Falcon case, the unit
- comes in its own external enclosure. A small adaptor board plugs into
- the Falcon's internal slot and a ribbon cable extends outside to a
- separate external case which houses the Nova graphics engine board and
- has a number of VGA monitor ports mounted for interfacing with your
- monitor or VCR. Available in either a 1-Meg ($575) or 2-Meg ($725)
- version, the Falcon Nova card also comes with several software
- utilities for color and picture calibration. The card can only be used
- with a minimum of 4 megs. 64,000 colors at an estimated 800x600.
-
-
- _/_/_/_/_/_/
- _/ EXPOSE
- _/_/_/_/_/_/
-
- Expose is a true color real-time video digitizer for the Falcon which
- connects to the internal expansion slot with built-in RGB splitter and
- is compatible with both PAL and NTSC video. It has composite and
- S-video inputs and controls for brightness, contrast and color, The
- software FalCam accessory allows you to view live video within any GEM
- based program. An enhanced version of Apex Media is bundled with the
- program and a Video Box demo shows you how to texture-map your live
- video onto a cube, which can then be rotated and zoomed in on in real
- time. Estimated price of the bundled package - $550 ($375 estimated
- for Expose alone).
-
-
- _/_/_/_/_/_/_/_/_/
- _/ PAK 68/3 TT
- _/_/_/_/_/_/_/_/_/
-
- The PAK 68/3 is touted as an affordable hardware accelerator for all
- ATARI ST, STfm, STe, Mega ST & Mega STe computers. PAK 68 stands for
- Processor Austausch Karte or Processor Replacement Card for 680x0
- processors.
-
- The key to the PAK's impressive performance is the addition of 32K of
- external secondary cache. Running at 33Mhz, the PAK 68/3 is over 7x
- faster than the 8Mhz Mega ST with its Blitter enabled, and capable of
- outperforming even a TT030 computer. PAK actually has the potential of
- running at 40Mhz and even 50Mhz, if the basic computer is suitably
- modified. PAK 68/3 has been tested and found to be stable and highly
- compatible - virtually all software that works on TT & Falcon
- computers (as long as, in the latter case, it doesn't require
- accessing the Falcon's DSP chip) will be PAK compatible.
-
- Key Features:
-
- _/ 68030 Processor running at 16, 33, 40 or 50Mhz
- _/ 32K external second level cache
- _/ Optional 68882 math co-processor
- _/ Space for optional 32-bit wide operating system
- _/ Optional switching to 68000 - 8Mhz
- _/ Graphic card compatible
-
- PAK 68/3 can be fitted into:
-
- _/ Mega ST - No extra casing necessary
- _/ 520ST, 520ST(fm), 1040ST(fm) - An alternate case or housing, such
- as Freekeys, Desktopper or Tower required
- _/ 520STe & 1040STe: Requires fitting adaptor. Freekeys, Desktopper or
- Tower required.
- _/ MegaSTe - Tower required
-
- TOS 2.06 is required as a minimum, but TOS 3.06, (32 bit wide &
- patched for PAK 68/3) is highly recommend, which supports the PMMU for
- multitasking (memory protection) and virtual memory applications.
-
- PAK 68/3 Prices
-
- _/ PAK 68/3 - Complete with 33Mhz CPU, requires TOS 2.06 (cannot use
- PMMUD) - $450.00
- _/ PAK 68/3 - 33Mhz CPU inc. 32 bit TOS 3.06 for virtual & protected
- memory - $550.00
- _/ PAK 68/3 - 33Mhz CPU, 33Mhz FPU & TOS 3.06 - $599.00
- _/ PAK 68/3 Board only, complete & tested - $375
- _/ TOS 3.06 32 bit (modified for PAK 68/3) $105.00
-
-
- Test: Falcon TT PAK 68/3 PAK 68/3
- (33M/030+882) (36Mhz/NVDI)
- Gem Dialog Box: 141% 168% 200% 625%
- VDI Text: 144% 127% 146% 1230%
- VDI Text Effects: 178% 201% 229% 1607%
- VDI Small Text: 143% 148% 208% 1484%
- VDI Graphics: 256% 392% 360% 1770%
- GEM Window: 107% 157% 127% 310%
- Integer Division: 582% 1168% 1168% 1303%
- Float Math: 0% 427% 334% 366%
- RAM Access: 993% 485% 819% 956%
- ROM Access: 277% 453% 779% 888%
- Blitting: 160% 107% 72% 129%
- VDI Scroll: 151% 149% 137% 290%
- Justified Text: 150% 134% 132% 350%
- VDI Enquire: 157% 244% 279% 610%
- Average: 210% 311% 356% 851%
- Graphics: 158% 182% 189% 840%
- CPU: 384% 633% 775% 878%
-
- Test reference (100%): MeSa ST with Blitter and FPU in High Res. Results
- taken from Gembench 3.10
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ G R A P H I C N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ SK-WARE ANNOUNCES SEURAT VERSION 3.0
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Seurat Version 3.0, for all Atari 2-color, 16-color, 256-co1or and
- Falcon True Color, runs on virtually everything Atari! Besides having
- all the features you'd expect in any top-of-the-line paint program,
- Seurat Version 3. 0 is crammed with new and unique features!
-
- Color Scan, which was a separate SKWare One program (a $59.95 value in
- itself), has been integrated into Seurat, at no additional cost to
- you! Even in 16-colors, Color Scan gives you the power to produce
- better color images than you ever thought possible by turning dithered
- "photo-scans" made by any 16-, 32-, or 64-greyscale scanner into
- 256-greyscale images! Even with 16-color hardware you can produce
- 256-greyscale images. And, you don't even need to have a scanner to
- use Color Scan! Seurat will produce a dithered mono printer file of
- any image you can load; Color Scan will convert it into a 16- or
- 64-greyscale image for colorization.
-
- Seurat loads & saves nearly fifty file types and variations: 27 kinds
- of TIFF files, Windows BMP, PC Paint .PCX, color and mono GEM .IMG,
- Prism Paint .PNT, True Paint .TPI, Targa TGA, Aldus Rev. 6.0 .TIFF,
- and NEO, DEGAS, TINY, IFF, MAC, Falcon True Color, even SPECTRUM 512 -
- all in assembler, so they're really fast! The program also converts
- mono line art into color line art ready to be filled, patterned, and
- textured for instant comic book art or cel animation. Seurat's Bit
- Camera allows fast and accurate re-sizing and re-proportioning of
- images - particularly useful in converting images to differing pixel
- aspect ratios, such as from VGA to TT low rez or with Photo CD screen
- formats.
-
- Powerful Clip functions for color and mono images allow you to rotate,
- flip, invert, crop, cut, paste, overlay, copy, using whole images of
- any size, at incredible speeds. These powerful functions enable you
- achieve multiple horizontal and vertical image-merging like no other
- merge feature in any program you've ever seen, with in-program
- cropping of ragged scans, unlimited size for cutting and pasting. You
- can merge 2.. 3... 4! or more scans (with enough memory) and see the
- result of each placement before committing to the actual paste
- operation.
-
- If you've ever gotten impatient waiting for another program to rotate
- an image by 5, 10 or 30 degrees, you might appreciate the fact that
- Seurat's rotations are more than 100 times faster than Touch Up's and
- 42 times faster than Calamus SL!
-
- Seurat also has Scanner Support which "handshakes" with Dr. Bob's
- Scan Lite accessory to allow you to scan directly into Seurat image
- buffers with full in-program control (requires mono monitor on
- ST's).In addition to System , Degas and GDOS fonts, you can now use
- your Page Stream DMF Fonts. These widely-available vector fonts can be
- scaled horizontally and vertically to any size and filled with
- multi-color patterns. You can also import multiple 16-color images
- into 256-co1ors and assign each one's 16 color palettes to a separate
- bank, so that you can combine images with differing palettes in the
- same image.
-
- The program also features a fast multi-ratio zoom function and a full
- range of block functions, including a great little "jack-knife" that
- you can use to carve out a block in any shape you want! You can mirror
- full images, and Seurat's palette editors give you more control of
- color than any other Atari paint program. Ever want to make a photo
- montage of your best 16-color art... say 2000x1200 pixels? If you have
- the memory, Seurat has the power! What about your disks of SPECTRUM
- 512 pictures? Seurat will convert them into 256-co1or images and give
- you far more tools with which to work on them than Spectrum 512 ever
- did.
-
- The program supports the full potential of your Atari hardware, such
- as the true 256-greyscale mode (Hyper Mono) rendered on the TT, all
- the resolution possibilities of a Falcon with ScreenBlaster, and the
- True Color power of a Falcon! But even on an ST, it will give you more
- sheer image-kicking power than any other paint program you can buy!
- Seurat truly does blow them all away!
-
- What About True Color? In Falcon True Color, all of the graphics
- functions of Seurat actually work IN True Color, even, if the Falcon
- TOS doesn't support them (unlike some other True Color programs!) And
- TrueSeurat has more unique and powerful True Color functions than any
- other Atari art program! In TrueSeurat, 256-color images can be loaded
- and converted to True Color. Any True Color image can be condensed or
- expanded with hundreds, or even thousands, of additional colors which
- are smoothly interpolated.
-
- Besides loading common 256-color formats, TrueSeurat loads and saves
- 24-bit XIMG files, 24-bit TIFF files, 24-bit Windows BMP files, 24-bit
- PPM (Portable Pixel Map) files, files from the Photo CD program (XGA
- and FTC screen saves), and 16-bit TARGA files. In addition, TrueSeurat
- also has its own native file format which provides rapid and effective
- compression and decompression of 16-bit True Color images (freeing up
- some space on those crowded hard drives)!You can create your own
- brushes using the full range of True Color possibilities or define
- shimmering True Color fill patterns that can be used with all the
- drawing functions, the 36 brush shapes, and even with rays or the
- airbrush!
-
- The Bit Camera function allows you to re-proportion and re-size True
- Color images with very little loss of image quality and, when combined
- with the condense and expand functions, gives you the power to produce
- high quality True Color images of almost any size. The sophisticated
- anti-alias function will smooth away the "jaggies" and improve any
- image.
-
- You can do everything in True Color - with all the powerful and useful
- functions of Seurat - as you can with any palette image! Few
- commercial programs can compare with the full range of TrueSeurat True
- Colors capabilities, and cost CONSIDERABLY more than Seurat! And then
- there are those things Seurat can do that no program - for any
- computer - can do!
-
- Seurat comes as a two-disk set, with new 30,000-word User's Manual
- on-disk and lots of application files and utilities, requires a
- minimum 2 megs of memory, and costs only $59.95 ! The True Color
- version of Seurat for the Falcon requires 4 megs of memory and is
- priced at $69.95.
-
- For further information, contact: SK-Ware P.O. Box 277 Bunker Hill,
- Illinois 62014 USA
-
-
- _/_/_/_/_/_/_/_/_/_/_/
- _/ VIDEO SUPREME II
- _/_/_/_/_/_/_/_/_/_/_/
-
- The original Video Supreme offered some creative and imaginative
- tools and effects for generating text-based intros, transitions and
- credits to integrate into any video. Practical application of it's
- generous assortment of dissolves and wipes, when combined with
- 16-color low resolution graphics and stored samples, gave it a viable
- way to assemble multimedia demos and slide shows driven by special
- effect transitions
-
- Video Supreme II adds a number of improvements as well as some new
- tools. The program now supports visual sequences up to 200 frames in
- length and larger sound files (up to 200 Kb) , sampled from 6 to 20
- kHz, and you can monitor your recording through the program's built-in
- graphical VU meter. In addition, Video Supreme II also supports music
- processed through the ST's on-board Yamaha sound chip. There's a new
- roster of additional display and dissolve screens, which can be
- optionally displayed with overscan. You can even do some
- semi-automated animation effects as well as apply a variety of ways to
- scroll text on and off the screen.
-
- The program offers six basic modules, centered around the Editor,
- where the majority of assembly and processing is accomplished. This is
- where you import your graphic screens, assign how they will be
- displayed and dissolved, designate time delays, insert your samples or
- music and then test out each individual frame to see if it works or
- not. From the Editor's main menu screen you have access to three
- smaller screens to further tune and tweak your samples, music and
- fonts... and apply even more settings and effects.
-
- Video Supreme lets you use the Font editor window to determine which
- frame to start your text display which is accessed from a text file,
- as well as control the position, speed and width of your text display
- and whether you want it to scroll across the screen. Unfortunately,
- you are limited to the program's rather meager selection of
- proprietary internal fonts.
-
- The Music and Sample editor screens control when your music or sample
- is triggered within the frame cycle. You could time, for example, a
- sample of thunder to sync with a frame which shows the first flash of
- lightning. There's even an option for flashing colors when your music
- plays. Video Supreme recognizes 19 different packed file formats and
- includes a separate Music Player module for testing and timing them.
-
- The Frame Creator is a rather clever tool which allows for creating
- simple animations and effects similar to morphing. For example, lets
- say you specify a screen to be added to your play list and then select
- a zoom effect - Video Supreme automatically generates the next four
- frames which repeatedly zoom in on the original frame. These newly
- generated-screens are then added to your play list and saved to disk.
-
- There's a cool warp effect which lets you wrap an image around a
- shape and can even be creatively utilized to produce effects like a
- spinning globe! Scanned or digitized images which exceed the 16 color
- limit can still be imported, but are converted into greyscales and
- half of the color palette is withheld when doing text overlays.
-
- Finally, there's the Sequence Preparer for assembling your finished
- frame sequences to a single file and saving to your hard drive. The
- program also comes with a couple of additional utility programs.
- Included is a free PD runner program so that anyone can play your
- sequences and decided whether you're truly bound for the Madison
- Avenue washroom. A Quick-Try module controls sequences for
- transferring them to actual video and also cleverly allows you to play
- sequences which contain samples which may exceed the memory limitation
- for monitoring while using the Editor, though any configuration
- greater than a 1 or 2 meg machine should have no problems.
-
- Video Supreme doesn't use the standard GEM interface with the familiar
- windows, pull-down menus and file selectors - it's written in STOS -
- but it is totally mouse controlled. A separate Help module is also
- thoughtfully included which uses graphic screens with accompanying
- text - a big "help" since the rather thin manual is totally text, with
- not a single illustration in sight.
-
- As a final word, Video Supreme unfortunately isn't a self-contained
- production suite - you still need a graphics program to create and
- edit your artwork, a sample editing program to assemble your music and
- sample bytes, a video frame grabber, digitizer or scanner to import
- any photos or video you may want to use and, unless you have a Falcon,
- hardware for exporting your sequences onto video tape. Still, even
- with just a paint and sample program, you can have quite a bit of fun
- while also learning about how to assemble a multimedia presentation.
-
-
- _/_/_/_/_/_/_/_/
- _/ INSHAPE 2.0
- _/_/_/_/_/_/_/_/
-
- Raytracing allows you to build a world composed of 3-D objects and
- turn them into photo-realistic scenes. You'll often find ray-traced
- images in Madison Avenue ads, the evening news show, your favorite
- game show logos, the Academy Awards, science fiction TV shows, and
- many other applications. POV, the PD shareware raytracing program
- which made it possible for lowly computer owners to get into
- raytracing, was capable of generating some pretty amazing graphics,
- but required a lot of patience and a real love of mathematics
- (available for all you Atari ST/STe users out there on GEnie). The
- original InShape caused a lot of excitement in being a somewhat
- friendlier graphical user interface, although it still was fairly
- dependent on a number of numerical-based dialog boxes.
-
- InShape 2 almost delivers on the promise of handing its user interface
- completely over to the mouse... almost. Although InShape 2 may appear
- to be very similar to its original predecessor, it's actually been
- completely re-written and brought more fully into the GEM environment.
- Some compromises, however, seemed to be necessary in order to
- accommodate a more graphic-oriented interface. You can no longer
- preview color gradations, for instance. It's a feature I won't mourn
- the passing of too deeply... but it was nice to have.
-
- The good news is that a number of important improvements have also
- been added. Gonraud and Phong shading modes allow the user to preview
- and test out their ideas and scenes relatively quickly. Improved
- shading speeds also make it easier to see things quicker, although
- this feature still doesn't seem to want to behave when running under
- MultiTOS. According to the guys at CyberCube, a DSP version of the
- shader is under development.
-
- A major number of welcomed improvements have been made to InShape's
- object editor. Full bezier curve manipulation has been implemented,
- and the mouse plays a larger role in the creation and reshaping of
- extruded forms. The one disappointment here is that the scene editor
- remains locked in the realm of entering mathematical formulas as
- opposed to a more friendly graphical approach. Original InShape fans
- will be delighted to know that the camera can now be moved and
- positioned with the mouse.
-
- The scope of imported/exported file formats has also been expanded. A
- major new addition has been the ability to now use Autocad DXF files,
- making it possible to import your POV (Persistence of Vision)
- raytracing files for further enhancements and editing. If you've been
- tenacious enough to learn the basic ins and outs of working with POV,
- however, using InShape 2 will make you feel like you've just gotten a
- Lexus for your faithful Chevrolet trade-in.
-
- A number of elusive bugs have been ironed out this time around and,
- as is often the case with new versions, there are some quirky bugs in
- InShape 2 as well. The Extrude tool seems to lock up the screen on
- rare occasions, and minor problems handling color in the object
- surface editor cause differing results. These are soon to be fixed in
- a minor update but all in all, InShape 2 looks to be well on its way
- towards being a major contender in the area of raytracing.
-
- Although, I'm still somewhat more partial towards NEON's more
- graphical environment, InShape offers a number of unique features and
- approaches that still place it well within the running for the title.
- The next upgrade may well knock the socks off of its newly-arrived
- competition, and is certainly well worth the upgrade for those
- dedicated InShape users of version 1.0.
-
-
- _/_/_/_/_/_/_/_/_/_/
- _/ IMAGE COPY 4
- _/_/_/_/_/_/_/_/_/_/
-
- Image Copy has released the latest update of this popular image
- viewing and conversion utility. Along with a number of speed
- improvements, version 4 adds awesome new page-layout feature,
- including the ability to print several graphic images on a single
- page. An additional (and rather unusual) utility has been included
- with the latest version as well.
-
- Text Styles allows you to import and then style a standard ASCII text
- file with either Calamus or G-DOS fonts and then export the newly
- reformatted document as an .IMG file. The company is slated to also
- release a number of new programs in the months to come.
-
- X-Change will provide vector-base artists and DTP users to convert
- among a number of popular ST, PC and Mac formats. Strip Cartoon is an
- art program which will offer a rather clever and practical panel
- approach to creating all kinds of comic book and cartoon strips.
- Animation tools and a flip- book utility may also be included.
-
-
- _/_/_/_/_/_/_/_/_/_/
- _/ SILLY GRAPHICS
- _/_/_/_/_/_/_/_/_/_/
-
- Grafix, from Silly Software (01705 785203) is intended as a program
- for teaching the basics of using a computer graphics program. There
- are a total of 18 prepared tutorials covering the tools included in
- most paint programs, but 4 of these also stand as a good introduction
- to the concepts and application of doing animation on a computer.
- Designed with the beginner in mind, it features a roster of clear and
- simple GEM drop-down menus which are all logically laid out.
-
- Once you've selected a particular subject, Graphix launches the
- appropriate tutorial which takes you step-by-step through a series of
- well-presented illustrations. A built-in manual is always thoughtfully
- available for additional reference in any of the subjects presented as
- well..
-
- Included is Grafix Art, a basic art package which offers a number of
- standard paint tools, along with 15 built-in fonts and an animation
- option. This program can be directly accessed from Graphix of this
- Grafix Art is integrated into the package and can be accessed directly
- from the main menu, allowing you a hands-on approach for putting your
- lessons immediately into practice.
-
-
- _/_/_/_/_/_/_/_/
- _/ TRUE IMAGE
- _/_/_/_/_/_/_/_/
-
- TrueImage is a 24-bit image processing system for any Atari ST, TT or
- Falcon computer (a 68030 version is included for use on TTs and
- Falcons) with a practical minimum of 2 or more Megs of RAM, which
- supports both importing & exporting a wide range of graphic formats.
- The program is configured to handle any image loaded into the program
- with 24-bit precision, wherever feasible. Apparently TrueImage has
- built-in algorithms which can automatically compensate for those
- limitations which are inherent in standard resolution displays,
- thereby rendering an impressive level of control in overall picture
- quality, even when editing them on a monochrome monitor.
-
- The program is capable of loading and converting between bitmap,
- color and grey scale picture formats, and features an impressive
- collection of tools for creating halftone and error diffusion effects,
- as well as applying dithering and color manipulation. These features
- all contribute to ensuring that the integrity and detail of your
- graphic or photo will remain true to its original appearance - or even
- better. Most impressively, TrueImage's error diffusion and palette
- features allow your digital photos to be accurately represented, even
- when using limited color screen resolutions. TrueImage also provides
- a number of user-definable image filters and special effects for
- additional picture enhancement as wells. The optimized 030 version
- takes advantage of the Falcon030's DSP to cut down on the overall time
- it takes to apply most effects from application to final viewing, and
- most features wisely support a preview mode so you can see how the
- chosen effect will look before committing your image to the actual
- rendering. TrueImage also provides a full undo file buffer for
- returning your image to its previous composition.
-
- You can import multiple images, limited to available memory, and then
- cut, copy, paste or edit between windows. TrueImage's powerful masking
- capabilities provide additional editing and processing effects to be
- applied, either to one part or the whole picture. These masking tools
- are also very effectively used to compose montages created by
- seamlessly combining elements from different graphics files into one
- unified image.
-
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ P D & S H A R E W A R E N E W S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ FREEDOM FILE SELECTOR
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
- Freedom is a multi-tasking compatible alternate to the standard GEM
- file selector which offers some pretty cool features. Being non-modal
- in nature - applications already running do not have to stop in order
- to allow Freedom to access your disk drives, perform file management
- operations, or close the file selector itself - you can run multiple
- copies of Freedom (though why anyone would want to do this, I'm not
- certain).
-
- Freedom also supports long file names under MultiTOS or MINT, and you
- can resize it accommodate your own preferences, making it also easier
- to use with different resolution displays. It has a text-based config
- file which you can import into a standard ASCII text editor to alter
- or define extensions and paths, as well as a number of other features.
- Left and right mouse buttons can be used together, and Freedom
- features a built in pop-up menu when clicking on most sections. You
- can drag-and-drop files from the desktop to copy them to another drive
- in Freedom. The program is shareware and well worth the modest fee.
-
-
- _/_/_/_/_/_/_/_/
- _/ STOOP 1.3
- _/_/_/_/_/_/_/_/
-
- Stoop is a slick-looking Falcon only mouse-driven boot manager which
- allows you an amazingly flexible amount of control over configuring
- and recalling more than just your auto folder and desk accessories
- when you boot up. Where Stoop excels from the majority of other
- shareware boot managers is in its versatile approach for handling all
- your system-related files and programs. The program utilizes what it
- refers to as "boards," which can control more than 20 different file
- groups as displayed in a multi-columned format.
-
- Each column contains four boards, which can be cycled through by
- using the right mouse button. You can group together multiple files
- assigned in different boards and activate them all with a single mouse
- click. You can assign your total configurations to any one of the 3
- rows of 9 launch buttons which appear along the bottom of the
- program's display screen. Since Stoop is optimized specifically for
- Falcon, it's range and depth of control over specific settings allow
- you to dispense with the familiar Desktop.INF file. Stoop also allows
- you to both copy and rename a file, using a different source and
- destination file extension, in one fell swoop.
-
-
- _/_/_/_/_/_/_/_/
- _/ CHARMAP 5
- _/_/_/_/_/_/_/_/
-
- Charmap5 is a ST/STe/Falcon-compatible utility which allows visual
- access to ALL of your characters for any font. Interestingly, Speedo
- fonts usually contain over twice that many - nearly 560 characters -
- while TrueType fonts can theoretically contain upwards to a staggering
- 65535 characters! These "extra" characters exceed the otherwise
- standard 256 ASCII character set.
-
- Charmap5 breaks this limitation by engaging SpeedoGDOS where it would
- otherwise read the ASCII code conversion table to read its own
- SPDCHAR.MAP file instead. Use Charmap5 to construct as well manage and
- output any individual font table. The actual scope of features this
- little program offers can be pretty overwhelming at first, but
- Charmap5 exercises such an incredible degree of control over
- SpeedoGDOS that you'll soon wonder how you ever got along without it.
- Easy to install, Charmap5's interface and menus are in English, and
- also comes with a English version of a resource file, but the
- apparently detailed context sensitive on-line help guide and
- additional documentation is presently only written in German. Still, a
- great utility to look out for.
-
- _/ _/ _/
-
- Until next time, this is Pete Donoso & Fadi Hayek reminding you that...
-
-
- -_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-
- = =
- _/ "Today is the Tomorrow you dreamed about Yesterday." _/
- = =
- -_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-=-_/-
-
- _/ _/ _/
-
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- _/ _/
- _/ C R E D I T S _/
- _/ _/
- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
-
-
- ATARI ARTIST endeavors to bring you the latest news on what's happening on
- the Atari platform in areas that concern the arts:
-
- _/ Music & MIDI
- _/ Video Editing
- _/ Graphics Drawing & Painting
- _/ Rendering & Animation,
- _/ Ray tracing & Texture mapping
-
- We try to keep current with all the new or soon-to-be releases, both
- here and in Europe.
-
- Atari Artist keeps a somewhat loose publishing schedule, which roughly
- translates to around once a month. The staff consists of Peter Donoso
- and his partner, Fadi Hayek. They both live and work in New York City.
-
- If you have any questions or suggestions concerning anything related
- to the contents or subjects covered here in Atari Artist, you can
- leave E-Mail for either Pete or Fadi on GEnie at EXPLORER.2, or
- through the Internet at <explorer.2@genie.com>.
-
-
- _/=_/=_/=_/=_/=_/
-
-
- ||| "From a saved backup...."
- ||| By: Ron Whittam
- / | \ GEnie: EXPLORER.4
- -----------------------------------------------------------------
-
- //// Swap Meet and Trade
-
- In this column I hope to foster communication and support for 8-bit
- and ST computer owners . . . presenting a positive and directive
- approach. This will help to strengthen the users group base and
- encourage the executive element.
-
- ==If you have a question you would like to see answered, or a topic==
- ==you would like to see covered; send me an Email!==
-
- Seems that the Internet is continuing to get the media coverage. Using
- the word "Internet" seems to be a way to get people to read your
- article, magazine, or view your broadcast. Whatever magazine you pick
- up or news broadcast you view, the Internet seems to get some billing.
- All this hype is putting computers into the public eye more and more.
- Recently our local paper started a "CyberLife" section that focuses on
- news and information about the computer industry and our daily lives.
- I was pleasantly surprised to see an Atari Mega ST featured a few
- weeks ago in this same paper's Sunday edition. Front page of the
- second section was a picture of a child and his teacher working on an
- Atari Mega ST.
-
- Recently the Computer Clearance Center in Boise sponsored a Swap Meet
- where all types of computers and electronic parts were bought and sold
- by computer owners. Local user groups also attended and had display
- booths. The Atari Boise User Group (ABUG) had a table. On display was
- an Atari 800, an Atari ST, and an Atari TT. The Idaho PC User Group
- (IPCUG) was in the next booth. I struck up a converstion with one of
- the people at that booth. He turned out to be one of the IPCUG's
- officers. We talked about computers in general, the Internet, and
- finally about Atari computers. He was rather surprised that
- programmers were still writing programs that ran on the Atari ST. We
- walked over to the Atari TT and he was shown all the built-in ports.
- He was impressed to see Pagestream displaying the cover of the Home
- Computer News (ABUG's monthly newsletter) with the finished copy side
- by side. I think the fact that Paula (a mod player) was playing in the
- background (multitasking) also made an impression. He will have quite
- a different point of view the next time someone mentions Atari.
-
- Swap meets are a great place for user groups. Both the people who show
- and the people who browse are always computer people. As a user group,
- ABUG wanted to make a good impression on the local computer community.
- For very little money, ABUG printed up some business cards with the
- ABUG name, meeting and membership info, their Web page, and the local
- BBS supporting Atari owners. They had back copies of their newsletter,
- TOAD catalogs, information on MagiC-Mac and GEMulator, running demos
- on the TT, ST, and 8-bit computers, hardware for sale, and members of
- the group manning the booth throughout the day.
-
- A major advantage to presenting the user group at this kind of event
- is the people are browsing. People dropped by who had only heard of
- (and played) Atari Games. They were surprised to see business
- applications running on a multitasking system with VGA resolution.
- Many were interested in the technology. Some thought Atari had copied
- OS/2 Warp and Windows 95 and didn't believe that this 32-bit system
- was five years old. The ABUG members took the time to demonstrate
- software and explain the hardware. Many had never knew the Atari
- Computers even existed. It was an enlightening experience. It was fun.
-
- Another advantage to being participants in the show was the
- interaction between others who were participating. Networking with
- other local computer people can be very beneficial. I talked with
- computer consultants, Internet providers, and other user group
- officers. After talking to the officers of another user group we came
- up with an idea to go to the local paper and see if they would do a
- User Group News column in the new CyberLife section that comes out
- each Monday. The idea is that each group would take a turn in rotation
- and submit a short "news and happenings" column about their particular
- user group. No one person would be burdened with a weekly article and
- all groups could participate and get recognition every month or so. I
- drafted a letter and emailed it to the paper's editor. (Only time will
- tell).
-
- The swap meet is not as large as a trade show and few, if any,
- commercial vendors or retailers show up. It has some particular
- advantages. It doesn't cost much to attend because they are usually
- free. It doesn't take much to organize because they are usually just a
- large "yard sale" in a parking lot. Set up tables, run some electrical
- cords, send out flyers to local computer stores and user groups, and
- that's about it. Locations can be about anywhere. You can get a large
- driveway or the parking lot of a business that isn't using it on a
- Saturday. Often other user groups will pitch in and help with the
- set-up and organization. It takes some effort, but it is well worth
- it. You can sell programs you have gotten tired of using. Old hardware
- componants, even broken ones, can be sold or traded for things you
- want. It seems that nothing is obsolete and someone somewhere wants
- what you think is no longer needed. A swap meet makes that sort of
- commerce possible. (The ABUG sold an Atari 800 8-bit system).
-
- Swap meets are great. Some of AEO readers are in small Atari user
- groups with a limited number of members. Getting together with other
- user groups and local retailers for a swap meet would be good. Most of
- us can't get to the computer shows where Atari Computers are featured.
- A swap meet is a way to make your own contribution to spreading the
- news about Atari computers... and helping other Atari Computer owners
- in your own community at the same time.
-
- +----------------------------------------------------+
- | Speak up! |
- | If you are supporting the Atari platform, |
- | send me a brief bio and how you can be contacted. |
- +----------------------------------------------------+
-
- Until next time. . .
- ------------
- Ron Whittam is the President of the Atari Boise Users Group and a
- Customer Support Specialist for a small software firm in Boise, Idaho.
- He can be contacted on GEnie Mail (EXPLORER.4), on the Internet at
- <whittam@primenet.com>, or on ApC BBS (208-362-1790). And see the web
- page at "http://www.primenet.com/~whittam/atari.html"
-
-
- --==--==--==--==--
-
-
- ---------------------------------------------------------------------------
- -- --==--==-- Delphi Sign-Up Information --==--==-- --
- -- --
- -- To enroll as a Delphi subscriber, modem call 1-800-365-4636. Press --
- -- [Return] until you see "Password:", then type IP26 [Return] --
- -- --
- -- Answer all of the questions, and you'll be cleared for Delphi --
- -- access in a few days. If you have questions about Delphi services, --
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- -- --
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- ---------------------------------------------------------------------------
-
-
- --==--==--==--==--
-
-
- ||| The Unabashed Atariophile
- ||| By: Michael R. Burkley
- / | \ Delphi: MRBURKLEY GEnie: M.BURKLEY1
- -----------------------------------------------------------------
-
- Hopefully you remember that I've been having some difficulties lately.
- (Hopefully in that it's always nice to be remembered!) But hopefully
- again, those specific difficulties are in the past. Dead hard drives
- are no fun! But now I've backed up all the important data on my
- data-recovered hard drive, or at least, the important data that I
- can't do without. I hope I don't forget this lesson about the
- importance of backups! Of course, I don't think I will - that $900
- bill for recovering the data on my hard drive is a potent reminder!
-
- Now that I have my hard drive back I can begin to catalog some of the
- scores of megabytes of software that I haven't been able to get to for
- months. I've certainly a pile! I'll share some of them with you in
- just a moment.
-
- But before I get on with that I want to recall for you a bit of my
- experiences at the ACE 95 show all the way back in April. (Wow! Time
- sure flies!) I wrote it back then, but haven't had a chance to share
- it with you.
-
- Susan and I attended the Toronto ACE 95 show on the first and second
- of April. Our kids came along too. While my son was glued to the
- Jaguars available there my daughter was glued to her bed with a 104F
- degree fever. That put a crimp on Susan's participation as well (along
- with the fact of her 102+ fever). I thought I was doing well until
- Sunday afternoon rolled around when I started getting sick (I was
- driving back from Niagara Falls where I preached that morning).
- Packing everything up and driving two hours to home was pure misery!
-
- But until Sunday afternoon I had a great time! It was an enlightening
- experience wandering around the booths, visiting with online friends,
- meeting people for the first time, buying software (spending lots of
- money for me) and more. I purchased SARA and the Grolier's
- encyclopedia from Scarborough Computers and have been enjoying it
- since. It works wonderfully. It's great to have an encyclopedia
- available for the Atari.
-
- I had a number of people coming by the Suzy B's booth asking if I
- could fill software orders. Unfortunately I couldn't because of my
- hard drive not working <sigh>. In particular I remember one person who
- came by asking about FAX software for the ST--Falcon. I told him of
- BatFAX, a shareware FAX package, but I told him that I used STraight
- FAX myself. We talked for a bit and he asked me if I could sell him a
- copy of STraight FAX. I told him that we didn't sell commercial
- software, but that many people at the show would be able to sell him
- the package. It came out then that he wasn't really interested in
- buying the whole package, just a disk with the software on it, and
- would I just copy it for him, he'd make it worth my while. I then
- spoke a few choice words with him and told him that I wasn't
- interested in helping him out and I hoped no one else would ever help
- him that way either. Yikes! Right at the show!
-
- You've all heard about pirates, and I expect that most of us have
- pirated software at one time or another (I have, and would the author
- of DM Banner (Dwight Morgan), Wheel of Fortune v.2 (Bob Pyle), and
- Perfect Match from Sweetheart Software (Mark Nelson) please contact
- me! I'd like to pay you some money!). That doesn't make it right.
- Stealing is stealing, no matter if it's "just a disk." One of my
- ardent wishes is that every person who has pirated software in their
- collection become an expert programmer who distributes commercial
- programs... and that people rip them off. Well, not really.
-
- Oh well.... It's time to get on to the descriptions!
-
- [] AVI_PLAY is v.0.91 of an AVI animation player for the Atari
- ST--Falcon by Dieter Fiebelkorn (the author of GEM View). It uses
- either monochrome or 256 color display modes. Also included is a small
- program to convert AVI files in WAV files so you can view even those
- animations. It appears that there is also a version designed to take
- advantage of the 68020 and 68030 chips as well as the standard 68000
- ones. All in German. Hensa.
-
- [] BOBTRACK is BOBtracker v.1.0, the Advanced Falcon only MODfile
- Player by Neil Stewart of Black Scorpion Software. BOBtracker provides
- unparalleled sound quality and takes very little processor time. This
- shareware program has so many features that it wouldn't be practical
- to list them all here. Trust me when I say that if you wish to play
- MODs on your Falcon then you need this player. Some of its features
- are disabled in this unregistered version, but enough are here that
- you will be able to keep quite busy checking it out. Of course, if you
- use it you'll want to register it! Support Shareware authors! Docs
- included. Delphi.
-
- [] CALENDAR is a PageStream Calendar template (.TMP) by K.L. MILLER.
- Use it every month to create your own calendar. It is especially
- useful for creating schedules for employee workshifts. It is in
- portrait format. Delphi (I think).
-
- [] CD_LIST6 from Greg at It's All Relative is the July, 1995 update of
- CDs that can be used on your Atari. It's criteria of "useability" is
- that at least 75% of the material on a CD must be accessable by an ST.
- This list included over 1,400 CD's you can use, and it includes 23
- Atari specific CDs now available. Delphi.
-
- [] COMPANY is the Desktop Companion by Dave Asbury. This .ACC/.PRG can
- help you to cure the ASCII bug in First Word/1st Word Plus/WordWriter
- ST. The above programs tend to have problems with files that are not
- "pure ASCII" or of their own special format. The Desktop Companion
- allows you to fix this problem and adds many other features. It gives
- you a desktop clock and the ability to set the ST's internal time;
- allows you to take Degas snapshots of the screen; move, copy, and
- rename files, and more! Color or mono. Docs included. ST--Falcon and
- Geneva compatible. I found this on the Hensa Internet site.
-
- [] DEPAT203 is a Diamond Edge v.2.03 patch program from Bob Luneski of
- Oregon Research Associates (dated June 28, 1985). This program will
- patch any v.2.00-2.02 of Diamond Edge to v.2.03. Diamond Edge is an
- excellent Hard drive repair/defragmenter/data recovery program for the
- ST--Falcon (it's what I use). This patch is useful for all Diamond
- Edge 2 owners but is especially important for those with large (500
- meg+) hard drives. Docs included. Delphi.
-
- [] DLVIEWER is DL Viewer v.1.10 by Lonny L Pursell (dated May 25,
- 1994). This utility will play back even more DL animations than the
- previous version (these animations originated on the PC platform).
- Many PC CD-ROMS and Bulletin Boards contain DL files and now you can
- view them on your Atari (only limited by the amount of RAM you have
- available). Now there's yet another reason not to use a PC! This
- viewer will run in ST low res. or any resolution greater than
- 320x200x16 colors (works on a Nova board). Gray scales are used in all
- modes with less than 256 colors due to obvious limitations. If you
- have 256 colors or more you are prompted for the color format during
- playback. Not MultiTOS compatible. Docs included. Postcardware.
- Delphi.
-
- [] DUFTP is DUftp, second beta version by Craig Graham (dated June 21,
- 1995). This is a GEM based FTP (File Transfer Protocol) program for
- use with MiNT and the MiNT-net networking drivers. The docs say you
- may use DUftp to fetch files from any FTP server on the Internet (or
- any other TCP/IP based network). You must have MiNT v.1.12 or higher
- and MiNTNet v.0.70 or higher to use this program. You can use DUftp
- under MultiTOS, or just under plain GEM, as it uses none of the
- MultiTOS AES extensions. You can use DUftp to fetch files from any FTP
- server on the Internet (or any other TCP/IP based network). As well as
- the just transferring files you get the following extra's:
-
- - Web-browser style bookmarks for fast access to your fave sites.
- - Automatic logins.
- - Full GEM interface.
- - Runs under MultiTOS or plain GEM.
- - Drag & Drop style file transfer (only downloads at the moment).
- - Multiple connections at the same time (under MultiTOS).
- - Fast, reliable transfers (code based on the BSD Unix ftp).
- - Envy from PC users who have to pay for this sort of thing.
- - AES 4.1 iconify support.
- - No command lines.
- - Integrated with DIP to handle your dial-up SLIP connection for
- you (simple Connect/Disconnect menu options).
- - Only uses 200K when running.
- - Context sensitive help (using an ST-Guide Hypertext file)
-
- DUftp is "advert-ware" for the Data Uncertain's upcoming World Wide
- Web browser "Distant Earth." Also it is intended to prove that
- GEM+MiNT can support easy to use networking software, and in
- particular, that Data Uncertain can provide that software. Docs
- included. Delphi.
-
- [] EMAIL895 is the Atari Community E-Mail list created and updated by
- Dan Mazurowski as of August 19, 1995. If you have an Atari related
- question, somebody on this list has the answer! User Groups,
- Developers, Retailers, Jag and Lynx developers, and some excellent
- Internet Web pages for us Atarians. Delphi.
-
- [] EPRO_210 is a patch file from Anodyne Software to upgrade their
- ExtenDOS Pro version 2.0 to version 2.1. ExtenDOS is the program I use
- to access my CD ROM drive for data and music. Docs included. You must
- have the original disk to do this upgrade. Delphi.
-
- [] FALCADAP is the Falcon-Multisync Adaptor plans by Bryan Edewaard.
- These plans (in the form of a text file and a .PC3 picture file) will
- tell you how to make your very own Multi-sync adapter/switcher for the
- Falcon030. Be Warned! This adapter has one purpose only, and that is
- to adapt an ST compatible Multi-sync to the Falcon. It will not
- enhance the use of a VGA monitor, and may damage it with sync-rates it
- cannot use. However, if you have a Multi-sync, it will allow you to
- use all the 1224/TV modes on it as well as VGA modes. Hensa and
- Delphi.
-
- [] FLICTC41 is the FLI-TC v.4.1 True colour FLI/FLC player by Sven
- Bruns (dated Nov.4, 1994). This is a =fast= player for animations in
- .FLI/.FLC-format. Documentation now in German and in English. The
- program runs in all HiColor-resolutions (Atari calls them True
- Color...), with 320x200 pixels or bigger on your Falcon. It runs most
- animations at the original speed (as fast as on a 486DX). FLI
- animations will be played directly from disk if need be. It can run at
- 608 frames per second (on an accelerated Falcon). It was compatible
- with every FLI/FLC animation tested and it also works with
- Screenblaster and NVDI. Hensa.
-
- [] FLS300D is the demo version of Flash II v.3.00 from Missionware
- Software. Now fully multitasking capable, this excellent
- telecommunications program is definately one you will want to check
- out. Download (or upload!) in the background to your heart's content!
- It's designed for ease of use. I especially like its Auto Learn
- function which makes creating logon and other scripts easy and
- automatic. Another thing I like is that you get two editors, one as a
- capture buffer and another as a type-ahead window. For all of you who
- like to call those IBM ANSI boards Flash II now supports all the ST,
- IBM and DEC character sets, including IBM/ANSI graphics characters! I
- can't list all of the features here - there isn't enough room. This
- demo is limited to 50K transfers (a zillion - well, really only ten -
- transfer protocols are built in) and some other minor limitations, but
- they won't hinder you from getting an excellent look at this program.
- I recommend it to you. Fully ST--Falcon compatible. Delphi.
-
- [] FTREE211 is Family Tree v.2.11 by Ian & Mark Baker (dated July
- 1994). This is an excellent well-supported GEM-based Family Tree/
- Genea- logical database. It works on all ST--Falcons and in all
- resolutions (ST med. or higher). I find that the older I get the more
- I am interested in my family history. This program will allow you to
- easily record, display, and print out the results of your research.
- If you have any of the varieties of GDOS the print out will look much
- better, but you can get by just fine without it. This is definately a
- full-featured program. The docs are quite detailed and well-written as
- well. Online help is available through ST-Guide HYP files (you must
- supply STGUIDE). If you are interested in recording your Family Tree
- then you should check out this program. Freeware. I found this at the
- Hensa Internet site.
-
- [] F_ZERO is the Moon Speeder Demo for the Falcon. While you can't
- play this you can watch as a series of vehicles race across the moon.
- This first person perspective game uses texture mapping to good effect
- as you race along a moon track. You may choose (by using the F1-F8
- keys) to see the view from any of the eight different polygon vehicles
- racing around. Music plays in the background with samples over the top
- as you bump other cars or complete a lap. Each speeder has its own
- statistics, and pros and cons. It really is a shame you can only watch
- this demo and that you can't join in! It is very similiar in effect to
- the Mario Cart game, in as much as the game uses the same ideas of
- scaling and rotating the track from the players view. Is the
- commercial game available yet? I don't know. Delphi.
-
- [] GBNCH401 is GEM Bench v.4.01 by Ofir Gal (dated January, 1995).
- This well-supported program was designed to provide you with a
- reality- based benchmarking tool. Using an advanced, GEM based
- interface this utility tests the speed (and much more) of features you
- usually use and so gives you a realistic view of your TOS 1.0--Falcon
- computer. It will test the graphic screen drawing speed, the CPU speed
- (math and memory access tests), and more. You can also use this
- program to tell you your computer type, TOS version, MultiTOS (MiNT)
- version, Blitter status, AES and GEMDOS versions, NVDI (a screen
- accelerator like Warp 9), FPU and other information about the system.
- You can even force the system (if you have a TT!) to run in ST RAM or
- Fast RAM. It will also let you compare your system against other STock
- Atari machines. It is even GEMulator aware and still fully MultiTOS
- (and Geneva) compatible. Color or mono. The docs are in ST-Guide
- format so you may access them from right within the program (you must
- supply ST-Guide). SHAREWARE and recommended. Hensa.
-
- [] GDOS123E is More Joy of GDOS v.2.3 by Gerd Castan. This ASCII text
- file has a huge amount of information about Atari's GDOS programs and
- all of its spinoffs and improvements (like NVDI, G PLUS+, FontGDOS,
- SpeedoGDOS, etc.). I found it a very interesting read. The English in
- which it is written is not the most well-written you will encounter
- (the author's native tongue is German), but that doesn't hinder the
- use of the file. This is useful for anyone interested in GDOS, the
- programmer or the novice Atarian. I found this on the Hensa Internet
- site.
-
- [] GNU_TAR is GNU Tar v.1.10 ported to the Atari ST with or without
- MiNT by Alan Hourihane (dated Oct. 2, 1991). This is a full-fledged
- TAR that can handle compressed archives all at once rather than first
- uncompressing them and then untaring them. TAR files are ones you will
- often find on the internet. Also included in this archive is the
- author's own version of Compress v.4.0. If you don't have MiNT
- installed you cannot use the compress/uncompress function of GNU Tar,
- otherwise everything else should work under standard TOS. Docs
- included. Where from? I don't remember!
-
- [] GUITDEMO is the Guitar Reference Demo/GEM Guitar Tools by Alan
- Richardson. This program, which will work on any ST--Falcon is a scale
- reference and tuning reference tool. The registered version of this
- program has 57 scales and 46 tunings in its database. You may print
- out your choices, add, delete, edit, display, save and load your
- scales and tunings, and much more. You can play your scales through a
- Midi setup or through the Atari Sound Chip. The Demo version has a
- number of features disabled, saving & loading of scales, tunings,
- paths and defaults. Printing is available, but you may only print to
- disk. Docs included. Color or mono. Shareware. Hensa.
-
- [] GVW_315 is GEM-View v.3.15 by Dieter Fiebelkorn (released in North
- America on May 12, 1995). If you have a picture file, this program
- will likely show it (about 35 _basic_ formats with support for
- variations within formats)! Previous descriptions of this program have
- run over a page, but this time I'm just saying, "Get This!" if you
- work with images of any type. GEM-View now comes in a modular format
- allowing you to customize GEM-View to view the pictures you normally
- encounter (saving memory and loading time). It now supports the
- viewing of GIF pictures again (apparently the problems with the GIF
- patent by UNISYS have been cleared up). GEM-View is fast and will
- allow you to load and display pictures in a variety of graphic formats
- (including JPEG pictures, in which format your pictures can now be
- saved yielding huge file size savings!) in any desired resolution and
- virtual size (BigScreen) on the ATARI ST/TT/Falcon series of
- computers. Most Graphic cards work, too. This version includes a neat
- slide show feature and an even more useful picture cataloging feature.
- It's amazing how this program keeps on being improved! GEM-View is
- either an .ACC or .PRG (just rename it). If your machine can't handle
- the colors in the picture (ST Low and mono don't have 256 colors to
- display a GIF file!) GEM-View will massage the picture until it fits.
- You can also adjust contrast, brightness, colors shown, cut and paste,
- and more, all to make the picture look even better. Do you want to
- convert a picture from one type to another? GEM-View will do that,
- too. I'd better quit! I've registered this Shareware program, and I
- recommend that you do, too. To reduce the size of the program file a
- number of the utilities included with GEMView in the past ( such as
- WinX, GEMRAM, VIDFIX, and more) are not included (they are available
- directly from the author or from a previous version). Color or mono.
- Helsa? Delphi? I don't remember.
-
- [] GZIP107S is GNU Zip v.1.0.7S for the Atari ST line ported to the ST
- line by Daniel Eriksson of Sweden. GNU zip is a compression utility
- designed to be a replacement for 'compress'. Its main advantages over
- compress are much better compression and freedom from patented
- algorithms. GNU UnZIP can currently decompress files created by gzip,
- zip (only deflated files with only one file internally compressed),
- compress or pack. This program is thus useful for uncompressing
- strange-looking files you often find on the Internet. GZIP produces
- files with a .z extension. This was chosen to mimic the 'compress' .Z
- extension. This file includes two version of the utility, one for the
- standard TOS file-system (gzip-tos.ttp), and one for the Minix
- filesystem (gzip.ttp). Docs included (if you try to read the docs from
- the desktop the formatting is all wacky, but if you use a program like
- STeno or WordWriter ST everything is fine). From somewhere!
-
- [] HEBIB302 is the ST_BIBLE v.3.02d demo of a Hebrew Biblical
- Concordance program by Stig Norin. ST_Bible is a Hebrew Bible
- Concordance Program, which can search for all verses with a certain
- combination of words. Of course, since it's about the Hebrew Bible all
- of the display is in Hebrew (the program and docs are in English
- though). This is a shareware program. The demo version is only
- provided with the five Torah books and can't print anything nor save
- anything to disk. When you start the demo-version you'll find out how
- to re- gister. To take the full advantadge of the program you must
- have a harddisk with at least 2 meg free space. With floppies the
- program is slow and can't search through all the biblical books in one
- search. ST--Falcon compatible. Hensa.
-
- [] HUSTLER is the demo version Hollywood Hustler, The American Classic
- by Desert Star Software (dated 1995). This is the best Five Card Draw
- Poker computer game I've ever seen (this demo plays very well indeed).
- Most computer card games can be fun for a while, but eventually they
- become predictable and boring. Hollywood Hustler certainly never
- becomes predictable (well, I can't really say that - it is predictable
- - predicatable that I lose with great regularity! Remember: the house
- always wins! and if you don't play then you can't lose!). But back to
- the description! Each time you play, your computer opponents Joe,
- Chuck and the one and only Montana Slim provide you with a fresh
- challenge, starting every new game in a different mental state to the
- last - more or less confident, more or less likely to bluff etc.. No
- two games are ever the same! There are some excellent digitized
- pictures and sound on this demo, and even more in the commercial
- version (distributed by Toad Computers here in the US and available
- through your local Atari store - there are some of those left -
- support them!). I enjoy the occasional banter between the players and
- their grunts as they play the game. You are included right along with
- the rest of the players. They don't know what cards you have, and you
- don't know theirs. You're the one who needs to "know when to hold 'em,
- and know when to fold 'em" (docs and poker instructions included)
- Color only. Joystick controlled. The full game comes on three floppy
- disks. If you wish to read an excellent and detailed review of the
- full commercial version of Hollywood Hustler check out the August,
- 1995 (?) issue of ST Informer. If you don't already has a subscription
- to this magazine I urge you to get it. It's an excellent way to keep
- up with things Atari. Delphi.
-
- [] ICO2RSC1 is ICO2RSC v.1.10 by Dirk Haun (dated Dec. 11, 1994). This
- is German language program that will convert Color Windows icons into
- RSC-files for inclusion into your programs. You may also save them in
- the .ICO icon format. Program and docs are all in German. Hensa.
-
- [] INTCH152 is the In-Touch Personal Database v.1.5 by Lorne White.
- InTouch is a powerful and flexible database system for organizing and
- managing all your personal information such as names, addresses, phone
- numbers and calender events. With a touch of the keyboard or mouse you
- can easily find and select records, or search for text and dates, get
- date reminders, categorize records, and print a wide variety of
- envelopes, labels, addresses, date books, and calendar labels (using
- SpeedoGDOS). A calendar window provides a view of any month of any
- year and provides a listing of all events in that month. You can also
- import and export all the data into and from other programs, making it
- your "master" database of personal information. Lots of features!
- This demo is limited in that you may save only five records per file
- and print only five labels per record. Numerous samples are included.
- ST--Falcon compatible. Shareware. I had originally tried to run this
- program within three nested folders (my hard drive gets a bit
- complicated), but I was unable to load the sample files when doing so.
- Running from less than three nested folders or from the root directory
- was fine. STE and Geneva compatible (at least). I don't remember from
- where.
-
- [] LIGHTNING is Lighting! by Robert W. Stiles. This is a color only
- lightning display for your Atari system. It's pretty neat to see the
- flashes of lightning on your screen and not have to worry about it
- zapping your system! I only wish that there was some thunder, too! It
- was created on a Falcon with a VGA monitor and also works on my color
- STE and on a Mega STE. The author says that it should work on any
- palette based color display system. The C source code is included.
- Delphi.
-
- [] MEMWTCH4 is Memory Watch v.1.4 (dated June 23, 1995) by Damien M.
- Jones (the author of View II - Wow!, SoundLab - Wow!, and much more -
- what a programmer!). This is a neat little (using about 12K RAM)
- program/accessory which graphically shows you the state of your RAM.
- It will show you the biggest chunk of your RAM still available along
- with the total RAM available (they are sometimes different depending
- on the applications you are loading and unloading). RAM fragmentation
- can get especially difficult under Geneva, MagiC, or MultiTOS, and
- this little utility can help you to steer clear of many of the
- problems caused by this. Docs included. Color or mono, ST--Falcon,
- Geneva, MagiC, and MultiTOS compatible. This version is much improved
- over previous versions. If you've ever had any problems with Memory
- Watch (a rare thing), make sure to try this again. Hensa? Delphi?
-
- [] MID02PRG is Midi 2 program v.1.1 by Alan Hinde (dated July 1995).
- This is a very interesting program which will convert a midi type 0
- file to a .PRG file that plays automatically on your computer. Docs
- within the program. From where?
-
- [] MIDMOVR is MidiMover, Hybrid Arts' (now Barefoot Software for the
- ST line) MIDI File converter. MidiMover can convert between Hybrid's
- .SNG files and the "MIDI File 1.0" standard. It supports both format 0
- and format 1 MIDI Files, and can in fact be used to convert between
- those two formats. It also reads MacBinary (some MIDI Files uploaded
- by Mac users) that some other MIDI File converters may not handle, and
- can convert these to standard data files that non-Mac computers
- (including the ST) use. Docs included. I found this in the MIDI
- section of Atari UMICH Internet site.
-
- [] MID_UTIL is a set of four programs which will process midi type 0
- files and make cosmetic changes without, in most cases, altering the
- way the file sounds. The processed file produced is called NEW.MID and
- saved in the same directory. The first, ONETEMPO, will convert all
- absolute tempo changes to the one constant tempo and rescale all delta
- times (clocks between events) accordingly. It is useful when running
- the sequencer from a constant tempo source. Next, QUANTMID quantizes
- the file as specified by the placement of control 99 events, and adds
- absolute tempo events to honor the original timing (providing at least
- one absolute tempo event is already present). This is useful for
- making a file print in quantised form without affecting the way it
- plays. Next, CTL_TRIM trims the notes out of the file wherever a
- specified control event is zero. If the control event, for example,
- controls the volume, then the resultant midi file should sound the
- same as the original file. Finally, REMV_SUS removes all sustain
- events (control 64 events). The note off events are moved to emulate
- the effect of the sustain events. From where?
-
- [] D_ORACLE is the Oracle v.1.3 Delphi version source code for STalker
- (.BTS). Uploaded by the author, Paul Lefebvre, this shareware online
- automation program is well worth getting (I registered it and use it
- all the time). It makes using Delphi so much quicker and easier. I'm
- not sure exactly what this release of the source code means since
- there is no further documentation other than the comments within the
- source. Is it still Shareware? I hope so! Paul deserves our support
- for this excellent software! There is also a GEnie version of Oracle,
- but I haven't seen the source for that yet. You must have STalker
- v.3.x, the telecommunication program from Gribnif Software, to use
- this code. Delphi.
-
- [] PARAFIN is ParaFin v.1.03, a Background File Searcher by Hartwig
- zur Nieden (dated Oct. 17, 1994). ParaFin is a GEM program/Accessory,
- which searches one or more drives or a specified path for files.
- During the search you can continue working in other programs and all
- search results are processed in the ParaFin "already found" file.
- ParaFin has been designed to work with the Gemini Desktop, but it will
- also work with Geneva, or indeed, any single-TOS. The program and docs
- have been translated into English. If you wish a newer version of this
- program check out PARAF123 for v.1.23. Unfortunately, that version is
- still all in German. Shareware. Delphi.
-
- [] PARAF123 is ParaFin v.1.23, a Background File Searcher by Hartwig
- zur Nieden (dated Dec. 17, 1994). ParaFin is a GEM program/Accessory,
- which searches one or more drives or a specified path for files.
- During the search you can continue working in other programs and all
- search results are processed in the ParaFin "already found" file.
- ParaFin has been designed to work with the Gemini Desktop, but it will
- also work with Geneva, or indeed, any single-TOS. This version is
- still all in German (though that doesn't really matter if you get the
- English docs in PARAFIN). Shareware. Delphi?
-
- [] PROGEM is a set of examples, appendices, and PROFF source code of
- the "ProGEM" articles telling about GEM programming by Tim Oren.
- Posted on the Hensa Internet site and compiled by Jwahar R. Bammi, C
- programmer extraordinaire!
-
- [] PYSGHM15 is Pysgham v.1.50 from STectre Software (dated July 1995).
- This program will allow you to add virtual drives to your ST, but
- unlike Ram disks, the new drives will correspond to folders in other
- real drives. You can set up a drive as P that will open up a folder in
- drive D, up to eight drives can be created. Pysgham will also enable
- you to turn 'write verify' off or on for each hard drive partition;
- you can also write protect any or all partitions. Installation seems
- very easy. Postcardware. Jabran Akhtar, the author, has written
- several other programs as well: Joke, which makes thousands of random
- jokes with selected verbs, nouns, etc.; F o z C i, a Caps-Lock
- indicator which uses your disk drive LED to let you know the status of
- your Caps-Locks key; One Jack, an excellent program launcher; Mnilu, a
- GfA BASIC 2 Compiler, and Superview, a most comprehensive file-viewer
- for the GEM desktop. Delphi.
-
- [] RD1 is a set of three Phoenix2 .RD1 (converted from Cad3d2) files
- done, I think, by Barry Summer (he uploaded them and I know that he
- has produced all sorts of quality Phoenix 2 files). They are thge
- Apex-VIKING, Explorer and X-WING spaceships. They have textures added
- but you can customize them in Phoenix 2 or render them as is. Delphi.
-
- [] SBM is the Falcon-only Super Bomberman by Marc BOURLON of France
- (dated Jan. 21, 1995). This game is for up to four players (two on
- Joysticks and two on the keyboard). The author mentions an SNES
- version of this game, but I don't know what that's like so I can't
- tell you anymore than that. Soundtracker MOD sound included. The
- registered version includes improved graphics, and more levels.
- English docs encluded. Found on the Atari U Mich Internet site.
-
- [] SOLVE is the GFA Equation Solver v.1.0 by Teddy of TMC/Orion (dated
- Feb. 1, 1995). It is a small program which solves equations with one
- variable using the Newton-system. It is MultiTOS compatible (comes in
- its own window and everything). All of the standard trig functions are
- allowed. Found on Hensa?
-
- [] SPOOKY4 is Spooky Sprites v.4 by Johan Karlsson (dated August 11,
- 1995). This program allows you to create true color sprites for the
- Atari Falcon to use in your programs. You may make them from scratch
- or cut them out of a wide variety of picture formats. You can even
- animate them using several program options. You must have a Falcon 030
- with at least 4 megs of memory. The program is compatible with screen
- enhancers, virtual memory and strange monitors. Not M-TOS compatible.
- Detailed docs included. Hensa.
-
- [] SURVEYGA is the Global Atari Survey by Rick Detlefsen (dated June,
- 1995). This is an ASCII file that is part of an effort to list all
- known active Atari users Groups and BBSes (8-bit through Falcon, Lynx
- and Jaguar, too). The last list was around Oct 1993, and includes info
- mostly from Atari User and Atari Classics magazines. It is assumed to
- be out of date (for sure!). Please make sure to get this file and fill
- it out for your user group or favorite BBS, and then E-mail it back to
- Rick (snail mail is OK, too). It can only help all Atari users to find
- out the places we meet and the resources we have available. Delphi?
-
- [] SYSTEM is the excellent D.K.O. System Falcon demo, dated April,
- 1995. EKO released this demo for the "Fried Bits III" in Bremen,
- Germany and won second place there (so I suspect it is excellent). You
- must have at least 3.5 meg of free RAM on your Falcon to run this.
- According to the upload it is very well done with great music and nice
- virtual reality type scenarios including an extended CHECKERED FLAG
- type demo. Delphi.
-
- [] UPDATE_7 is the Falcon Update Digital diskmag release 7 from FOG,
- the Falcon Owners Group (dated Oct 20, 1994). This huge file (1.34 meg
- compressed!) is full of interesting text files, pictures, and programs
- for the Falcon. While I don't have a Falcon I've enjoyed reading
- through the text files (after de-packing them with New De-pack by Mike
- Watson <NDP_11>). There are short science fiction/fantasy stories,
- software/hardware reviews, comments on the world, helps for your
- Falcon, even a complete book! ("The Hacker Crackdown: Law and Disorder
- on the Electronic Frontier" by Bruce Sterling). Some of the software
- included is: An excellent boot manager for the Falcon (STOOP101), a
- fast DSP MOD player with a name I detest (RAPE_DSP), the premere
- compatiblity fix for your Falcon (BCKSRD27), a very fast GIF viewer
- (TURBOGIF) and a super fast, real-time, light sourced 3D town to fly
- around in - but only if you have a TV or RGB monitor (VIRTUAL). You
- need a four meg Falcon and any monitor to use this magazine. Hensa.
-
- [] UTOPOS15 is Utopos v.1.5 by Aggression (dated Nov. 11, 1993).
- Utopos is an excellent multi-player (two people in the demo and four
- in the registered version) shoot 'em up game. This game is colorful
- with pleasing graphics, excellent sound, and smooth control. The goal
- of this game is to shoot the other person down (the reg. version has a
- one player mode). Joystick or keyboard controlled, your rocket ship is
- moved about through reaction thrust and gravity (similar to Oids,
- Thrust, and Rayoid - I like Rayoid, too). This game takes full
- advantage of the smooth hardware scrolling of the STE and so will only
- work with the STE Mega STE (the docs say that if there is enough
- interest a Falcon version will be created - I don't know if that means
- that this game won't work with a Falcon or that it just doesn't take
- full advantage of the Falcon potential). If you have an 8 MHz machine,
- you will have a display with the upper and lower borders removed
- giving you a resolution of 320*285. Because of some programming magic
- there can be up to 48 colors on screen at once! The display is
- -smooth- being updated 50 times per second. On top of all this you get
- 8 channels of 25KHz sampled sound effects. I recommend this game. Low
- Rez Color only. Demo version requires re-boot to quit (the registered
- version doesn't). Requires at least one meg of RAM. Shareware. Docs
- (in English, German, and French) included. Hensa.
-
- [] VCB27 is the VertiConf-Booter for the Falcon v.2.7 by
- NulloS//DNT-Crew (dated May 26, 1994). While all of the docs for this
- are in French, it appears that this is a program which will allow your
- Falcon to better emulate an ST/STE for software compatibility. Another
- program which does this same thing (and that's in English) is Backward
- by Cyrille Dupuydauby. Source code (.S) is included. Hensa.
-
- [] AV380 is Ascii-View, v.3.80 by David M. Seberg. Ascii-View is
- simply an ASCII text viewing program that was developed to replace the
- boring, plain, dull, monotonous, inflexible [Show]-[Print]-[Cancel]
- feature of the standard ST Desktop. It does this by allowing the user
- to easily view an Ascii text file with a myriad of features not
- available from the standard ST desktop or from the multitude of text
- viewers currently available in the ST market place (according to the
- author). It can be run from the desktop, as an installed application,
- from DC Desktop or NeoDesk. Blazingly fast scrolling, 100% keyboard
- equivalents, use of accessories from within program, memory of last
- ten files accessed with instant recall allowed, mark blocks to print,
- delete or save, set and move to markers, and more. All this makes a
- wonderful text viewing program. Color or mono. Pages upon pages of
- docs (and online help) included (but you really don't need them - the
- program is easy to use!) SHAREWARE. Excellent. ST--TT (maybe Falcon)
- and Geneva compatible. Atari U Mich.
-
- [] PEEK_17A is Peek-A-Boo v.1.7a by Eric Hameleers (dated March 3,
- 1994). PEEK-A-BOO can be used as either an accessory or as a standard
- GEM program on any ST--Falcon. Using Peek-a-Boo any ASCII or binary
- file can be loaded to be displayed in a GEM window, with full
- slider/cursor movement control. The program uses no text-cursor; it is
- only a viewer, not an editor. You may mark blocks of text, insert
- bookmarks, and have lots of control over viewing your files. It's very
- quick and has a clean display, too, which is nice. Docs included (may
- be viewed online or separately). Atari U Mich.
-
- [] TVST15 is TotalView ST v.1.5 by Carl Limsico (dated July 20, 1990).
- This ASCII/HEX file viewer uses the GEM item selector to select the
- file to view. To scroll up and down through your files you use the
- arrow keys. Marking blocks of text for printing out to disk or modem
- is quick and easy to do. You may search for any character string you
- wish. Docs included. Shareware. Atari U Mich.
-
- [] VIKAPEX is a very nicely done rendering by Barry Summer of the
- famous Lexicor Viking. It is a JPEG picture showing the wood-grained
- Viking holding his spear and shield (boy, does that guys nose look red
- and sore!). To his left (your right) is a guitar with the words "Time
- to Rock N' Roll." A 3D "APEX" logo spans the top of the picture. This
- was rendered with Phoenix2 as a 640 x 480 targa and combined with APEX
- MEDIA. Delphi.
-
- [] WCOLTRIS is WinColTris v.2.0 by Never Ready Software and Morus
- Walter (dated Dec. 27, 1994). This is an excellent two (mono) through
- 256 color Tetris and Columns game which is friendly with all TOS
- versions, MagiX!, Geneva, and more. Keyboard controlled (with user
- selectable keys), this game is fun and fast. Since I like both Columns
- and Tetris this is a winner in my book. The author has done a lot to
- make this compatible with a lot of different options. You can keep
- track of your high scores, arrange your screen set-up to have it just
- the way you want (and save it for future use), even multi-task when
- playing the game. He's included nice docs (and "C" source code), too.
-
- [] XWING is the APEX XWing Fighter Falcon Animation by Barry Summer.
- This is a Falcon TC animation in .FLH format with the Falcon player
- program included. This 3D XWing fighter was rendered with Chronos and
- Phoenix2, and the Targa frames were then imported into Apex Media.
- Delphi.
-
- I just recently was sent a demo copy of the Music Box by Kari Heimonen
- (a CD, disk, tape database) and the most recent version of ARJ
- (ARJ996) by Ger Hobbelt and Hans Wessels (getting faster and better
- all the time!). I'll review them next time. I've also purchased a copy
- of "The Ultimate Virus Killer Book" by Richard Karsmakers (the author
- of "The Ultimate Virus Killer" software - another excellent product).
- That book is an awesome read (and up-to-date, too - some of the dates
- mentioned in it are July, 1995!). I really enjoyed it and recommend it
- to you. Maybe I'll get to do a more extensive review here - that is,
- unless Travis turns me down. (How about it Travis?) [Ed: Go for it!]
- Until then...
-
- Take care,
- Michael
-
- All of these files can be found on one or more of the following
- on-line services: Delphi (MRBURKLEY), GEnie (M.BURKLEY1), and at Toad
- Hall, now the official BBS of the Boston Computer Society
- (617-567-8642) (Michael R. Burkley). Drop me a line!
-
- Michael lives in Niagara Falls, NY. He is a former Polyurethane
- Research Chemist and is presently the pastor of the Niagara
- Presbyterian Church and the co-founder of Suzy B's Software.
-
-
- --==--==--==--==--
-
- ||| Developing news!
- ||| Items of interest from TOS platform developers and supporters
- / | \ -------------------------------------------------------------------
- -------------------------------------------------------------------
-
-
- //// Toad Mirrors UMich FTP
-
- SEVERNA PARK, MD, USA--Sept. 12 1995--Toad Computers, a supplier of
- Atari hardware and software, today announced that they will make
- available a mirror of the University of Michigan Atari Software
- Archive. The University of Michigan Atari Software Archive has been
- the primary FTP site for Atari eight-bit and ST public-domain software
- for years. However, due to its popularity, it has often been very
- difficult to get into the site. Various mirrors of the "umich" Atari
- site exist (wuarchive.wustl.edu), but these are sometimes just as
- difficult to reach.
-
- Toad Computers this week announces that they will maintain a mirror of
- the "umich" archive at their ftp site, "ftp.toad.net". Toad
- spokesperson David Troy explains, "We are very excited to be able to
- offer Atari users something extra; something that goes beyond just our
- homepage." Since November 1994, Toad Computers has offered a
- World-Wide-Web homepage which provides news, prices, product
- information and online ordering to Atari users. Since August 10, 1995,
- Toad Computers has been connected to the Internet through a
- high-speed/high-capacity T1 line (1.54MBps).
-
- The Toad Computers "umich" mirror can be reached by ftp at the
- following address:
-
- ftp://ftp.toad.net/pub/umich/
-
- The Toad "umich" mirror archive is updated daily and contains over
- 700MB of compressed public domain software for the Atari 8-Bit, ST,
- STE, TT030 and Falcon computers. It is accessible from anywhere in
- the world through the Internet and such online services as GEnie,
- Delphi, CompuServe, America Online, and the Microsoft Network.
-
- Toad Computers is a reseller of hardware and software to Atari users
- and also provides Internet services in the Annapolis, Maryland area.
- The company is one of the largest Atari resellers in the world and
- ships worldwide. Toad Computers is located at 570 Ritchie Highway,
- Severna Park, Maryland, 21146; 410/544-6 943.
-
- EMAIL: info@toad.net
- ORDERS: 800-448-8623
- FAX: 410-544-1329
- INFO: 410-544-6943
- WEB: http://www.toad.net/
- FTP: ftp://ftp.toad.net/
-
- Toad Computers offers the "umich" mirror as free public-domain and
- shareware software, makes no warranty as to its suitability for any
- application and assumes no liability for its content.
-
- NOTE: The "at" symbol in Internet addresses does not
- always translate correctly; there is an at sign
- in info"at sign"toad.net
-
-
- //// Gribnif Interfaces with Resources
-
- September 14, 1995 FOR IMMEDIATE RELEASE
-
- Northampton, MA - Gribnif Software announces the arrival of Interface,
- the premier resource file editor.
-
- Interface is a resource construction set: a program which edits the
- resource (.RSC) files used by other programs to draw GEM dialogs and
- menus. It works with all Atari computers, including the TT and Falcon
- 030. It also takes advantage of multitasking systems like Geneva,
- MultiTOS, and MagiC.
-
- It has a very intuitive user interface which allows you to easily
- create and edit multiple resource files at once. Its features include:
-
- o Supports the extensions of Geneva and Atari's MultiTOS, such as 3D
- buttons.
-
- o Utilizes a completely window-based system, which includes pop-up
- menus, keyboard equivalents within dialogs, and on-line help.
-
- o Displays information for the object under the mouse (name, size,
- etc.)
-
- o Objects can be automatically resorted, or arbitrarily sorted within
- the tree.
-
- o A group of objects can have their flags all set to the same value
- quickly and easily.
-
- o Allows the setting of extended object types, flags, and states.
-
- o Objects can be resized by exact coordinates.
-
- o It can easily cut and paste multiple objects between resource
- files.
-
- o The icon editor imports data in ICN, IMG, and Windows icon
- formats. It can also edit and save icons using the new multicolored
- icon format for Geneva and MultiTOS.
-
- o There is a Search feature which can find any portion of a text
- string or object label, with or without wildcards.
-
- o The object grid can be set independently in the horizontal and
- vertical directions so that objects are snapped to single
- character, half character, or single pixel increments.
-
- o Objects can be quickly centered, or left- or right-aligned.
-
- o It has a unique resource comparison feature which immediately
- points out the differences between two files (object names, sizes,
- attributes, etc.)
-
- o Automatic positioning of keyboard equivalents within menu strings
- is possible. You don't have to count all the spaces anymore!
-
- o The names of objects can be automatically prefixed with the name
- of the object tree, to save typing.
-
- o Output can be saved as header or source code files for C, Pascal,
- Modula 2, or BASIC.
-
- o It includes the MyDial development kit for creating special
- checkboxes, radio buttons, and objects with keyboard equivalents in
- your own programs. Also included is source code for loading and
- displaying resource files (potentially larger than 64k) containing
- color icons, under any TOS version.
-
- o It comes with an illustrated, 175-page manual, describing all
- program functions and the MyDial libraries.
-
- Interface is available for $99.95 + shipping from:
-
- Gribnif Software
- PO Box 779
- Northampton, MA 01061-0779
-
- Tel: (413) 532-2434 <--- NEW NUMBER!
- Fax: (413) 532-2540 <--- NEW NUMBER!
-
- email: gribnif@genie.geis.com
-
- Anyone having preorderd Interface without the manual will be
- receiving the full package in the mail automatically within the next
- 7-10 days.
-
- Geneva is a trademark of Gribnif Sofwtware.
- MultiTOS is a trademark of Atari Corp.
- MagiC is a trademark of Application Systems Heidelberg.
-
- Screen shots of Interface can be downloaded from GEnie in the file
- INTRFACE.LZH.
-
-
- //// Flash II 3.00 Shipping
-
- =========================== FLASH II ============================
- >>>>>>>>>>>>>>>>>>>> Now shipping version 3.00! <<<<<<<<<<<<<<<<<<<<<
- """"""""""""""""""""""""""
-
- FROM: MISSIONWARE SOFTWARE
- 354 N. Winston Drive
- Palatine, Illinois 60067-4132
- United States of America
- phone 708-359-9565
-
-
- Missionware Software is pleased to announce the release of version
- 3.00 of Flash II. This is our seventh update and is our all-new
- multitasking version! Flash II originally went up for sale in April of
- 1992. Version 3.00 adds a number of new features, as highlighted
- below.
-
- Flash II is the update to the most popular Atari ST telecommunications
- program ever! It's available exclusively from Missionware Software and
- at an affordable price! Flash II is completely rewritten by Paul
- Nicholls of Clayfield, Australia. It's easy and fast to use for the
- telecommunications beginner or pro!
-
- What's so new and good about Flash II version 3.0? The following list
- highlights a few of the many changes that will make your on line time
- even better:
-
- * Flash II is now fully multitasking capable. The program easily
- multitasks under such operating systems as MultiTOS( (trademark of
- Atari Corporation) and Geneva( (trademark of Gribnif Software).
-
- * All elements of the program are now contained within GEM windows
- including both editors and the terminal. That means that Flash II
- can, by itself, do all file transfers in the background.
-
- * A new Auto Learn DO function is included that makes making logon
- and other navigation scripts easy and automatic.
-
- * A new menu structure is used in version 3.00 that confirms more
- rigidly to the official Atari standard.
-
- * Version 3.0 includes 2 editors! One editor is specifically designed
- to be used as a capture buffer (just like the old editor) while the
- other is designed to be used as a type ahead window or command
- window (or both). While these editor functions are dedicated to a
- specific use while online, you can use them as separate editors
- while off line for any text editing purpose you desire.
-
- * The Atari standard clipboard is now supported in 3.0 meaning that
- you can easily cut and paste text between both windows or between
- Flash II and other applications.
-
- * A new Edit menu replaces the old Block menu and includes all
- standard editing functions, such as Cut, Copy and Paste.
-
- * A new Window menu permits easy control over access to the windows.
-
- * Default transfer paths can now be saved!
-
- * Automatic saving of capture after logoff is now included.
-
- * A mini-BBS function is now included!
-
- * There are many more new features to Flash II version 3.0 too.
-
- Other features of Flash II include:
-
- * Fully Falcon030 compatible!
-
- * Enhanced DEC VT Terminal emulations including the ability to swap
- the functions of the Delete and Backspace keys for conformance to
- standard DEC terminals.
-
- * Enhanced ANSI terminal and graphics. Blinking characters are now
- supported in version 3.00.
-
- * Full support for all Atari serial ports on TT030 and MegaSTe as
- well as baud rates up to 153600.
-
- * Terminal mode now displays either the real time clock or a timer.
-
- * DO script files compatible with older versions of Flash!
-
- * All macros use the familiar Flash DO script format!
-
- * Easily setup the parameters for each BBS you call... this includes
- everything from ASCII upload/download options to baud rate!
-
- * You can program up to 20 individual and separate macros for each
- BBS plus an additional 10 global macros!
-
- * Displays RLE & GIF pictures either on or off line! You can also
- save or load these pictures for later review!
-
- * Supports the following terminal types: TTY, VIDTEX, VT52, ANSI,
- VT100, VT101, VT102, VT200, VT300 & PRESTEL.
-
- * Includes full support for RTS/CTS. This mode can now be turned on
- and off by the user.
-
- * Includes Automatic Answer mode!
-
- * Includes Auto Boards mode - Preselect the board(s) you wish to dial
- and when Flash II is launched either manually from the desktop by
- you, or automatically by some other program launcher, Flash II will
- wakeup and dial the board(s) you've got selected. It will also wait
- for the proper time to dial these boards.
-
- * Supports the ST, IBM and DEC character sets, including IBM/ANSI
- graphics characters!
-
- * Supports the following upload/download protocols: ASCII, Xmodem,
- Ymodem, Ymodem-G, Zmodem, Modem7, WXmodem, CIS B, Kermit and
- SEAlink! And all of these protocols are built into the program...
- no external modules required!!!
-
- * Zmodem supports the selection of AutoStart and Streaming options.
- If you prefer to use an external Zmodem protocol with Flash II, you
- can now force Flash II's Zmodem autostart mode to off. For BBS'
- that don't support "streaming", this too can now be turned off.
-
- * Logs all on line time and calculates your approximate costs for
- you!
-
- * New version written in assembler! Fast!
-
- * Runs on all ST, STe, TT030 and Falcon computers!
-
- * Supports "Install Application". You can create a DO script that can
- be used to launch Flash II from the desktop and force it to dial up
- and go online for you, all automatically!
-
-
- Missionware Software's upgrade policy remains the same for the new
- Version 3.00! We will continue to upgrade any old version of Flash!
- (copyright Antic Software) for just $35 US, plus $4 shipping and
- handling (US and Canada), $8 worldwide. Or, you can purchase Flash II,
- version 3.00 outright, for only $59.95 US plus the shipping and
- handling charges applicable to your area.
-
- You can also upgrade any old version of Flash II to our new version
- 3.00. We're offering an "Easy Budget" upgrade which includes a new
- program disk and a short 40+ page manual. This manual describes the
- new features found in 3.00. (Your old Flash II manual suffices for all
- other program information.) The cost of this upgrade is $15 plus $3
- shipping and handling ($6 worldwide).
-
- For those of you that want or need our all-new, fully updated, 3.00
- manual, you can purchase our "Full Upgrade" which includes the new 250
- page manual and program disk. The cost of this upgrade is $30 plus $4
- shipping and handling ($8 worldwide).
-
- To order, or for more information, contact:
-
- Missionware Software
- 354 N. Winston Drive
- Palatine, IL 60067-4132
- United States of America
-
- phone 708-359-9565
-
-
- --==--==--==--==--
-
-
- |||
- ||| Shutdown ........................... Power off, EXIT, BYE, Logoff
- / | \ -----------------------------------------------------------------
-
- We welcome feedback from all of our readers; feedback both positive
- and negative. Whatever you think of our efforts, we sincerely would
- like to know. Our EMail addresses are sprinkled throughout each issue
- - with the Internet gateway into GEnie, you can reach us through the
- Internet also. Append "@genie.com" to any of our GEnie addresses.
-
- If you are a regular user of PGP, you can EMail AEO Magazine
- <aeo.mag@genie.com> using this key:
-
- -----BEGIN PGP PUBLIC KEY BLOCK-----
- Version: 2.6.1
-
- mQCNAzAhx34AAAEEANv2p4vh8J3DHce9GM6SbYEhr1LGTeF37TyP5YFrgbBRLFMC
- 7qmuFqDuuLKVG4o1Ddzn//mTz1whsnR/dmc3iBtQ4VNeAUON7kcfUhG2q8oE4f/p
- LlW23JAnxRn2RrhKhyvH3GZL/j8XILADFd0HGf2Dkcq5d72/T/H26/F7JGeJAAUR
- tCBBRU8gTWFnYXppbmUgPGFlby5tYWdAZ2VuaWUuY29tPg==
- =2Jq5
- -----END PGP PUBLIC KEY BLOCK-----
-
-
- Until the next issue of AEO, I remain,
- Your Editor
- Travis Guy
-
-
- --==--==--==--==--
-
- (This issue printed on recycled photons)
-
- --==--==--==--==--
-
- DNFTEC
-
- --==--==--==--==--
-
- No Inflation Necessary
-
- --==--==--==--==--
-
- Sweet As Sugar
-
- --==--==--==--==--
-
- Coming October 6, Plug in the WIRE network
- as Atari Corporation, CompuServe Information Service,
- Atari Explorer Online Magazine and Silicon Times Report unveil
- something big for the online community
-
- --==--==--==--==--
-
-
- Atari Explorer Online Magazine is a monthly publication covering the
- entire Atari community. Reprint permission is granted, unless
- otherwise noted at the beginning of the article, to registered Atari
- user groups and not for profit publications under the following terms
- only: articles must remain unedited and include the issue number and
- author at the top of each article reprinted. Other reprints granted
- upon approval of request. Send requests to <aeo.mag@genie.com>.
-
- No issue of Atari Explorer Online Magazine may be included on any
- commercial media, nor uploaded or transmitted to any commercial
- online service, in whole or in part, by any agent or means, without
- the expressed consent or permission from the Editor or Publisher of
- Atari Explorer Online Magazine.
-
- Opinions presented herein are those of the individual authors and do
- not necessarily reflect those of the staff, or of the publishers. All
- material herein is believed accurate at the time of publishing.
-
-
- --==--==--==--==--
-
-
- Atari, ST, Mega ST, STE, Mega STE, TT030, Atari Falcon030, TOS,
- MultiTOS, NewDesk, BLiTTER, Atari Lynx, ComLynx, Atari Jaguar, Atari
- Portfolio, and the Atari Fuji Symbol are all trademarks or registered
- trademarks of Atari Corporation. All other trademarks and identifying
- marks mentioned in this issue belong to their respective owners.
-
-
- --==--==--==--==--
-
-
- Atari Explorer Online Magazine
- "Your Source for Atari News"
- Copyright (c) 1993-1995, Subspace Publishers
-
- * * *
- * * *
- * * *
- * * *
- * * *
- :::::::::::::::::::::::::::::: A E O :::::::::::::::::::::::::::::::
- :: Volume 4, Issue 7 ATARI EXPLORER ONLINE September 15, 1995 ::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-