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- DUP_MAR.GUIDE
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- March 1995
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- Dark Unicorn Productions
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- 1994 By Shane Monroe and DUP
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- Generated with Heddley v1.1
- Heddley v1.1 (C) Edd Dumbill 1994
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- - Page 1 -
-
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- 1. Dark Unicorn Dispatch Newsletter
-
-
- The Dark Unicorn Dispatch - May Edition
- "An Entertaining and Informative Look Into The Amiga and CD32"
-
- Let's Rock and Roll! View The Logo
-
- Dark Unicorn Productions is now LIVING on the Internet!
- Get our latest files from ftp site: ftp.netnet.net -or-
- our new WWW page at www.eskimo.com/~drizzit/dup/dup.html
-
- 2. Table Of Contents
-
- * TABLE OF CONTENTS *
- The Editor's Page - Editorial and Welcome to the Newsletter
-
- The Latest News - The Most Up To Date News About C=
-
- Coming Attractions - The Latest From DUP and on the Amiga
-
- Shareware Update - Springtime, Viper, Miser Printer
-
- Software Reviews - Wolf3D Games - Alien Breed 3D & GLOOM
-
- Welcome to the Net - The Information Super Highway Column
-
- CD32 Corner - CD32 Entertainment & Information
-
- AMOS Programming - Coding in AMOS: Part 4 - Object Control
-
- Where Are We? - DUP Members and Information
-
- 3. The Editorial Page
-
- THE EDITORIAL PAGE
-
- Finally, the wait is over and good old Amiga is purchased. Since
- there are already TONS of text files floating around about the C= buyout I
- have no intentions of carrying on in there about it. Instead I am including
- the very well written Amiga Report Special Edition to catch everyone up on
- the C= situation. I have much more important things to discuss other than
- rehashing old news.
-
- This issue is a special one. We are now located on the Internet. It
- may not sound like much, but a lot of people have put a lot of time and
- effort into making this transition, and I want to thank everyone for their
- personal contributions to the move. You are not forgotten. More about the
- internet in the net WELCOME TO THE INTERNET column. Die hard Dispatch
- readers will notice the absence of the HARDWARE REVIEWS column. The
- reasoning is quite good, I cannot afford the latest hardware and we are
- still not yet big enough to warrant major companies sending the stuff to us
- for review, sooooo.... Until that time comes, we will keep you hot on the
- Internet instead.
-
- So, you are wondering what DUP thinks about the new buyout? Well,
- here is what I think. ESCOM has the power to bring the Amiga back, or to
- finish her off. The worst part is that I feel for some reason that the
- descision has already been made and we will have to just wait and see what
- it is. ESCOM seems to have a good future and with any luck, the Amiga will
- be part of it. Regardless of the descision, the Amiga will live on for at
- least a few more years and DUP along with her. With any luck, the Amiga
- will be back with a vengence and a slick new process- or and the hottest OS
- on the planet. Already rumors of a new FMV card are on the horizon. Be
- sure to check out the rest of the newsletter to learn more about it!
-
-
- - Page 2 -
- 3. The Editorial Page
-
- Finally, the last thing on the list. One more plead (then I will
- leave you all alone) for you all to start supporting the developers. It is
- going to be a trying time for developers for awhile until ESCOM shifts into
- high gear and gets products out the door. Remember, good shareware
- developers go on to become good commercial developers so don't forget them
- when you spend the cash to pick up Image FX 2.0 or plop down the mucho
- denaro for Final Writer. If you want more CD development, get a CD32
- compatible drive and start buying the stuff. Money talks. Write to or send
- E*Mail to some of these big guys and TELL them how much you want to get good
- stuff like a Wordsworth CD chock full of fonts and clip art. Developers
- listen. In the new column for the Internet we will try and provide you with
- E*mail addresses that you can use to get heard. I was talking to a guy from
- VISION software (yes, one more chance to plug ROADKILL - C'mon go buy the
- thing) and he said they actually LOST money on Roadkill and that to me is
- totally amazing. For a change a great game finally poked its nose up and
- everyone is either pirating it or missing it. They are already making
- tracks (no pun intended) to the PC realm with Super Skidmarks II and other
- product. Let's not give them the TIME to write for other platforms. Give
- them the incentive to ONLY make Amiga products. Don't let these talented
- companies get away!
-
- Enjoy the newsletter and you all have my best wishes for the
- future!
-
- - Shane R. Monroe
- Dark Unicorn Productions
-
- 4. Coming Attractions
-
- COMING ATTRACTIONS
- By Shane R. Monroe
-
- With the buyout war finally finished, I have a feeling this section is going
- to grow quite quickly in the future. Until the mad race of developers
- starts, I will go ahead and give you all the latest gossip, new releases,
- and basic talk floating around. Most of this is factual, but some of it is
- heresay so don't quote me on any of it. If something seems exceptionally
- hard to swallow, or I know is just a passing rumor, I will indicate it so.
-
- ... Microprose announced it will be porting over its popular games
- COLONIZATION and PIZZA TYCOON for the Amiga. No word yet on the platform
- but I suspect that at least the initial release will be AGA only. I am not
- holding my breath for a CD32 version.
-
- ... UFO: TERRORS OF THE DEEP is -not- schedualed for release on the Amiga,
- but now that the buyout is completed, maybe that will change. I would
- certainly expect it to be AGA only - and certainly no CD32 version.
-
- ... Speaking of UFO, those awaiting an ECS version will have to wait no
- longer. It is shipping in Europe and we should see it on these shores soon.
- For those of you with bare A1200's or CD32/SX1's, this might be a good way
- to get a little bit more speed out of the game. If you haven't already
- bought the game, you might want to hold off and see how much difference
- there is. The speed trade off might be worth it.
-
- ... September marks the month that PRIMAL RAGE will be released on the CD32
- and assumably the Amiga AGA platform. God, death games rule. With this hit
- arcade game in my collection, I may never get anything done.
-
- ... Did I fail to mention last issue that Super Street Fighter II is being
- ported? Yee haw. Hope it is dramatically better than SF II.
-
- ... Arcane looks like there are going to give us yet another arcade advent-
- ure game in the vein of Darkmere. A new Finnish company is doing the code;
- I only pray they are HALF as good as the Finnish Bloodhouse of Stardust
- fame.
-
-
- - Page 3 -
- 4. Coming Attractions
-
- ... Gametek hasn't abandoned the Amiga. Their hot game BRUTAL looks like it
- is coming for the Amiga. Looking forward to a CD32 version.
-
- ... TFX is STILL coming. For those still waiting, they are doing extensive
- beta testing to make sure it is done 100% right for the Amiga. CD32 version
- as mentioned before, no no more, and future support of the Amiga will be
- heavily weighted on sales of TFX, so go out and buy it damn it. The release
- of INFERNO is the next product to make it if we support TFX.
-
- ... Bored of SETTLERS and LORDS OF THE REALMS yet? A new strategy game is
- coming from Gametek called BALDIES. Looks just yummy. Kinda looks like a
- cross between Settlers and CIVILIZATION.
-
- ... VIRTUAL RACING did well on the Sega Genesis and now we might get a crack
- at something similar. LEADING LAP will bring a VR meets HARD DRIVIN'. It is
- being made in conjunction with a Virtual Reality company to enhance the
- realism of the driving experience.
-
- ... Shadow Fighters CD32 is out. Just can't WAIT to get my grimey pause on
- a copy. Action galore.
-
- ... Another trader game is coming for the Amiga. A combination of DUNE II
- and THE PATRICIAN, VOYAGES OF DISCOVERY is coming from Black Legend soon.
-
- ... CRICKET? AGAIN? You have got to be kidding me...
-
- ... Could a new image processor be sneaking up on the big guys? Almathera
- has been working on PHOTOGENICS. This open ended image processer is one to
- watch. Keep an eye out for it.
-
- ... U.S. Gold is looking good with a new golf game. WORLD CUP GOLF is what
- we have all been waiting for. This CD32 game only will come on 2 CDs and
- have all Silicon Graphics rendered backrounds and digitized shots of the
- golf course. LOOKIN' GREAT!
-
- 5. Shareware Update
-
- SHAREWARE REVIEWS - Shane R. Monroe
- SPRINGTIME - VIPER - MISER PRINTER
-
- TITLE: SPRINGTIME CODERS: 'Joker' Brenco & Fabio Corica
- TYPE: ARCADE/PUZZLER PLAYERS: 2 HARD DRIVE: ?
- SPECIAL REQUIREMENTS: NONE RELEASE DATE: NOW
-
- I was requested by the author to review this game for them and as I have
- said before, 'Ask and Ye Shall Receive' so all you shareware type developers
- keep this in mind. I prefer to review the FULL version of the game, but I
- will certainly be happy to look at the Shareware version too.
-
- This is by far one of the most unique games I have ever seen to date and
- believe me, I see alot! <grin> The hardest part of this review is going to
- be trying to get the basic game concept to you in black and white.
-
- The game is set in 3D and from a top view. It takes place on platforms
- that rotate as you walk on their walls, making the floor you were just
- walking on become a wall behind you. Imagine a plus sign in 3D and your
- player in on the left side of the vertical 'wall'. Now you walk to the
- right against the wall and the plus rotates, placing you on the right; the
- wall is now your floor and the floor you just came from is now the wall.
- Folks, if you can't get it from that, you are just going to get it and see
- for yourself.
-
- Now for the actual game components. First thing I noticed was how
- professional the whole package was. From the clean front end to all the
- little details about the graphics. Very nice. Now the music was okay and
- the sound effects were all in the right spots. The audio of this game is
- not its high point. The actual addictive game play is definately the high
-
- - Page 4 -
- 5. Shareware Update
-
- point. It has that 'play just ONE MORE' quality about it.
-
- The actual game is made up of levels that get progressively harder (and
- in a HURRY too) and the aim of each level may seem simple. On one of the
- platforms' surface is a large 'X' and on another is a spring (wondered to
- this point what the title had to do with the game eh?). The goal? Move the
- spring to the 'X'. Oh, did I mention that you can't let the spring fall off
- the platforms? Yeah, that is the trick. Believe me; that is really the
- part that sucks. Aside from the fact that you have to figure out which
- platforms can and cannot be rotated, but also predicting the effect that
- rolling that particular platform will have. Addictive and frustrating too.
-
- Puzzle freaks will have a heyday with this game. Fast action arcaders
- better go check out something else. Looking for something different,
- though, you ought to get this. It isn't graphically stunning, but it will
- keep you coming back for more and in this day and age, longetivity is much
- more important than eye & ear candy.
-
-
-
- TITLE: VIPER CODERS: Nathaniel Myhre & Rob Drennan
- TYPE: ARCADE PLAYERS: 1-6 HARD DRIVE: Y
- SPECIAL REQUIREMENTS: AGA ONLY RELEASE DATE: NOW
-
- From time to time, a game comes along that is so simple and so easy to
- play that you just get caught up in it and don't want to stop playing. Ah,
- and you thought the days of games with that draw like CHOPLIFTER and LODE
- RUNNER were dead and gone! I am happy to say that it is not so. VIPER is a
- return back to the days of simple and playable games.
-
- Graphics are pleasant yet very simple. Game play (described below) is
- incredibly basic. Where this game just grabbed and goosed the hell out of
- me was the AUDIO! Obviously these guys have a great passion for sound.
- Every sound effect is done superbly and is perfectly placed within the game.
- Most of them are taken from popular TV shows like Star Trek and the
- Simpsons. You will love the care taken with the sound.
-
- Now on to the game play. It is a tried and true element. Remember the
- old rehashed game of LIGHTCYCLES from TRON? You know, you drive around the
- screen leaving a trail behind you, hoping your enemy will run into an arena,
- his, or your walls. In most versions of this game, you are limited to
- driving in the primary four directions (up, down, left and right). In this
- game, you are allowed full 360 degree movement. Sounding cool yet? Well,
- wait! You don't crash if you run into a wall (well, unless it is actually
- head on; glancing blows will bounce you off). Running into your own or
- other players' walls will eliminate your playing the rest of the turn. All
- players play with the keyboard controls which are logically placed.
-
- Up till now it still sounds like a glorified TRON game, I know. I am
- saving the best for last. You play for points in this game. How do you
- score them? Well, as you and your enemies draw the lines, occasional breaks
- happen in them. Drive through these breaks to score points.
-
- There are some other little goodies too, like when someone dies, the
- whole game speeds up. There are others, too, but I don't want to spoil it
- all for you!
-
- The only real problem with this game is that it is AGA. I mean, I can
- run it, but I know a lot of people who would like an ECS version. Even if
- you aren't a big fan of the gendre, you ought to at least give it a whirl.
- This shareware version I tested only allowed three players and the regist-
- ered version allows six. Don't make the mistake of not picking this one up.
- It is kick butt!
-
-
-
- TITLE: MISER PRINTER CODERS: Heinz-Gueroter Boettger
-
- - Page 5 -
- 5. Shareware Update
-
- TYPE: UTILITY PLAYERS: N/A HARD DRIVE: Y
- SPECIAL REQUIREMENTS: HP DESKJET OR COMPATIBLE RELEASE DATE: NOW
-
- This is a quick and dirty review of a little tool I find totally and
- completely invaluable. This simple utility will allow you to print multiple
- pages of text on a single printed page. Up to four per page are allowed.
-
- It has some very nice simple features such as a print preview, select-
- able printed pages, font control, paper type, and some others. The cost of
- HP DJ ink cartridges make this little program something that you can't do
- without if you own one of these printers. The output is incredibly clean
- (like a photocopier reduction reproduction) and highly readable.
-
- The only real drawback is the limited market it has. There are actually
- a couple of printers compatible with the HP Deskjet but for the most part,
- well, this utility won't do you much good. With the price of the HP DJ 540
- clocking in at just over $200, I have a feeling that this program is going
- to get a lot of use.
-
- 6. Software Reviews
-
- SOFTWARE REVIEWS/PREVIEWS - Shane R. Monroe
- ALIEN BREED 3D - GLOOM
-
- TITLE: ALIEN BREED 3D PUBLISHER:TEAM 17 CODERS: IN HOUSE
- TYPE: ARCADE/DOOM STYLE PLAYERS: 2 HARD DRIVE: ?
- SPECIAL REQUIREMENTS: AGA ONLY RELEASE DATE: TBA
-
- I know what you are thinking ... "Wait a minute? How many times are we
- going to read about this program this year? Just in the Dispatch alone?"
- Well, I understand the frustration. Fact of the matter, we have never
- gotten to see how this game PLAYS; just the rolling non-playable demo. I
- decided to go ahead and review it again now that there is more info AND I
- have gotten to play a level of this kick ass game.
-
- For those of you who just got rescued off of Gilligan's Island or something,
- AB3D is Team 17's entry into the Amiga 'Doom Clone' market. Right now, the
- market seems to be expanding at a gruesome rate (considering I didn't really
- care for the gendre - and still don't) with no less than four companies
- announcing actual commercial releases of these first person perspective (oh,
- did I forget 'virtual reality' - knock it off) games.
-
- The rolling preview really got people talking about AB3D. Die hard DOOM
- fans bitched about the chunkyness of the pixels claiming that PD demo
- engines were much better (yeah, but where are the monsters? The doors and
- elevators in those engines, eh?). IMHO, the fact that they made that decent
- of a translation using copper and blitter tricks on a 14 mhz Amiga was
- amazing to this gamer. But, everyone just complained about the demo and
- looked toward TextDemo and such for solace. Now, everything is different.
-
- We now have some real release data on AB3D and I have gotten to actually
- PLAY this cool engine. Now let me fill you in.
-
- First, over 20 levels of super-smooth, 360 degree 3D movement - no jerks, no
- 45-degree only turns. Full rotational character movement without sporadic
- jumping. The graphics are fully texture mapped and Gouraud shaded (yes!).
- The enemies consist of aliens and a host of grisly bad guys. The
- intelligence is being worked on hard so that enemies won't just aimlessly
- walk around; they will hear you and seek you out through sound. Two
- players cooperative (and death match type play) will be achievable through a
- null modem cable/serial link (modem play please!). Best of all, T17 says
- that you will NOT have to buy two copies of the game to play two players;
- backing up of the disks will be available immediately on purchase (um, does
- this mean we get a HD installable version?). Nice to see someone breaking
- the norm for a change.
-
- A full screen environment will envelope the character. The cool backround
-
- - Page 6 -
- 6. Software Reviews
-
- throbbing and atmospheric type effects used in other Breed games are present
- in AB3D and it is reputedly ber 'John Crapenter-like' (I love it already).
-
- "Real-time inverse kinematic objects" ('buzz phrase' I wonder?) will also be
- present which means the creatures in the game act totally independant and
- realistically, as if in real-life. Music and sound effects are being
- provided by that good old chap Allister Brimble and we all know what a great
- job he does of making up feel 'right at home' during our gaming.
-
- Enough specs. Now let me convey what it feels like to actually PLAY this new
- hot game.
-
- Feels like DOOM. Plays like DOOM. Even kinda looks like DOOM. Those who
- know me know that I am not a big fan of the gendre, *BUT* I am a huge fan of
- the Alien Breed series. Folks, what these geniuses have done on a 14 mhz
- machine will astound you. You would have to play DOOM on a 486DX2/66 to get
- this kind of smooth clean gameplay. DOOM didn't have the atmosphere; that
- brooding music - you know, like Jack Nicholson was going to pop out from
- behind the next corner with an axe like in THE SHINING screaming
- "HEEEEEEEERE'S JOHNNY!" and burying it in your chest. (Nice mental image,
- eh?)
-
- The fact of the matter is that this is a highly playable game. Sure, it is
- a bit more chunky than others of its class, but I will tell you what. It
- more than makes up for it in other aspects.
-
- First, the monsters are better than most I have seen. They don't pixelize
- really bad when you get close. The screams they make are cool. Like
- DUNGEON MASTER, you can HEAR them coming. Their footsteps echo behind you
- as you run off. Very nice. There are only two types I have seen; the
- green aliens that scream when they die and the totally killer 'walker' type
- creatures (that are not killable in the demo version). Man, they did a
- sweet job with this enemy. His movements are super smooth, and detailed. I
- mean, you can read the thing's serial number. They are pretty smart and
- follow you around like they should.
-
- The demo also shows the multi-level capabilities. There are lots of stairs,
- platforms, sunk in ground, etc. There are some REALLY nice elevator effects
- too.
-
- Your traditional doors are there, along with switches and such on the walls
- for your interaction, too. The standard boxes of ammo, medkits, etc. are
- abound.
-
- The coolest part of this game that even DOOM doesn't have is the water. My
- god, was I ever impressed. The water is not only reflective, but refractive
- too. You see reflections on the surface, as well as the distortions of the
- items under the water. Even better, the water is variable leveled; that's
- right. You can be wading in water up to your chest! And finally, the water
- actually rushes by you at times like a river. Totally killer. Nice job.
-
- At the time of writing, I still had not finished the preview level but will
- keep chugging on it. This is a remarkable piece of work and everyone, even
- if you are NOT a DOOM-type game fan, should check this out. You might be
- pleasantly surprised.
-
- ---
-
- TITLE: GLOOM (PREVIEW) PUBLISHER: ACID SOFTWARE CODERS: B.MAGIC
- TYPE: ACTION/DOOM CLONE PLAYERS: 2 TOGETHER HARD DRIVE: ?
- SPECIAL REQUIREMENTS: PAL/AGA ONLY RELEASE DATE: TBA
-
- 'Tis the season for DOOM clones I guess. Here is yet another entry in the
- growing list of DOOM style clones. This one is a bit different for a
- change, and definately has some strong points. To give you my first
- impression, I thought it totally kicked butt!
-
-
- - Page 7 -
- 6. Software Reviews
-
- First off, the game is more like Wolfenstein 3D versus DOOM since it is a
- bit more pixely and doesn't have the stairs, elevators, etc. that the DOOM
- clones tend to have. The doors all seem to open automatically (most people
- are saying how much they dislike this) so that is one less thing to distract
- you from the main goal of the game: killing.
-
- The demo version floating around allows you to set the detail and screen
- size of the game based on your processor and on the 040/25 you got about 1/4
- screen (only slightly smaller for my 020/14). The detail change is actually
- pretty dramatic. You may also elect to have floors and ceiling graphics on
- or off for more speed. The coolest thing about the demo is that the two
- player mode is already in place and you can play cooperative or the infamous
- "death match" mode. Unlike Death Mask or AB3D, the two player mode is split
- screen with the playing screens on the top and bottom versus DM's side by
- side or AB3D's null modem play. There should be null/modem play in GLOOM's
- final release. Even if there isn't, the two player mode is great.
-
- Sound like I am a bit more enthusiastic about GLOOM versus AB3D? Well, I
- am; and I will tell you why. GLOOM has some traits about it that I think
- are just kick butt. While AB3D will appeal more to the die hard DOOM fans
- with its Gourard Shading, smooth reflective water, etc. GLOOM will appeal to
- those who are into the basics of the game: death. What's more, it does it
- with STYLE. On the other DOOM style games, when you kill an enemy, they may
- scream and fall to the ground (some even keep bleeding), BUT in GLOOM in
- either of the modes (MESSY is my favorite) has your enemies not only
- screaming (heh heh heh) but also have their bodies exploding into dozens of
- pieces, usually littering the ground with carnage. There is very little
- more satisfying that charging down a corridor filled with enemy and shooting
- them and finding yourself in a rain shower of body parts.
-
- Weaponry is handled a bit different. You pick up little fists and your
- 'weapon meter' grows. As you shoot, your meter decreases. Your meter is
- graduated in increments; each increment represents an increase in weapon
- power. Drop below the increment, you go to the next lesser weapon. Tell
- you what; when you peg that puppy out, get ready for some serious death.
- 'One shot kills all' type thing. Its great.
-
- There are some great extras in the game that I haven't seen in any
- (including the actual) incarnation of DOOM. Extra hardware such as a
- thermal imager which allows you to see through walls! Heh heh heh. Now you
- can look through the doors and see what really awaits you on the other side.
- A very nice touch. Hopefully the final release will have even more goodies
- like that.
-
- I have to admit, I liked this one better than AB3D, but each has theirown
- strong and weak points. Myself, I am going to have to buy both. The creepy
- atmospheric play of AB3D is really cool (as are the Walkers) but GLOOM
- satisfies my undying need to see the enemy turned into Gaines burger dog
- food. Those of you who follow the newsletters know what a bloodthirsty
- kinda guy I am (I mean Roadkill is still my favorite game) so if you find
- that our tastes are the same, you will certainly not be disappointed.
-
- Both of these demo versions are available on Aminet at FTP site:
- ftp.netnet.net and many people have them in their own home FTPs. You could
- also get these from just about anyone hanging out in the IRC's if you have
- DCC capabilities. Try IRC server irc.virginia.edu 6667 on the #AMIGA
- channel and just ask. heh heh. Here's to happy blasting.
-
- 7. Hardware Reviews
-
- Welcome To The Internet
- By Shane R. Monroe
-
- This column is short this month (sorry, I am just one man) but I
- wanted to let you all know what was going to come in the future.
-
- First, as you already know, DUP has left the realms of standard
-
- - Page 8 -
- 7. Hardware Reviews
-
- BBSing and have opted to get on the Internet. Most of us users are on-line
- now with the Net, but some are still forthcoming so please be patient with
- them. The locations we can all be reached are noted in the WHERE ARE WE?
- section of the newsletter.
-
- A little run down of the Amiga interpretation of the Internet. If
- you are familiar with access on other platforms, you may be familiar with
- the terms and lingo of the Net. For those of you who are new to the Net,
- the rest of the column is for you.
-
- Going from BBSing to Internet is a HUGE hurdle. More than some
- people can even imagine. I was a 14 year BBS vetran and the move to the Net
- shell shocked me. You can start off by picking up the lingo and learning
- the basics. Take note. I am NO expert to be sure. This is a column for
- beginner's BY a beginner. I am sure some of my terminology may not be
- perfect, so please bear with me.
-
- First, how do you get on the Net? The best way is to locate a local
- provider that can give you what is known as a PPP account. This basically
- allows your computer to link DIRECTLY to the Net. By linking directly to
- the Net, you can do tons of different things all at once and you will find
- that this is the preferred method of connection. The cost of one of these
- accounts varies from place to place and is usually paid the month or in
- 'blocks' of months (usually cheaper that way). I pay $55 quarterly and for
- these types of accounts you usually have unlimited access 24 hours a day, 7
- days a week. No hourly fees, no per connect charges (again I say usually).
- The cheapest and FASTEST way to go. Connect rates on these type services
- usually go to 28.8K baud.
-
- Your alternative? Go through a service like GEnie, Delphi, Bix,
- etc. This is NOT the best way. You will pay per hour, get no PPP
- connections, be restricted in baud rate, be limited on hours of use, blah
- blah blah. Not worth it at ALL! Do yourself a favor and get a local PPP
- connection.
-
- Now that you have a service, you need the software. For the lesser
- connections like GEnie, Bix, etc. you will need your standard Terminal
- Proggy like Terminus, Term, or something with VT-200 compatibility. Once
- again, this will dramatically limit you to what you can do.
-
- For those with the PPP account, you have two choices, really. MLINK
- and AmiTCP/IP. MLINK is used by those without deep enough pockets to afford
- the $100+ for TCP, but TCP has a lot of functions other than just Net
- access. A lot of your support proggys have TCP support built in, so if you
- plan on using the Net a lot, spend the cash.
-
- FAIR WARNING: AmiTCp is no picnic to set up. Believe me, whether
- you buy it or not, you will run into snags. Future articles will address
- some of the frequently encountered problems with AmiTCP. Be forewarned that
- you will lose some hair over the installation. I HIGHLY recommend getting
- someone who has successfully installed it to join up with you.
-
- The terms. Well, there are plenty of goodies here to keep us busy.
- Let's get started quickly.
-
- FTP - File Transfer Protocol. Basically, a host computer with a
- huge hard drive on-line ready for you to connect to and get and put files.
- It is much like MS-DOS (for those of you who have the displeasure of using
- it). The tree structure of the directories is very similar. If using a
- 'dialup' connection (like GEnie, Bix, etc) you will have some terrible times
- navigating around since everything is case sensative and often a pain in the
- butt. For those of you lucky guys with PPP connection, get a copy of DaFTP,
- a point and click GUI interface for navigating, getting and putting files.
- Seems only to work with OS3.x systems (DaFTP that is). Thousands of 'sites'
- are out there and all you need know is the address to call (such as
- ftp.netnet.net).
-
-
- - Page 9 -
- 7. Hardware Reviews
-
- IRC - Inter Relay Chat. For those of you familiar with the CB
- Simulator on Compuserve, or RTCs on GEnie you will feel more or less at home
- here. For those of you NOT familiar with them, imagine an electronic 'CB
- Radio' with unlimited channels and nearly unlimited users. Thousands of
- people are using this at any given time. 'Channels' (which are act- ually
- text names) are online with almost any topic you could want to chat over.
- The #amiga channel alone usually has from 10-50 people in it 24 hours a day
- and there is someone knowledgeable there constantly, so you can get online
- help anytime! There are two popular 'servers' of IRCs, the EFFNET and the
- UNDERNET, each of them have a different group of users.
-
- TELNET - A form of connection to hook you to another computer on the
- Net. The most popular use of this connection is to link to BBSs that are
- actually tied into the Net. It can also be used to link up to FTPs and IRCs
- for those without a PPP connection.
-
- DCC - A method of connection you and another person's system through
- PPP that will allow the two of you to chat and/or send files directly to
- each other without any host system to support it. To do this, you simply
- enter an IRC, then you initiate the chat or transfer. Even if you lose
- connection with the IRC, your direct connection will be maintained until the
- session of DCC is ended. Of course, while chatting or trasnferring, you may
- still FTP, chat over the IRC, etc etc if you have the PPP connection.
-
- WWW - The World Wide Web. Much like a HUGE newspaper that uses
- hypertext reading systems (very similar to this newsletter) to link you to
- other 'pages'. The WWW is immense and almost everyone who is someone (even
- some that are not anybody) has a 'home page' you can go to. DUP has one
- too. It not only contains text, but graphics, animations, music, sounds, and
- more.
-
- That gives everyone something to chew on for now. Next issue we will
- talk about some other Net terms, and look in depth at some of these Net
- sites and possibilities.
-
- 8. AMOS Programming
-
- AMOS PROGRAMMING - PART 4 BOBS AND AMAL
-
- Last month we completed our little jukebox program. It is plain but still
- very functional. This month we are going to learn a bit about controllable
- objects and how they can work for you. Also, controlling objects,
- animation, movement patterns, and even screen control on interrupt for
- smooth, unattended work.
-
- There are two types of objects we can manipulate on the Amiga. Sprites and
- Bobs (or Blitter Object Blocks). They are two means to an end, but they are
- also very different.
-
- Sprites are hardware controlled and screen independant which means you can
- do things to the screen (like scrolling, clearing, altering) without
- effecting them. The mouse pointer is the best example of a well known
- sprite. Sprites have severe limitations, though, such as horizontal
- resolution being limited to 16 pixels, etc. Their color palette is much
- different from the screen and they use hardware coordinates on the screen
- instead of visible screen coordinates. So why would you even use these
- things? Well, they are VERY fast and update independant of the screen which
- gives game programmers much more power when writing games. There are some
- programming tricks for using what they call COMPUTED SPRITES which combine
- multiple sprites to make larger ones. This is all very complicated so we
- will cover sprites in more detail in later issues.
-
- Bobs are another story. Bobs have no size limits and share the screen
- palette which makes them handy. Unfortunately, they are DIRECTLY tied to
- the screen and will be afffected by changes on the screen; notably screen
- scrolls, screen clears, etc. In addition, they also must wait to be updated
- with the screen via a VERTICAL BLANK which is basically done every 60th of a
-
- - Page 10 -
- 8. AMOS Programming
-
- second (50th for PAL machines). It might be handy to do some basic
- discussion about screen updates.
-
- Every 60th of a second, an invisible scan line travels from the top to the
- bottom of your screen, refreshing any changes on each line, then returning
- to the top again to repeat the process. Any screen changes that are made to
- an area of screen that the 'vertical blank' process has passed, must wait
- until the next pass to be updated. Now I know a 60th of a second may seem
- short, but during program execution, this delay can be disasterous to your
- display. How about an example? Try this. Type this in and run it:
-
- screen open 0,320,200,16,lowres ink 1,0:box 0,0 to 50,25
- get bob 0,1,0,0 to 50,25: cls 0 :bob 1,100,100,1
- end
-
- Now, the first part may seem a bit alien. All we are doing is drawing a box
- and grabbing it as Bob #1 so we have a true Bob to work with. The Bob
- command in line 5 takes bob #1 and displays in at screen location x=100
- y=100. So why can't we see it? Well, you may see it; some of the time, but
- chances are you will not. Since the command was executed after the
- screenwas refreshed and we ended the program before it was updated, the bob
- was not displayed. After the bob statement above, add this line:
-
- Wait VBL
-
- This will force the program to wait until the screen has been refreshed
- before ending. Voila'! Your bob is displayed. This command can really
- cause your program to drag if used in excess so use it only where you need
- it.
-
- Bobs are relatively easy to use for beginners, so we will stick with that
- for now. Let's take a look at how we can incoporate bobs into our jukebox.
- One of the most common ways to exploit object movement in demos is to attach
- them to the music and make them dance or animate in time to the music. The
- is what we are going to do with the jukebox. First let's make bobs that
- bounce to the music, then we will work on making them animated while we play
- the tune.
-
- Included in this archive is a bob bank that contains four bobs; one for
- each of the four Amiga voices. Load up your current jukebox program and
- then enter direct mode by pressing ESC. Enter this line:
-
- a$=Fsel$(""):LOAD a$
-
- Use the file selector to highlight and load the file BOBBANK.ABK. This will
- load in the bob bank.
-
- Alright, let's get the bobs on the screen for the jukebox. Add the
- following lines to the beginning of your program right after the UNPACK
- command.
-
- b1=0:b2=0:b3=0:b4=184
- Bob 1,0,0,1:bob 2,304,0,2:bob 3,0,184,3:bob 4,304,184,4:wait vbl
-
- This adds the bobs to the screen immediately.
-
- Now in the main loop we need to add something to change the locate/position
- of the bobs. This will be added to the end of the main loop. Right before
- your final LOOP command add the following lines:
-
- v0=vumeter(0):v1=vumeter(1):v2=vumeter(2):v3=vumeter(3)
- Bob 1,b1+v0,0,1:bob 2,304,b2+v1,2
- bob 3,b3+v2,184,3:bob 4,304,b4+v3,4:wait vbl
-
- The VUMETER command reads the volume of each of the four voices and returns
- the value to the v variables. This is a value of 0 to 63. By simply adding
- the v variables to the bob's normal positions, it will make them 'dance' to
-
- - Page 11 -
- 8. AMOS Programming
-
- the music. Neat eh?
-
- Sorry so short this issue, but the C= buyout and all my research for the
- other columns has left me a big dry this issue. We will return next issue
- with some animation techniques to add to the now dancing bobs. Stay tuned!
-
- 9. CD32 Corner
-
- CD32 Corner - Shane R. Monroe
- KID CHAOS - DEATH MASK - TRIVIAL PURSUIT
-
- My fellow CD32 owners, our lives have never been better. So many cool new
- titles are coming our way and I LOVE it. In addition to some news, we will
- review a couple of titles and be on our merry way.
-
- A lot of CD32 news was covered in the COMING ATTRACTIONS area, but I saved
- some stuff for you here.
-
- .. Virgin Interactive continues to support the CD32 with new games galore.
- Highlights include LOST EDEN (a dinosaur adventure game) which could be the
- 'Jurassic Park' we have all been waiting for and CANNON FODDER 2, which we
- all have DEFINATELY been waiting for. Now if we can only get them to do the
- same with ALADDIN and LION KING!
-
- ... Golf. Still haven't seen a version I would spit on yet. Well, that is
- going to change with U.S. GOLD's WORLD CUP GOLF. Slated for summer release,
- the graphics have been all raytraced and initial indications are that it
- will take up TWO (!) CDs for the game. This looks like something special.
- Hopefully the game itself will be as good as the graphics.
-
- ... WORMS from Team 17 is one of the best kept secrets around the gaming
- area. Peter Olafson won't tell me anything (damn Non-Disclosure Statements!
- :) and it sounds like it might be the number one for this Christmas' Gallup
- Charts. Latest word is that it was pushed back to a Aug/Sep release...
-
- ... Feel sparky? Well, Gametek's new BUREAU 13 sounds like it might take
- care of you. Described as XFILES meets GHOSTBUSTERS, I can't wait. More
- when I know it.
-
- ... Could the classic game PITFALL be coming for the Amiga? Indeed.
- Activision is said to be making PF: THE MYAN ADVENTURE for us soon. Looks
- like THE JUNGLE BOOK meets FLASHBACK. Loads of fun (I hope).
-
- ... Being a criminal instead of a cop could be a nice change of pace. THE
- CLUE from Neo is a point and click type adventure letting you be the bad guy
- for a change. Graphics don't look bad and the change of pace might actually
- be fun!
-
- ... Now for the really cool news. Naturally, you can take this all with a
- grain of sand, and in light of ESCOM's buyout, this may not even happen. But
- I can't help spilling a little of what I know. A retired Hollywood producer
- by the name of Alan Briggs is producing a new 'interactive movie' for the
- CD32 that will make full use of the new FMV card created by the people at C=
- UK. The card, slated for a May release (again, figure what you want on this
- one), will have this new game called SHARC ATTACK. The game revolves around
- killing a terrifying undersea creature. Filming for the game should be
- mostly done by now if the timeline held up. According to Mr. Briggs, other
- Hollywood producers are interested in the technique that he has come up
- with. The effects are just as good as the hit film "StarGate" according to
- the producer. I can't wait for more. I will give you all more when I know
- more next month.
-
- Enough chatterbox for one issue. Let's do the reviews.
-
- TITLE: KID CHAOS +---------------------+
- PUBLISHER: OCEAN | Enhanced for CD32 |
- CODERS: MAGNETIC FIELDS +---------------------+
-
- - Page 12 -
- 9. CD32 Corner
-
- PLAYERS: 1 | _X_ CD Music Tracks |
- TYPE: PLATFORM ARCADE | ___ Rendered/Intro |
- | ___ Other Enhanced |
- +---------------------+
-
- There have been dozens of platform games released in the last couple years.
- Many of them have been very good. Of course, many have been not so good.
- Probably the one that shines the most is SUPERFROG (ah, many an hourwasted
- on that one) but there has always been a lack of a really good Sonic the
- Hedgehog clone for Amiga/CD32. The closest one what TEARAWAY THOMAS, but
- that was only for Amiga and then it felt a little too PD'ish. Finally, we
- have an entrant to the market that captures a lot of the feel of Sonic, plus
- adds some unique game play to a tired concept.
-
- KID CHAOS (KC) is a port from the Amiga and still has about the same
- graphics (with the exception of the totally clean mega-parallax scrolling
- backround) and the same speed. The only real changed is the CD music which
- is really quite good. The loading speed, etc. are all the same.
-
- The game is your classic horizontal scroller with some very choice looking
- graphics. You play a kid brought back in time to destroy this plant life
- (you must destroy a certain percentage to get the exit to open) and of
- course, take out anything else that pops up. To do this, you jump into the
- air spinning with your big club. Gotta love it.
-
-
- TITLE: DEATH MASK +---------------------+
- PUBLISHER: ALTERNATIVE SOFTWARE | Enhanced for CD32 |
- CODERS: IN HOUSE +---------------------+
- PLAYERS: 2 TOGETHER | _X_ CD Music Tracks |
- TYPE: ARCADE/DOOM STYLE | ___ Rendered/Intro |
- | _X_ Other Enhanced |
- +---------------------+
-
- After seeing all the new DOOM clones, this one will likely leave you cold.
- If you can NOT think of it as DOOM and think of it as a nice first person
- adventure death game, it will set you up with less of a disappointment.
-
- The game is played in two windows; one per player. Even in one player mode
- the action is all in the one half of the screen. The graphics are pleasant
- but not extraordinary and there is very little actual animation. In its
- favor, the sound effects and music are excellent; the selectable CD music
- tracks are downright great.
-
- Unlike the game it attempts to emulate, Death Mask's moves are NOT 360 type
- scrolling but more like Dungeon Master or Eye of the Beholder; 45 degree
- moves. You do get to see your current weapon and your health and ammo stats
- are neatly displayed.
-
- The play with a joystick was terrible; no side stepping or
- anything. Thankfully, the CD32 controller makes all the difference in the
- play. Side stepping is accomplished with the finger buttons; map is called
- up with a yellow button. Very nicely adapted and the only real way to play
- the game.
-
- There are the traditional opening doors and nice clean effects when
- you pick up the weapons, etc. A couple of types of enemies more or less
- blindly walk about and need to be sacrificed during the play of the game.
-
- The game, if taken from a non-DOOM standpoint, is really quite
- decent. There are actual MISSIONS to accomplish for each level and two
- player co- operative mode is a lot of fun. Two player death matches are
- slightly more fun.
-
- Problems? Sure. Mainly it is just a TAD too slow without Fast RAM.
- If you turn down the detail a bit and play on FAST it is barely liveable. If
- you are lucky enough to have Fast RAM on your CD32, game play is very smooth
-
- - Page 13 -
- 9. CD32 Corner
-
- and enjoyable. Too bad 75%+ CD32's don't have the RAM. My other bitch is
- that in cooperative mode there are too few weapons. Basically there is one
- that is worth a rat's ass each level and if you don't get it... Well, too
- bad I guess. That sucks. Maybe a shared weapon mode would be cool. And
- most certainly a shared ammo mode would be cool. You can't move in map mode
- either, and that more or less sucks. I am sure that it was planned that
- way, but it still sucks.
-
- In closing, this is a try-before-you-buy game. Give it a chance, but don't
- expect DOOM 'cause it ain't even close. If that is what you want, save your
- pennies and nickles for Alien Breed 3D or GLOOM.
-
-
-
- TITLE: TRIVIAL PURSUIT CD32 +---------------------+
- PUBLISHER: DOMARK | Enhanced for CD32 |
- CODERS: HORN ABBOT INTL +---------------------+
- PLAYERS: UP TO 6 | |
- TYPE: BOARD GAME TRANSLATION | CD32 ONLY TITLE |
- | |
- +---------------------+
-
- On Peter Olafson's suggestion, I dug this game up. I was pretty much
- impressed with this game over all. It was well polished and it is very
- obvious that they spend a great deal of time making it.
-
- For those of you in another dimension, TRIVIAL PURSUIT is a game of answer-
- ing questions on various categories like Science, History, Entertainment,
- etc. You move a little empty pie shell around the board landing on the
- catagory of question that is to be asked. Should you get the question right
- you get to roll the dice again and move again. The object is to land on the
- six 'wedge' questions (one spot for each catagory), answer the questions
- successfully, and thus gain that colored WEDGE for your pie. Get all the
- wedges, then move to the center of the board, and answer a random question
- to win the game.
-
- The board game itself is faithfully recreated in shape and in form. The
- original rules are all the same. The really cool thing about it is the
- 'multimedia' aspect it takes. There are animated figures that ask the
- questions (such as Albert Einstein for Science, May West for Entertainment,
- etc) and every one of the 2000 questions and answers are physically spoken.
- There is even a full speaking animated tutorial to get you going.
-
- There is an annoying game master that is basically a chicken-man for lack of
- a better description who definately has a bad attitude. He cuts you when
- you answer too many questions wrong (sometimes deep for a game) and will
- occasionally cheers you on. Up to 6 human players can play and there is no
- option for computer players.
-
- Every question has a picture with it. Often these pictures blatently tell
- you the answer or blatently lead you astray. Knowing that, you just quickly
- learn to disregard it altogether. At least the effort is there.
-
- Graphics are only slightly above ECS but all the sound is top notch. The
- game play is a little lagged and it is really only fun with several people
- (and in your cups doesn't hurt). You can shut off all the snide comments
- and that helps the play along, but then it kind of loses its edge. Did I
- fail to mention that the questions are hard as hell? How about like a
- Silver Screen or Amiga edition so the rest of the mortals can play it, eh?
-
- In closing, there is a load and save game option for the SX1 users (this
- game sounds suspiciously like a CDTV title - especially when the guy tells
- you to push button A) and if you really liked the board game this is a good
- buy. For those with an interest, as I said before, try before you buy.
-
-
-
-
- - Page 14 -
- 9. Where Are We?
-
-
- 10. Where Are We?
-
- WHERE ARE WE? - THE DUP DIRECTORY
-
- As you already know, Dark Unicorn Productions is fully integrated into the
- Internet. All our programs, newsletters, and miscellaneous files are
- available at your favorite AmiNet Mirror Site.
-
- We can be contacted on the IRCs as well. Look for our nicknames next time
- you sign on. We are usually hanging out in the #AMIGA channel, but feel
- free to try and send us a private /msg anytime.
-
- Finally, DUP is proud to announce the opening of our World Wide Web Home
- Page on the Internet. It is still under contruction so please be patient.
- The site address is: http://www.eskimo.com/~drizzit/dup/dup.html.
-
- Lastly, you can resort to E*Mail to reach us. The below directory gives our
- Internet mail addresses, and you can also send Internet mail through most
- on-line services such as GEnie, Bix, and Compuserve.
-
-
- Member Name Internet Address IRC Nickname
- -----------------------------------------------------------------------
- Shane R. Monroe smonroe@awod.com DarkUni
-
- John Graham virtual@scsn.net Virtual
-
- Seumas McNally longbow@mcd.co.ca Longbow
-
- Kit Felice k.felice1@genie.geis.com <n/a>
-
- Troy Toulou <not yet on Internet> <n/a>
-
- Sidewinder sidewind@crl.com Sidewind
-
- Michael Welch m.welch1@genie.geis.com <n/a>
-
- Sean Emerson s.emerson@genie.geis.com <n/a>
-
- 11. THE LATEST C= NEWS
-
- THE LATEST NEWS ON THE COMMODORE LIQUIDATION
-
- Included in this archive is the well written AMIGA REPORT SPECIAL ISSUE
- which will neatly bring you up to date on the entire Commodore situation.
- For copyright reasons, the AR magazine is being kept completely seperate
- from the Dispatch. Special thanks to Jason Compton for permission to
- distribute this article in the Dispatch archive.
-