Separate 3.5" high density or 5.25 high density media packages available.
Approximate size of the game is estimated between 2 and 5 Megabytes
Availability: 1 October 1992
MAXIS
MAXIS RELEASES ROBOSPORT FOR MICROSOFT WINDOWS
Orinda, CA - Maxis has released a new version of its networkable software
game, RoboSport, for Microsoft Windows, for $59.95. RoboSport for Windows
is compatible with both Windows 3.0 and 3.1, and uses the power of Windows
by supporting hi-res VGA and multitasking.
Set in a futuristic time in which robots do battle for the amusement of
humans, RoboSport is a battle-simulation game that combines the tactical
challenge of chess with intensity of urban guerilla warfare.
With RoboSport for Windows, players will be able to run other Windows programs
while the game continues to run in the background. Players can program
maneuvers for many as four teams of up to eight robots each simply by pointing
and clicking on an icon instruction set.
Your robots can battle the computer's robot teams, programmed to be crafty,
defensive, ferocious or stupid. Or, play against your friends (who may
demonstrate these same characteristics) on a single computer, on two computers
over a serial or modem link, or on pup to cour computers over any PC network
that supports NetBios. RoboSport for Windows can be connected with either
the Macintosh and Amiga version of the game, for two-computer competition.
Start at the beginner level and work your way up to higher levels as you hunt
for treasure, rescue hostages, capture enemy flags, run a deadly gauntlet of
bases, or simply try to survive the withering assault of missiles, grenades,
zap guns, time bombs and kamikaze robots.
Robots battle in 24 arenas of three basic types: the manicured streets of a
suburb; a giant computer motherboard; or the rubble of a devastated town.
After each battle, you can replay the carnage with VCR-type controls to
analyze your (and your opponent's) strategies.
So play your tactics, instruct your troops, and kick Robutt!
Maxis, based in Orinda, CA and founded in 1987, publishes Software Toys,
which let players learn through exploration, with no traditional way to win
or lose. Maxis' first game, SimCity, was published in 1989 and has been a
consistent top seller ever since. SimCity was joined on the best-seller list
by SimEarth in 1990 and SimAnt in 1991. Maxis is amoung the fastest-growing
software companies today.
PSYGNOSIS
CARL LEWIS CHALLENGE
Psygnosis brings the feel and action of world class track and field events
into your home with the Carl Lewis Sports Challenge.
The Scenario:
Training:
-Take charge of the training programs for your country's ten top athletes.
-Plan and control each athlete's training schedule, honing their abilities
over a simulated five week period.
-Monitor their weekly training performance and select the top five
contenders for international competition.
The Competition:
-Challenge the world's athletes from elimination heats to the "medal
round" of competition.
-The computer establishes a competitive environment based on your squad's
training performance in these events:
Javelin 400 meter hurdles Long jump
100 meter sprint High jump
-Will you be victorious? Were your training and management techniques
successful? Can your squad's skills, training, and effort take you to
the medal round?
-Take the Carl Lewis challenge, and you'll soon find out.
The Challenge Features:
-256 Color VGA
-Realistic digitized images of real world class athletes.
-Adlib, Soundblaster, and PC speaker sound support.
-Customized in-depth training systems and control options, with
statistical analysis of athlete training profiles
-Fully digitized action replays.
-Up to four player action, each managing their own squad of athletes.
-Three different control modes.
SIERRA
FOR IMMEDIATE RELEASE
JULY 10, 1992
FANTASY ROLE-PLAYING ADVENTURE FOR HEROES IN WAITING:
QUEST FOR GLORY I VGA SHIPS FOR MS-DOS
OAKHURST, CA--Quest for Glory I: So You Want To Be A Hero is now shipping
for MS-DOS. This challenging but light-hearted adventure features exciting
technological advances, blazing VGA graphics and the same time-honored humor
synonymous with the award-winning QUEST for Glory Series, formerly known as
Hero's Quest.
As a graduate of the Famous Adventurers' Correspondence School and looking
for work, you answer an ad for a Hero. Stepping into the boots of a fantasy
Hero, you must battle brigands with the ultimate goal of saving the people
of Spielburg. You will soon learn there is much more to this Hero business
than you expected. Like any good role-playing game, you can choose your
character -- fighter, magic user or thief, and assign their desired amount
of physical and magical attributes. In order to gain more strength, players
go to combat countless times and battle savage monsters. Succeed and gain
more strength....fail and die a painful death.
What's newest and most exciting is the use of more than 40 caly modeled
monsters and talking heads. Five pounds of clay and more than six hours
of sculpting time were devoted to the creation of each 6" figurine. Talking
heads were painted and animated on screen, while the monster figurines were
animated by hand and filmed one movement at a time at 20 frames per second
to create the smoothest, most realistic motion possible.
Another major addition to Quest for Glory I is the use of the no-typing,
point-and-click interface. Players converse with other characters through
the use of "ask about" dialog boxes. At any point, ask a character about a
number of subjects and continue to probe as much as seven levels into a
conversation. "Through a complex series of question branches, we've managed
to retain the same richness and depth of play as the original game but with
less hassle," said Lori Cole, co-designer of the series. "The player will be
able to see and hear much more than in the original Hero's Quest."
Fans of the series should look for Quest for Glory III: The Wages of War,
later this summer.
Quest for Glory I: So You Want To Be A Hero supports both 256-color and 16
color on the same set of disks. This new option allows the player to choose
VGA or EGA during installation, eliminating the need for separate packages.
The game is shipping on five 3.5" or six 5.25" disks. All major sound cards
are supported and a hard disk is required.
Sierra On-Line, located in Oakhurst, California, develops and publishes
entertainment and education products for home computers. It is one of the
oldest and largest developers of home computer applications.
THE SOFTWARE TOOLWORKS
LucasArts Games'
The Secret Of Monkey Island
Now available for PC CD-ROM
Many enhancements Accompany CD Adaptation of PC Favorite
San Rafael, CA -- LucasArts Games announces the release of The Secret Of
Monkey Island, a swashbuckling adventure set in the "golden age" of piracy,
for PC CD-ROM.
Taking full advantage of the new CD format, Monkey Island CD features a CD
stereo sound track, as well as fully digitized sound effects. Additionally,
LucasArts Games has added an enhanced icon inventory and streamlined the
interface. Like other LucasArts Games graphic adventures, Monkey Island
features cinematic storytelling, high resolution, 256-color graphics and a
point-and-click interface.
Monkey Island CD also represents a first in the area of "edutainment."
The game features five languages -- English, French, Spanish, German
and Italian -- on the same CD. Players can choose their language of
preference when they start up the game. "The Secret Of Monkey Island is
an ideal resource with which to sharpen important foreign language skills.
One should know how to say 'Pass the Gorg' in any language," joked Kelly
Flock, director of development for LucasArts Games.
The game's twisty plot leads hero, Guybrush Threepwood, on a hilarious quest
throughout the fabled Monkey Island. Tales of pirate wealth attract Guybrush,
who lands at the port of Melee with high hopes, no money and an insatiable
desire to become a pirate. If the player is clever enough, Guybrush will win
the confidence of Melee's established pirates and soon find minself blown by
the winds of fate toward Monkey Island -- a storied isle whose name alone
chills the bones of even the most bloodthirsty buccaneers.
The player is treated to a wide variety of original, entertaining puzzles.
Some take the form of dialogue, in which the player has to unravel hidden
meaning in hilarious repartee. "The one-liners are more lethal than the bad
guys," explained Flock. Others are puzzles in which clues and objects from
diverse locations combine to advance the players toward the end of the game.
Intriguing visual puzzles contribute as much to the atmosphere of the game
as they do to the challenge.
In addition to The Secret Of Monkey Island, LucasArts Games recently
introduced Loom talkie, and The Secret Weapons of the Luftwaffe family
(base game and four Tour of Duty add-ons) for PC CD-ROM will be released
in summer of 1992. CD-ROM products will have a suggested retail price
ranging between $79.95 and $99.95.
The Software Toolworks is the manufacturing and distributing the LucasArts
Games PC CD-ROM titles. The joint marketing agreement provides Toolworks
with exclusive retail and OEM distribution rights in North America for the
three titles and non-exclusive distribution rights for these products, and
for foreign language versions, for the remainder of the world market.
LucasArts Games develops and publishes interactive entertainment for personal
computers, video game systems and CD-ROM systems. LucasArts Games is a
division of LucasArts Entertainment Company, a diversified entertainment
company with headquarters in San Rafael, California. LucasArts is dedicated
to quality innovative entertainment and educational experiences. Its products
and services include Academy Award-winning visual effects and sound,
television commercials, licensing, public space entertainment, interactive
game software, audio systems and educational multimedia products.
The Software Toolworks, Inc. is a leading developer, publisher and distributor
of entertainment, edutainment and information software, CD-ROMs and cartridge
products for IBM PC and compatibles, Macintosh, and Commodore Amiga computers,
and Game Boy, Nintendo Entertainment System, Super Nintendo Entertainment
System and Sega Genesis platforms. The company offers the largest number of
CD-ROM titles available for the Macintosh and IBM PC markets.
THEATRE OF WAR
Strategy and Conquest in Real time
Suggested Retail Price & Availability: IBM PC and compatibles - $49.95
Requires: Hard Drive, Dos 3.3 or later; 2Mb RAM-Super VGA; 640K RAM-
256 VGA
Sound: AdLib, SoundBlaster and SoundBlaster Pro
CAMPBELL, CA July 20, 1992 - Three-Sixty, Inc. today announced Theatre of
War, a graphic strategy game which combines the play value of traditional
board games with stunning 640x480x256 color Super VGA graphics and the new
sound capabilities of today's computers.
Theatre of War, like traditional board games, involves a board and playing
pieces, called warriors. Unlike traditional board games, the warriors do
not have specific moves, but rather "actions" that they perform. Addition-
ally the board squares can be changed by warriors and the board is not
limited to a fixed size or arrangement. Theatre of War is based on real-time
instead of turns, meaning that the player and his opponent are moving warriors
simultaneously.
Theatre of War begins with the selection of a warrior set: Medieval, The
Great War of Contemporary. Each warrior set has its own scenarios or boards
to choose from Sets are ray traced for a unique 3-D graphical look. Each
set is made up of different warriors, with unique characteristics for move-
ment, combat and auziliary functions. The interactive soundtrack is upbeat
when the player is doing well, and subdued when the player's opponent has
the upper hand.
Warriors are living entities comprised of stylized representations of archers,
gattling guns, fighter planes, etc., having strength and health points.
Strength is used for moving, fighting and other actions. Health decreases
during combat with enemy warriors, and a piece is "taken" when its health
runs out.
Theatre of War is played out utilizing multiple game screens and variable
sized boards, up to 50x50 tiles. All playing boards are made up of floating
crystal tiles and each warrior set imposes a unique set of properties and
affects to those tiles. Perspective is the main view point, a three-
dimensional look across the playfield in the current theatre. The overhead
view gives the player a zooming effect on the playing field, viewing from one
square to the entire board. The status screen gives the player an instant
overview on the status of all his or his opponent's warriors.
Theatre of War is for one to two players. Two player games can be played
over a serial or modem connection and on a single machine using time allotted
or move based turns. Add-on disks will be available with new scenarios,
boards, and warrior sets to challenge the user.
Theatre of War is distributed exclusively in North America by Electronic Arts
Distribution under its Affiliated Label program.
Three-Sixty, Inc. is a privately held developer and publisher of personal
computer entertainment software for IBM PC's and compatibles, the Commodore
Amiga and the Macintosh.
We would like to take this opportunity to extend an invitation to all readers
of Game Bytes to express your views back to us. Let us know if you like the
concept we have developed with this type of publication. Our reviewers love
a little controversy and would welcome alternative opinions to their own.
Be prepared, however, to back up your stand if you disagree with what was
written. These are, after all, opinions. Game Bytes truly wants to become
the people's sounding board for the gaming industry as a whole. Through your
comments and feedback, we can not only make our publication a better vehicle
for communicating gaming information, but we can also effectively communicate
our desires for better and/or different gaming experiences to the software
publishers themselves.
We also want to extend and invitation to all to become regular reviewers them-
selves. We have no permanent "locked-in" reviewer staff. Those that write
for us now and excited to do so, but we welcome other reviewers who wish to
have their opinions made known as well. Game Bytes is a magazine for the
gamer from the gamer, and we hope our reviewer ranks will grow. Don't be
bashful - let us hear your views on your favorite games.
In future editions of Game Bytes, we will use this column to publish your
letters, comments, raves, and complaints for all to share. We hope you will
take the time to use it. Editorially speaking, we'll only be concerned about
certain types of four-letter words, so keep those to a minimum, and we'll not
be concerned about censorship. This is a free forum, but a certain sense of
decorum should prevail. Nothing more needs to be said.
There are several ways to send your letters and comments to Game Bytes if you
wish to be heard. We'll start with the U.S. postal system. Letters can be
mailed to:
Game Bytes
108 Castleton Drive
Harvest, AL 36749
Using Compuserve, your letters can be sent to the address:
71441,1537
And finally, using Internet mail, feel free to mail your letters to:
ross@kaos.b11.ingr.com
Any of these three mailing methods are perfectly acceptable. If you happen to
have an account on EXEC-PC, one of the largest subscription-service bulletin
board systems in the world, you can also leave a mail message for me there.
My full account name on EXEC-PC is Ross Erickson.
We look forward to reading your comments about Game Bytes and how to make it
better with each issue. There are a lot of active gamers out there, and if
we can reach just some of you, we will know this effort is worthwhile.
Hope to hear from many of you soon!
Ross Erickson
Editor and Publisher
We'll be repeating this message in a few more issues of Game Bytes to
encourage readers to respond.
Tom Conley writes:
GB:
I can't begin to tell you how impressed I am with Game Bytes #3! After
looking it over for less than 5 minutes I cranked up my wife's 386SX (we have
his and her computers, she's not allowed to touch my 486!) to upload it to
America On-Line (AOL) while I finished looking it over on my computer.
GB: Wow! Hey, that's terrific! We'd like to count on you to keep putting
Game Bytes up on America On-Line. We're not there _YET_, but will be
soon.
I found Game Bytes #1 on AOL, but have not been able to locate #2. I would
really like to have #2; are you aware of any FTP sites that would have #2?
If not, would it be possible either for you to upload it to an FTP site or to
ems me a copy? Like I said, I really enjoyed Game Bytes and would like to
have a complete set.
GB: Sure. Game Bytes (all issues) will be available at the ULOWELL FTP site
(129.63.32.1) in the /msdos/Games/GameByte directory. Rest assured that
each issue will be sent there very early.
How often does Game Bytes come out? (I want to make sure that I'm looking out
for #4.) If you ever decide that you're going to sell subscription instead of
giving it away, I'll sign up!
GB: Thanks for your encouragement. Game Bytes is scheduled to come out once a
month, though, with the volume of games coming this fall, it may be
necessary to produce more issues in the same timeframe. We'll see.
Thanks Tom.
David Bell writes:
Hi Ross, I just want to take a second and tell you what a great job you
have done with the first 3 issues of Game Byte. Have you considered changing
the menu program you use to let the user access not only the current issue,
but also any past issues they might have? This way we could access all the
reviews we might be interested from the same menu. You could do something
like change the data and index files for each issue, then ask the user
which issue they want to view. Another option would be to save each issue
the user wants to keep around into one BIG data file. Even better would
be the ability to save just the reviews we want to keep. Keep up the
good work.
GB: Unfortunately, the way the system was programmed, that doesn't appear
likely. Besides, after several issues, the menu system would be very clogged
and difficult to find what you were looking for. I think for the time being
we'll stick with the structure of the menus the way they are now. Thanks
for the kind words and encouragement.
J.A. Lyons of Australia writes:
Congratulations on your previous 2 Game Bytes issues. Please don't think this
is a gripe about the third, simply because i have not yet been able to get
hold of the third addition. Is there some other site that Game Bytes 3 has
been downloaded to other than wuarchive, because for some reason i havent
been able to log into that site. I have tried on several machines all to find
that the machine just wont connect. I guess i could really wait until the
mirrors are updated in our own australian sites, but I feel sort of left out
from the discussion. If you do have an info , could you please mail or send
it to the net.
GB: Thanks for the encouragement. If you do have FTP access, and many do
these days, two of the best places to find Game Bytes are WUARCHIVE (128.252.
135.4) in the /pub/MSDOS_UPLOADS directory. Also, in the ULOWELL site (129.
63.32.1) in the /msdos/Games/GameByte directory. How 'bout that!? Our own
directory!
I really think that game bytes is a good idea, and one of the best things
is that its free. It leads me to the question why do you do it, I mean do you
get paid by all the gaming companies that you represent in you magazine.
GB: :-) Why do we do it?? I guess because we enjoy doing it, and wanted to
see what the reaction would be from the gaming community. The response has
been phenomenal. We're constantly amazed at the level of feedback and email
that Game Bytes generates. First thing, NO!, we don't get paid by ANY gaming
companies, and in no way are we representing any in any way, shape, or form.
From a cost standpoint, Game Bytes is getting more and more costly to produce
and because of this we are encouraging those who read and enjoy Game Bytes
to make a modest contribution to the "cause" to keep this effort afloat. Any
donation would be greatly appreciated. Heck, we'll even mail you your own
personal edition if you contribute. The address can be found in the "INTRO"
message that is at the top of this column or in the EDITOR NOTES column.
Also, i would be extremely interested in how you get the screen shots from
some games, because i have tried using a program called PZP (forget what it
stands for) and for some games like wolfenstien 3d it just doesnt work. Has
this been a major problem for you?
GB: Yes, getting screen shots is sometimes a very difficult and challenging
job. In many cases, the programmers of the games have simply locked out any
"meddling" outside programs and screen capture programs just won't work. At
this point, we end up contacting the publisher of the game and generally, they
are quite cooperative with us about getting us some screen captures. We have
a few custom written utilities which aren't for public consumption which
have some nifty capabilities, but sometimes, even they won't work.
Rick Lippens writes:
I would like to take this opportunity to congratulate you on an excellent start
to your first 3 Gamebytes magazines. This is truly an achievement as you are
breaking ground in a medium that will most certainly be a prominent way of
communicating magazines and television in the future (computers will replace
television and paper magazines in the not-too-distant future). I enjoy reading the very well done articles, and really like the nicely done interface. One
question though...in Gamebytes #2, Richard Garriott (in one of the photos) is
carrying a black box of some sort. What is it? A software package? A
briefcase??? Just curious...
GB: Interesting question, Rick. I took the time to talk to the good folks
at Origin and asked them about this mysterious object. Unfortunately, it's
nothing astral, spectral, or anything exciting like that at all. One might
call it...a prop! Lord British is just looking stately, and the props are
there just to ... encourage statliness. (is that a word?)
Robert Keng writes:
Wow! What a mag! Great reviews and check out them snap shots! I have been
looking for good pix of Strike Commander for a long time, and I finally found
them, in Game Bytes!
GB: We just _KNEW_ that would get you!!
Anyway, I just wanted to drop a note to say that you guys have really done a
good job with issue number 3. Kudos on them reviews, and the first look
section is very well done. Only thing I think that was lacking was sound
(it'd be great for those of us who own a soundblaster/SB Pro or Adlib to be
able to read the article with a cool soundtrack playing in the background.
Nahh, that would really be asking too much....).
GB: You're teasing me, aren't you!? Actually Robert, you can't imagine how
many times we've been asked about this sound question. I guess we're just
not convinced that adding this much new code and disk-space requirements is
worth the perceived value-add it might have.
Oh, yeah, since you guys are experts in computer gaming, maybe you people can
answer a couple of questions that's been bothering me for some time now. I'll
list them in order below:
1. Is Dynamix planning to make a patch for Aces of the Pacific? What really
bugs me about the game is that the enemy/friendly pilots fly like 3 year olds.
The so-called aces makes so much mistakes (on expert) that the "fly against
a famous ace" option should of been labeled "turkey shoot" instead. I mean,
they do dumb things like like going into a loop with low speed while I'm still
a good ways behind, allowing me to follow straight up into a lead pursuit and
blast him to kingdom come. Come on, I'm not a good armchair pilot at all, and
I can take them out easily!
GB: First of all, yes, there is a new patch (version) on its way and you
shouldn't have to wait much longer. Secondly, it sounds like you really know
your aerial tactics and countertactics quite well. I know it sounds like a
cop-out, but I'm not sure I'm ready to concede that the programmers should
have A.I. in their programs to intelligently handle every possible variable
there is in a dogfight, of any era. There's simply too much to consider when
you're selling a $50.00 - $75.00 program. Not to say this isn't a lofty
goal, and I believe we're making significant progress towards "smarter"
computer opponents, but this advancement in A.I. techniques takes time and
progresses slowly.
2. When is Strike Commander 'supposed to be released?
GB: The latest word from Origin is that Strike Commander is intended to be
available for sale sometime near Thanksgiving. I'd probably vote for that
great shopping day right after the turkey. Cross your fingers.
3. I heard from someone a while back that the older WCS (weapon control system
for thrustmaster) will not work with Aces of the Pacific. Is that true? If it
is, how can you tell the difference between the compatible and incompatible
ones?
GB: Good question. I don't know the answer to this, but we'll try to get
Jerry Luttrell of Dynamix to answer this for you. It may have been true, but
will likely be fixed in this new version that is in the works right now. As
far as how to tell, I'm afraid I can't answer that one. I would suggest
calling the Thrustmaster people.
4. Are there any good CD-ROM games in the works or slated for release soon?
(Multimedia Stellar 7 is a pitiful CD-ROM game...)
GB: Yes, I think the doors are starting to open. The CD-ROM version of
Loom is excellent. All of the speech in the game is done via professional
voice actors and the mood this sets is stunning. It's very well done. For
strategic players, two chess programs are available on CD that are excellent.
Battlechess MPC and Chessmaster 3000 MPC are highly enhanced and support
high-res graphics, full "redbook audio" sound, and speech and sound effects
throughout. CM3000 also gives you a full english-speaking tutor for learning
how to play chess too. You must be sure to watch for 7th Guest from Virgin
Games around this Halloween. It will give many gamers a clear, distinct
reason to go out and buy a CD-ROM drive.
Whew, that's all I can think of right now. I hope you guys can answer some
(maybe all:-)) of these questions for me. And again, a job well done on issue
number three, and keep up the good work! Looking forward to issue #4......
GB: Thanks. Hope you like it!
Russ Merritt writes:
Ross,
More than excellent job on Game Bytes! I'm not exactly sure when the
second edition came out, but it was full of informative facts on all of my
favorite games. Everything you described them as matched my exact
remarks!
I did a little trouble shooting for you and came up with the following when
I ran the second edition:
--> When I locked my computer in EGA mode, the welcome screen
(intentionally) turned to ASCII form. Once the .EXE was run though, F10
inside the Reviews section threw graphic garbage up on the screen. There
are a few ShareWare dither programs on the market (pardon my ignorance
if you're capable of programming your own...) that will take care of the
screen shots on EGA and CGA systems. They don't take up many bytes or
subside in extra memory, so it should make the compilation of your
program still small enough to keep 1200/2400 baud users on top.
GB: This problem is one even the software publishers face. What hardware
to support. At the very outset of Game Bytes, we made a conscious decision
to make this a high-quality magazine and that meant supporting VGA and VGA
only. This doesn't mean we won't display EGA images properly, but we won't
take the step to dither 256 color pictures down to EGA 16 color renderings.
The quality just isn't there.
Mouse control would be a nice added effect to the magazine. I'm sure
you've already thought about this aspect, so I won't go into it. There are
also several Public Domain/Shareware mouse emulators.
GB: Actually, we intended to have mouse support in _this_ issue, but our
programmer is in the midst of a move to a new home. So, we expect to add
mouse support in issue #5.
To really push your mag to the top, might I suggest an added .MOD file
for the Soundblaster/Adlib users. (I'm a Thunderboard man, myself).
.MOD files (if you don't know) are extremely small music files that sound
nothing like .CMF or .ROL which, in my opinion, offer very little more
than the sound of a $12.00 Casio keyboard. The .MOD could be played
easily in the background or just a loud roar and trumpet score at execution.
Ever since I found the .MOD editor and compiler on the ShareWare
market, I haven't stopped writing .MODs. Look into that factor, please.
GB: Oh boy, here we go again!! ..... sigh..... O.K. I promise I will ask
our programmer to take a look at this, but I'm not going to promise anything.
I can see that it would be kind of nifty to add a little fanfare at the
beginning, but after that....I see not much to get excited about.
One final question, what language was Game Bytes written in? It looks
like it was done in either C or Pascal, but I'm looking more towards Pascal.
Whatever compiler you've used, I'm impressed. most of the functions in
the program are fairly advanced. Congrats!
GB: You're right! Game Bytes is written in Pascal (for now, that is).
Another satisfied Reader
GB: Your welcome!!
Alexander Mozhejko of Moscow, Russia writes:
Hi! It was really great idea to begin published such good magazine as "Game
Byte". There are many new games in Russia, so that's why your journal is very
popular in Moscow and St.Petersburg. But many users don't know English well :)
to understand right your's articles. We can traslate articles in Russia in
some text files, but we think that will be not good, cause we will lose some
pictures and you will lose copyright. And because of it we would like to
offer you the following:
- We can translate your articles from English to Russian
- Your copyright and names will be saved
- You will give to us "Game Byte" Maker, articles and pictures
- You will be the main body and we will NOT change your information and
we will NOT insert our information without your permission
- Our names will be present like
Russian Edition:
Names
at the end of names list
But we are ready to discuss with you other notices and your suggestions.
About ourselfs:
---------------
We are live in Moscow. We are interested in computers and we are like to play
computer games. That's why we are always looking for some information about
games, like solutions, cheaters and different magazines. We have the latest
releases of games in our country, for example, Click-Clak, Hero Quest I VGA
and other new games. But in Moscow and other cities is difficult to find some
real good magazines about games. When we read information about "Game Byte"
and down load it, we were pleasantly surprised. We find in it many useful
information and we are liked your style and design. So, we thinked, why we
can't translate this journal to Russian to give to our computer owner more
correct and useful information on Russian.
Please, answer to our letter in any case.
GB: Alexander, I can't tell you what a joy it was to receive your letter. I
tried diligently to answer your message via email, but the connection points
between us didn't cooperate fully. I hope you will be able to read this
letter and our reply in this issue and have it spread throughout your
country. We're so excited that our efforts have reached such a world-wide
audience.
With regard to publishing a Russian version of Game Bytes, I'm certainly not
going to say no, but I believe we have some hurdles the likes of which Sergei
Bubka would have trouble get over!! Communications would need to improve a
great deal and our source code license is not yet to a point where we could
adequately work with other language versions. Finally, the "maker" program
as you call it, is not in any kind of shape where I would feel comfortable
about giving it to someone else to make their own magazines. It needs a lot
of "cosmetic" work done to it to make it usable by many. Please be patient
with us and try to enjoy the work we are doing now and let us grow slowly.
When we have reached a point where new language versions are feasible, believe
me, I think Russia will enjoy the first non-English version. I know I can
speak for many when I say we congratulate you for your heroic efforts to
stand up for freedom in your country and enjoy the benefits that it provides