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by Quantum Quality Products
Reviewed by Thom Vaught
It always nice to see another computer wargame on the market. Particularly
one developed by Mark Baldwin, author of Empire. Now he is working with
Quantum Quality Productions Inc. (QQP). The quality of their products thus
far is obvious. Mr. Baldwin's latest effort is The Perfect General (TPG)
which deals with relatively small scale armored conflicts. Lately new
wargames on the computer have become almost an endangered species. This
reviewer like many others has become disgusted with the lack of
connectivity, sloppy presentation, and poor computer opponents exhibited in
most computer wargames. The Perfect General (TPG), which is not perfect,
rectifies this situation in two important areas, presentation and
connectivity.
The presentation of TPG is not stunning, but it is very functional and
surpasses many of its contemporaries. The graphics in TPG are above
average for a computer wargame and it does include sound effects. Most
computer wargame players are not looking for stunning visuals and sounds as
seen in most graphic adventures. However most wargamers expect a solid
game design with decent graphics and a good user interface. In terms of
the user interface, TPG deserves a pat on the back. The interface is very
intuitive. Commands may be given through the use of hotkeys or choosing
options from popup menus.
Another area in which TPG shines is connectivity. TPG allows two human
generals to compete with one another by using the same computer or through
modem connection. It must be noted that this reviewer has not been able to
test the modem portion of the product because his modem has been fried for
some time now. Bug reports for the modem connection within the first
version have been made, and a fix is available to registered users of TPG
from QQP. Mr. Baldwin deserves many thanks for providing gamers with the
option for human competition. A lingering question is why more computer
wargames do not provide the option of connectivity.
One failing of TPG, and most other computer wargames, is the computer
opponent. While the computer opponent may challenge a novice player, most
experienced players will find themselves handing the computer opponent an
humiliating defeat in most scenarios. This reviewer must admit that there
are a few scenarios which still present a challenge because of the time
constraints or the number of opponents. There are handicaps which allow
the gamer to make a scenario more difficult, but using this just has the
effect of reducing the gamers number of starting units. The computer
intelligence could really use some work.
The game itself is a generic armored conflict wargame divided into
scenarios. To play a scenario, the player must give his name. TPG keeps
an overall combat history and scenario combat history for each scenario the
gamer who has played. This is a nice touch because the gamer can see a
record of their performance over a long periods of time. Each scenario has
a number of optional rules which may be adjusted. These options include:
play attacker/defender or once as each, hits may cause full kill or partial
kill, shots may be always hit or random hit, sight may be full view or
limited to line of sight, game length may be standard game or long game,
and handicap. With these optional rules, the gamer has the ability to
greatly affect the way the game behaves.
A scenario is won or lost based on victory points. Objectives for a
scenario have victory points assigned to them. If a player occupies the
objective at the end of a turn without an enemy also occupying a portion of
the objective, the player gains the number of victory points assigned to
that objective. The victory points are cumulative and a unit must occupy
the objective at the end of each turn for to gain victory points for the
objective for that turn.
Units available for the player depend upon the scenario and whether the
player is the attacker or defender. Following is complete list of the
units available: infantry, engineer, armored car, light tank, medium tank,
heavy tank, mobile artillery, light artillery, heavy artillery, and mines.
The player is given a predetermined amount of Buy Points with which to buy
units. Once units are purchased, the player places the units in areas
which are available for initial placement in the scenario. In some
scenarios, reinforcement points are available if certain circumstances are
met such as occupying a specified objective during a given turn.
Each turn in TPG is divided into eight phases. The first phase is the unit
purchase and placement phase. Second is the mobile artillery plot phase
where mobile artillery units plot their fire. Third is the indirect fire
in which both stationary and mobile artillery units execute their firing
orders. Stationary artillery may plot their fire in the fourth phase. The
fifth phase is a direct fire phase in which units may execute direct fire
at opposing units. Sixth is the movement phase where mobile units may plot
their movement. If the unit moves within the line of sight of an opposing
unit, it may come under passing fire. Passing fire is nice, but could use
some improvement. In order to give orders for passing fire, the defender
must be present to give the order while the attacker is moving. Also, the
only indication that passing fire orders may be given is the letter 'F' in
one portion of the screen turns green. How about a tonal signal or
something. Passing fire orders must be given in real time. A delay value
may be set to indicate the amount of time the player has to respond with
passing fire, but an optional pop-up menu instead of the time delay would
be a nice enhancement. The seventh phase is another direct fire phase.
Finally there is the scoring phase in which victory points are tallied.
The scenarios that come with the game are well designed. They cover a wide
range of difficulty levels. Most of them present the gamer with a variety
of different strategic, tactical, and logistical problems for. Some
scenarios demand careful initial placement of units. Others require taking
advantage of chances for ambush. Still others require the gamer to deal
with the problem of moving units effectively to a destination which is just
within reach given the allotted time. Of course, whether the player is
playing attacker or defender will have great bearing upon the decisions
made. Some factors affecting the decisions of generals are the terrain,
time, weather, and neutral countries. Terrain, including water, bridges,
desert, forests, hills, roads, etc., presents presents both opportunities
and challenges. For example, hills and forests limit the sight of units
and offer the player the chance to set up an ambush. Bridges, if
destroyed, must be rebuilt by engineers for units to be able to cross. In
all of the scenarios, the attacker is not only fighting the defender but
also time. Several scenarios have varying weather which may affect both
the movement of units and the ability of units to see other units. Neutral
countries sometimes border the attacker and defender and often present a
temptation to cross for a flanking maneuver. Be warned, neutral countries
will immediately join the other country and all their buy points will go to
him.
The two larger scenarios, Patton Kicks Butt and Alamein, packaged with the
game present a wide range of opportunities to the attacker and defender.
Most gamers asked why more scenarios of that magnitude had not been
included. Enter the World War II Scenario Disk. It is a must buy for
anyone who enjoys TPG. The scenario disk consists of 15 new scenarios from
the WWII period. Not all of the battles occurred, most are based on real
battles. The scenarios are Pegasus Bridge, Sicily, Guadalcanal, Kasserine
Pass, Gafsa, Anzio, Utah Beach, Omaha Beach, Okinawa, Saipan, Gazala-Bir
Hacheim, Iwo Jima, Arnheim, Oahu, and Kharkov. All of the scenarios are
very good and it is very nice to see QQP support TPG with the additional
scenarios. It shows they have a genuine commitment to their products and
customers.
Copy protection for TPG is in the form of documentation look-up. The usual
enter the word on page x line y word z. They make it a little easier by
prompting with the first letter of the word, but many still find
documentation look-ups very annoying.
All things considered, TPG would be a great addition to any strategist's
computer wargame library if a challenging computer opponent is not a
requirement. However, if there are wargaming friends handy try putting
away the counters and dice for an evening and giving this game a try. It
∙╟@@α░≡╨╨░░≡ ÇÇÇP╨≡P╨≡0á≡`░@É≡≡p└á@É``0,(( ,(( ,((,(( ,((,(( ,(( ,(( ,((0(0((,0,0<8<8<ö¼08(00(0(00(0(00(0(00(0(00(0(00(0(00(0(00(0(00(0(00(0(0(00(,0,(0(08<8<ö$¼08<0(0(0(0(0(00(0(0(00(00(00(,0(,(0(,0(0(0(00(0(0(00(0(0(00((0(00(0(0(00(000(0,0(008<ö¼08<8<0(0(0(00(00(00(0(0(00(0(00(,,0,(0(0(0(00(0(0(00(0((0(00(,(0(00(0(0(00(0(0,0,008<ö As with the Ultima 7 review, we're please to offer three, count'em, three
very thorough reviews on Origin's hit, Ultima Underworld: The Stygian Abyss.
Enjoy all three reviews.
Editor
ULTIMA UNDERWORLD - post-game review
------------------------------------
by Mitch Aigner
SUMMARY: WOW!
PROS: Great user interface, great graphics/animation during play, weeks of
cheap entertainment.
CONS: Seems to have problems running on some machines. Several people have
reported bugs in the first release.
MIXED: Requires 13 MBytes of hard-disk space for full installation (sound, anim-
ated cut sequences, etc.), 8 MBytes for minimum configuration.
Requires at least 1 Meg of expanded memory (not extended), which means
that you must already have an expanded memory manager (EMM).
Requires at least a 25-MHz 386 machine to get smooth action/graphics.
Requires VGA display card.
All of the above requirements are neccesary evils. If you want great
graphics, real-time animation, and giant play areas, you shouldn't have
bought that old PC XT. To get the most out of a super game, you have
to have a super computer (I have a 40-MHz 386).
OVERALL: This game provides the best "Alternate Reality" that I have seen
since my drug-crazed youth. With the lights off, and SoundBlaster
cranked up, the illusion is complete.
You are the Avatar, unjustly imprisoned in the Great Stygian
Abyss. Your primary mission is to survive, which is not easy. There
are a myriad of wonderfully animated, but extremely hostile nasties
to deal with. The battles are intense, and best of all, under your
complete control. You parry, thrust, dazzle 'em with fancy footwork,
and occasionaly run away like crazy if the above fail. Very realistic,
and fully animated.
There are also a number of fairly civilized bands of critters
who make the Abyss their home. These are informative and entertaining
to talk to, as well as to trade with. Just don't make them angry
(always be polite, and respectful,.. like any great hero).
Your secondary mission is to clear your good name of the crime
you didn't commit by locating, and dealing harshly with, the actual
perpetrators. This is also not easy, as they are located on the lower
levels of the dungeon, which you must fight your way down to.
The game provides 8 very large play-levels. Loaded with secret
doors, hostile nasties, and wonderful treasures. You can count on
spending many hours exploring and mapping each one. By the way, the
automatic mapping feature is great. You never have to write down any-
thing with pencil and paper,... it is already there. Everytime you
venture into a new area, your map of each level is automatically
updated to show where you are, and where you have been. Unexplored
areas remain blank until you check them out. In addition, there is a
"pen" and an "eraser" to allow you to make extensive notes on your
maps, as well as a few extra blank pages on which to record additional
information that you come across in your travels (which you had better
take full advantage of). Keeping track of all of the characters you
meet, the hints they give you, the mini-quests that they send you on,
bonus magic spells that aren't in the book, and where you left that
darn recipe for worm stew,... gets hard to keep track of if you don't
write it all down.
All in all, I was very impressed.
TIPS FOR BEGINNERS:
1. When the game begins, you create your character. Some of the skills you may
choose yourself, some the computer chooses for you (more or less at random).
Of the computer-chosen skills, Strength is one of the most important. If
the character you create does not get a Strength factor of at least 25,
throw that character away and try again. Strength determines how much
wonderful stuff that you can carry at once. During the course of the game
you will have many opportunities to improve your skills in most of the
categories,.. but Strength isn't one of them.
2. Talk to everyone who isn't actively trying to kill you.
3. Save your game often,.. you never know what horrors may lie behind that
door that you are about to open.
4. Write down everything that seems even remotely useful on your maps with
the simulated "pen". If you forget where something (or someone) is, or
what they told you, it could put a real crimp in your day.
5. If someone asks you to go off on some senseless quest for them, do it. The
rewards are almost always worth the trouble. The good guys (who are easily
identified by the banner outside their door) may be rude, and occasionaly
disgusting, but they will never steer you wrong.
Ultima Underworld: The Stygian Abyss by Origin Systems
by Andrew Stevens, Oxford, UK
First of all I would like to emphasies that overall Ultima Underworld is
a superb computer game. It is definitively a great step forward in the
state of the art for the FRP game genre, I don't know of anything better
overall. O.k. it needs serious machine to run it on, but there are no
free lunches. Big GFX, big dungeons, and fancy gameplay need megabytes
and CPU cycles. The minimum level machine for the hardware to be
``invisible'' (no slowings of frame-rate etc) would, I suspect, be a
cached 33 Mhz 386DX with a respectable VGA card. Slower machines would
probably have to start having to trade-off texture mapping on floor and
or ceiling for improvements in frame rate.
The ability to move and look around freely 360 degrees horizontally +/-
45 degree vertically adds incredibly to the feeling of ``being there''.
The Dungeon becomes almost tangible. My wife, not easily impressed and
*not* by no means a regular gamer, was immediately hooked and now keeps
*me* up late playing ``just a few rooms more''. The lack of implausible
restrictions in movement - you can jump/swim/fly as well as walk -
adds an amazing feeling of ``depth'' to gameplay. E.g. why not
play dirty and beat up that monster from on top of that platform where
(oh how sad!) it can't reach you. Even more impressive is the
fact that the games programmers have actually built a gameplay engine
smart enough to cope with all variations this kind of freedom introduces.
A very positive mention must also be given to the design of the combat
system. The fluent mouse-driven interface combined with fluent movement
that actually influences the outcome is a real strength. No tedious
grinding away of hit points at point blank. You rush about, maneuvre,
strike, maneuvre, get flustered and lose track of your enemy and so on.
Wonderful stuff. I was especially amused by the (in my opinion
``realistic'') frantic fumbling that occurs when you want to cast a
spell in the heat of combat. Finally, given the size of the dungeon (8
large levels), I cannot thank the programmers enough for the inclusion
(why doesn't everyone do this?) of an automapping facility. As you
wander around the dungeon the initially blank map is automatically
extended to include the areas you have explored. No more tedious
fumbling with pencil and paper when you have a fancy computer sitting in
front of you. This facility also plays a key role in playability in
that acts as kind of prosthesis for the ``sense of direction'' available
to a real explorer of a real dungeon in real (slow) time.
However, Origin's competitors needn't close up shop quite yet. There
are plenty of areas where improvements could be made.
The ``strategic'' game structure is perhaps not *quite* as good
as the superb tactical level. I, personally, would have appreciated a
the need for little more lateral thinking in the puzzles. So far (I
haven't yet reached the end-game), all the crucial information is simply
told you straight out once you find the right characters / objects / bit
of the dungeon. A option for more cryptic clues to the main quests
might have been nice.
My (addmitedly cheapo) AdLib clone sound-card emmitedly decidedly
unimpressive noises during the game. O.k. with an AdLib you don't
expect individual effects to be staggeringly good. Yet, that shouldn't
impinge on the overall use of sound and its sync-ing with game. I was
particularly disappointed with the small number of different sound
effects used and the rather erratic foot-step effect. Your footfalls
tend to run on after you have stopped moving, and don't adjust properly
to the speed at which you walk/run. A flat-out sprint ticks along
barely faster than a brisk walk. With multiple characters about
``footsteps'' just degenerated into a kind of random clicking.
Even an AdLib can do a rather better when its told to. Furthermore,
there are a lot of AdLib's / AdLib clones out there, so it is not
entirely unreasonable for a game to drive them reasonably well.
Another mild infelicity was hearing supposedly intangible ghosts (etc)
banging around in rooms supposedly seperated by many feet of solid rock.
The game suffers from the well-known ``hard-drive active =
monster around the next corner syndrome''. Given the availability
of plenty RAM on my machine this seemed a bit silly.
The code handling mouse selection of objects in the dungeons was
sometimes a little erratic. Similarly the checking for ``no room
to drop item'' tends to be rather conservative. Often you can't
drop something you've just picked up without moving about a bit.
The original batch of games were released with buggy inventory handling
code. A patched version of the main .exe is available to fix this.
However, all complaints really are quite peripheral. Ultima Underworld's
depth of gameplay grabs you by the throat, drags you into its game-world,
and then keeps you there. That for me is what a FRP game is
all about and ``Underworld'' it does it in spectular style. I certainly
got value for money for my 40 pounds sterling ($60-ish) and I keenly
await a leap-frogging response from Origin's competitors.
They will have to work very hard indeed to do much better.
Ultima Underworld : The Stygian Abyss
Graphics : VGA
Sound Cards : Roland / Soundblaster / Adlib Supported.
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First Looks!
Yes, Roger is back, and this time...(god forbid) HE'S IN COMMAND! Oh joy,
Roger gets to captain his own spaceship. Our highly decorated janitor heads
to starship captain school and ends up as our newly graduated captain. The
journey this time is to zip throughout the galaxy with his odd-ball crew in
pursuit of the space villain who is dumping bio-hazzard waste on unsuspect-
ing planets.
In perfect Sierra/Dynamix tradition, the graphics are tremendous and the
sound support should be nothing less than spectacular as well. This new
title seems to fit into the environmentally-conscious mold that Sierra
is starting to be known for now. This should be good "clean" fun...(sorry,
It had to happen. It just HAD to happen! The masters of 3D at Dynamix are
finally jumping into the sports simulation world. Front Page Sports: Football
is the first entry in a series of sports games from Dynamix. It will be
loaded with features and capabilities that should propel them right to the
top of the sports simulation marketplace.
Here are some great features, right from Sierra's INTERACTION magazine:
1) Full league play with support for 28 human players to enroll as team
owners, running their teams in a single season or continuing seasons against
one another. If you're running solo, you pick your team, and the computer
manages the rest.
- full 47 man roster with injured reserve
- 28 team league play with full 16 game schedule
- 12 team playoffs
- full player career management with injuries
- player management like trades, injuries, drafts, training camp
- selling of teams back to the computer to manage different teams
2) Full statistical support at the team and individual level for current
season and over player careers. Statistical database is available on all
teams so you can scout out your opponents. Over 100 categories of statistics.
3) As in real football, different teams will play differently based on their
coaching, personnel, playbook, etc. However, as players get older, great
teams will get weaker due to retirement and injuries, while weaker teams will
gain strength through the draft and trades.
4) The programming model is sophisticated enough to allow the computer to
"learn" as it plays and make intelligent choices. This plus the random
element of football makes it very difficult to predict what the computer
will do.
5) The environment will affect outcome. The boisterous fans of Seattle will
cause a definite home-field advantage for the Seahawks. A game played in
Green Bay might get some snow, much to the disadvantage of visiting teams
from Phoenix or Miami. Long passes or punts will be affected by the wind
in San Francisco, and there are distinct differences between artificial
turf and natural grass stadiums as well.
Enough for now. This will be a very sophisticated football simulation that
many players wanting great graphics without sacrificing the statistical and
strategic elements have been looking for.
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W WW WW W WWwg█████████████ ≤π╦≤δδ≤╫│≤╧╟δ┐âδâδπúc█ôC╫╦╦╦│├╧├»├│º╗ºÅ╖ƒº│Åï│ôoƒôïùçô[ôâ_ïs[çosçgCâ_WâO?ôâs{sâsscssSsWKgK/c?Gc3+c/k[g_WKSCcOCKOC+G+'S77/C/C+#'+'CCCπƒ½½½çççïçç╗ ▀├¢#▀█╖│├┐ │││ïïïgggSSSOOO777δúτ│O π│»_7ç?+_'; ooo gSCs;'ccK3#K3c+ ╙▀∩»├πź╫oÅ╦S{┐7g»#Sú?ù3ï≈ ≈»├│ï¢âsâwSSSôsCw[3[C#K7C ú│┐ºººÅƒºùôsï{c{ccoWccKGGGk+#3#Å;+ºC+┐W3╧[;τsK≤Åc≈ùkC+Ńºùôsï{c{ccoWccK╦ƒùkS≈╦_╙º;╟ù3│Å#ƒ{ôg ºººú│┐GGG├╟╦╧╙╫█▀πτδ∩≤≈√g Lord of the Rings II: The Two Towers by Interplay
First Looks!
This, of course, is the second in the Tolkien trilogy of The Lord of the
Rings, and from the look of things, things haven't changed a GREAT deal, at
least on the screen. The storyline continues where the first story, The
Lord of the Rings, left off. The wicked Lord Sauron persists in his quest to
capture the one true ring of power. But now the evil wizard Saruman, with
his lust for power, is after it as well. You'll control a party of
benevolent characters in this RPG as they battle orcs, trolls, wargs, etc.,
and utlimately come face to face with the mysterious two towers. It's
5:`5:`5:` σ║ ╒Å ╨`ααα≡áP░0É pP0ÇÇPÇ p`áP Ç0` @p0É@└p0≡áp000@@@PPP```@@@PPPpppÉÉÉ░░░≡p≡Çααα≡└░αáÉ╨Çp└p`░`PáPPÉ@@Ç00p P0@Ç ` P P @0 ápPÉ`@É0p `0@ └└└ÉÉÉPPP≡≡≡αÉÉ╨p`╨PP└@0É0 ` 0░0 Ç`@ áÇ@≡└É`@ ⌡σ┌╡»└└└ÇÇÇ```@@@000àà`pZU ╩ÑÇ` ╒╒òòjjJE zσo╡Uà@Z/└└zá Éσu╡Pà5Z σσ╡╡ààZZ¬ Üσu╡Pà ░ΩΩÜ@@@ @0@@0@ @@ @* @0 @: @@ @@ :@ 0@ *@ @* @0 @: @@ :@ 0@ *@ @ @* @0 @: @@ :@ 0@ *@//@0/@5/@?/@@/@@/?@/5@/0@//@0/@5/@?/@@/?@/5@/0@//@//@0/@5/@?/@@/?@/5@/0@Welcome to Issue number 3 of Game Bytes! For those who have been with us for
a couple of issues, welcome back and thanks for making Game Bytes a big hit.
We've been thrilled to hear from many of you about what you think of our
magazine, and it's nice to hear that everybody thinks that Game Bytes is
providing a useful function for gamers everywhere. For those of you that
are new to Game Bytes, we welcome you too, and encourage you to write to us
and let us know what you think about gaming today and what your experiences
are. By sharing, we all can enjoy this great hobby even more.
Those that have seen one of the other issues will recognize that there are
some changes to Game Bytes beginning with this issue. We've decided to re-
organize a bit and move some menus around. What we're going to work with now
is combining the reviews and previews together in one column. Typically,
previews were just shorter looks at new games and we'll still try to provide
this type of coverage in addition to our full-length reviews. By combining
the two together, we've opened up a slot for a new column we're proud of --
First Looks. This column will be devoted to giving you a first sneak-peek
at new games about to hit the shelves or just appearing. There won't be much
in the way of text to accompany each entry, as our main focus is to provide
you with a few screen shots of each game. This will give you an opportunity
to see what type of graphics and the general screen organization each new
title will bring to the market. In some cases, we'll also include some
screen shots of some games that have been out on the market for some time, but
perhaps just didn't get the gamers attention for one reason or another.
We're not acting as any company's P.R. agency with this; we just want to show
gamers what they might be missing. The text surrounding the screen shots
will not be of a review nature. It will only describe briefly the type of
game and other general information about the title. We hope you will
enjoy this. We're very excited about showing you some tremendous screen
shots of Strike Commander, Dynamix Football, A.T.A.C., and many others.
We still plan on producing full-length reviews of each title featured
in First Looks. It's still important to aim the critical eye at each
product to aid in purchase decision making.
The last item I'd like to talk about in this issue is the advent of CD-ROM-
based entertainment. There has been much talk and little action with regard
to the longstanding buzzword, multimedia. With regard to entertainment, what
does it mean and what does this technology provide? What should the active
gamer do today? Is a CD-ROM drive purchase still a risky one? Is there
anything good to play on a CD-ROM system? What about standards? What about
futures? All these questions make it very confusing for the customer to make
an intelligent decision.
Let's look at a few of these questions and try to provide at least _some_
answers.
1) What does it mean? Compact Disk-Read Only Memory is a technology not
unlike those used in the music business, with some minor differences.
A 5.25" CD-ROM disk can store masssive amounts of data (around 650MB per
disk) and this data can be of many different types. Digital audio (voice,
screeching tires, gunshots, explosions) when digitized at a high frequency
can take enormous amounts of disk space. Even with the advent of the Sound-
blaster technology that introduced digital audio to the gaming market, many
games do not have a full voice soundtrack. Why? Because it would have to
ship on 500+ diskettes! Having CD-ROMs available allows developers to
_greatly_ enhance their titles by providing much more space to store this
type of data. This data can be handled in different ways. It can be stored
in data patterns that can be played back through the Soundblaster or compat-
ibles, or it can be stored on the disk as native audio (sometimes referred
to as Redbook audio) and played back from the CD-ROM drive itself, provided
that the drive has audio-out capabilities (most do). Also, the size of
today's great games are also increasing in size at a rate beyond belief.
A fully uncompressed Wing Commander 2 or Ultima 7 might take over 20 megabytes
of space! Hard drive space is becoming a premium. CD-ROM solves much of
this.
2) Can I use my audio CD-player on my computer? No, you can't because the
audio CD plays so prolific in the marketplace today are only designed to
handle one type of data - digital audio. CD-ROM drives on computers also
know how to deal with video images as well. It might be worthwhile to note,
however, that your computer CD-ROM drive, with the correct software, _can_
play audio CDs just fine.
3) Should you buy a CD-ROM drive today? I think it's now a much less risky
purchase today to jump into the CD-ROM environment than it was 6 months ago,
primarily because the software vendor community has made a committment to
this market and titles are starting to show up. To begin with, the CD-ROM
bundles of today offer very attractive reference titles such as Microsoft
Bookshelf, Compton's Multimedia Encyclopedia, and full World Atlas' from
Software Toolworks. The hardware will continue to advance (doesn't it
always?). NEC has recently announced a new CD-ROM drive that doubles the
data transfer rate of existing drives while retaining compatibility with
existing CD-ROM titles. As with computers, sound boards, graphics, et al,
if you keep waiting for the best, you'll never EVER get involved. I
purchased a nice bundle from Sony called the Laser Library and am very
pleased with it.
3) Are there any good entertainment titles available for CD-ROM and what's
coming? Let's cut to the chase, right folks? What's available? First off,
I should define something to be fair to all readers. There's something
referred to as "shovelware" in the CD-ROM world now that might get a bad
rap. I want to defend it.....slightly. Shovelware is when a vendor takes
his existing title and simply places the entire product on 1 CD and offers
a CD product to the market. Some simply expect that if it's CD-ROM, it's
gotta be just 'golly-gee, whiz bang' new, and when they get a shovelware
product they are somewhat disappointed. While agreeing in part to this, I'll
defend some publishers who do this by simply because in todays market, the
reality is they are saving my precious hard disk space. A good example of
this is Wing Commander. The Software Toolworks has taken over the role of
marketing the CD-ROM (shovelware) version of Wing Commander with the two
Secret Missions disks for Origin, and with some longer pauses while certain
parts of the game loads, its EXACTLY the same as the disk version. Is this
unscrupulous of Software Toolworks and Origin? I don't think so, as long
as the customer does a little careful reading. The two companies probably
should make this a little clearer to potential customers though.
So, what are the good new games that AREN'T shovelware? There aren't a lot,
but there are some and they are quite an experience. BATTLECHESS MPC (more on
MPC later) is an excellent title that utilizes 640x480 resolution at 256
colors. It's soundtrack supports full digital audio with great music and
tremendous sound effects. This title is a full-fledged chess product with
the great battle scenes when piece takes piece. For more traditional chess
players, the Multimedia version of CHESSMASTER 3000 is also a great product.
This CD version has a full chess tutorial and mentor on line that speaks in
clear english to you to describe how to play chess and what are your best
moves in any situation. Highly recommended. Another great multimedia title
is the LOOM CD-ROM from Lucasfilms, distributed by Software Toolworks. The
original game was great, but this new version has got to be experienced.
Lucasfilms has done a terrific job incorporating a full audio soundtrack
with professional voice actors taking the place of the traditional text
balloon box. You won't read a thing in this version. All of the different
characters speak completely in character to you. As Bobbin, you control
your destiny, but by adding the audio element to this game, the experience is
completely captivating. Lucasfilms and Software Toolworks are very close to
shipping the CD-ROM version of THE SECRET OF MONKEY ISLAND (1) with the same
audio capabilities. Finally, Sierra On-Line's own Ken Williams has made it
perfectly clear that his company's long term future resides in the CD-ROM
format. The shorter term plan is to continue to provide disk versions first
and then to follow them up with a full CD-ROM version as soon as possible.
KING'S QUEST V is one of the first major titles from Sierra to be produced
in this exciting new format. Listening to King Graham, Mordack, and the
other characters in this amazing Roberta Williams world adds so much to the
adventure experience. Yes, I'm gushing. Other Sierra titles shipping or in
the works are JONES IN THE FAST LANE, MIXED UP MOTHER GOOSE (both shipping
now), LEISURE SUIT LARRY 1, SPACE QUEST 4, QUEST FOR GLORY 1, and THE
ADVENTURES OF WILLIE BEAMISH. Eventually, the plan is to have virtually all
new and selective old adventures available on CD-ROM. No shovelware here.
Other companies? Origin Systems is urging all players to jump into the
CD-ROM world. It's rumored that STRIKE COMMANDER will be enhanced with many
more voices and soundtracks on CD in addition to the disk version, and WING
COMMANDER 3 will likely be a CD-only product. Likely to be the product of
the year, Virgin's THE 7TH GUEST will set a new high-water mark for
excellence in computer gaming this year. The demo I saw at CES was nothing
short of stunning. This product alone should sell CD-ROM drives. Access
Software is working on a LINKS CD-ROM version that will include full-motion
overhead flybys of each hole on a given course. The CD-ROM version of
WHERE IN THE WORLD IS CARMEN SANDIEGO from Broderbund is another excellent
example of taking advantage of the media. The capacity and audio features of
the format are widely used to their advantage with this title. Interplay has
announced that they are purchasing the marketing rights to the CD-ROM versions
of all the Maxis (SimCity, SimEarth, SimLife, SimAnt, etc.) titles. These
versions will likely have full motion video capabilities and greatly
increased sound support. Paragon will also be following up their soon-to-
be-released MANTIS and CHALLENGE OF THE FIVE REALMS with a full voice audio
track. The U.K. developer, Psygnosis, has major plans for taking advantage
of CD-ROM. They are working on developing a flight simulator that is beyond
words. The demo I've seen shows a high-performance jet flying over grand-
canyon-like terrain chasing down a cruise missile to shoot it down. At
first glance, I thought I was watching actual movie footage from a TopGun
type of movie. AIR SUPPORT will absolutley scare flight simulator
developers to death! I'm sure I've skipped many other developers and titles,
but rest assured that the PC with a CD-ROM drive will provide loads of fun
for gamers.
4) What about standards? Here's where it gets messy. For the ubiquitous
PC without sound or standard CD-ROM drives, a baseline needs to be set.
Microsoft and other companies formed the Multimedia committee and determined
that a hardware baseline should consist of at least a 16 MHz 80386sx-based
system with 2 MB of RAM, a digital sound board with on-board mixing
capabilities, VGA, and a CD-ROM drive with at least a 150KB/sec transfer rate
and a 64KB buffer. A machine fitting this description would be deemed a
Multimedia Personal Computer (MPC) and be ready (technically) for use with
multimedia software. There are many CD-ROM drives available today that
officially do not conform to this specification because of one reason or
another. The Sony 7205 CD-ROM drive that came with the Laser Library is
a very fast performer, relatively speaking, but does not include a 64KB,
so technically my machine isn't MPC compliant. YET....it runs all these
multimedia titles just fine. Go figure. Is the standard worth supporting?
Yes, I guess it is, and many avid gamers are almost there already. The
sound boards have made their rounds to many computers, and all that remains
is the CD-ROM drive. If you are ready to take the leap, just make sure of a
few specs: a good CD-ROM drive will have an average access time of around
350-400ms, a data transfer rate of 150KB/sec., and have the required 64KB
buffer. There are more and more drives out there that conform to this
spec.
What other standards are there? The Macintosh has their own standard, SEGA
and Nintendo are preparing to duel it out in the console market. Big BIG
bucks are at stake here. Plus there is CD-I from Phillips that is an
entirely new OTHER world. For PC gamers, the MPC flag is what you should
be looking towards.
5) And last, what about futures? Where is all this going? No one can
speak unequivocably, but good money says that CD-ROM drives will continue
their downward spiral in price (you don't need to be a rocket scientist to
figure that out!), they will drastically increase in performance (there's a
lot of room to), and eventually we'll see consumer level writable CD-ROM
drives without compromise in performance. The games to take advantage of
this evolution will likely approach virtual reality capabilities and intro-
duce things like virtual reality goggles and gloves to the gaming world.
Expect full-motion video (T.V.like animation) and audio to be standard in
future MPC games that will make today's adventure game look archaic by
comparison. These will be full interactive movies where you're the lead
role and you control the outcome of the movie. Lot's o' fun on the horizon.
That's it for this issue. I hope you'll find Game Bytes a continued
source of useful information for your gaming experience. We enjoy putting
it together.
The rumors column this issue will be a look at some of the products shown at
the Consumer Electronics Show in Chicago this year. We'll continue this
column in the next few issues to talk about more new products.
Access was proudly displaying Links 386 Pro, and proud they should be. For
anyone remotely interested in golf and who has the hardware, this is just a
classic title. The graphics and feel for the game have got to be
experienced. There is simply nothing close to the look of this title.
Still missing the course editor though, so the masses of Nicklaus designers
won't be swayed. A very nice rendition of Harbor Town is included with the
game. This should be hitting the shelves almost the same time as your
reading of this issue. Access is also working on their next adventure game,
set in the 1920s(?) in the jungle world of the Amazon. I didn't get any
storyline on this yet, so stay tuned.
Accolade was displaying their now-shipping Grand Prix Unlimited. While kind
of sexy from a looks standpoint, I left this display still feeling like
nobody yet has challenged the feel of true driving that can be experienced
with Indy 500. Probably my favorite title from Accolade this year was Star
Control 2. You're on a star voyage from your research colony to see if
Earth survived the great war. On the way, you meet plenty of alien races,
battle it out with several and try to negotiate with others. The look of
this game was very distinctive and I think it's going to be a hit. I would
kind of classify it as a "Planet's Edge" type of game with a little better
look to it. For the kids, Accolade is introducing Snoopy's Game Club which
has some nice easy memory puzzles to get kids interested in the computer.
Finally, I was glad to see the summer sequel to the very well-done Winter
Games in the works. Summer Games will offer the same quality graphics,
combining bitmaps with smooth polygon animation. The sports offered will be
Pole Vault, High Jump, Javelin, 400m Hurdles, Cycling, Kayaking, Equestrian,
and Archery.
Activision was also present at CES. They were showing their plans for a
second Lost Treasures of Infocom. Basically, anything left out of the first
will be in the second. Activision was also showing some new compilations
that they will be introducing soon. We'll get to see Mech Warrior
introduced (with no changes) to the market again. More longer term, the
company is working on an arcade title called Aliens vs. Predator. Is this
like betting on who would win the battle between Superman and Captain
America? Who cares? But, I digress. The last Activision title sounds very
appealing. A graphical Infocom adventure (sounds like heresy to say
"graphical" and "Infocom" in the same sentence) called Return to Zork is in
the works as well. It's not planned to be here until 1993 though.
Ascii Entertainment is a relatively newcomer to the PC games market. They
are close to releasing a very interesting title called Spellcraft. Kind of
an RPG/Adventure game with a very sophisticated magic system, Spellcraft
looked quite stunning. Check out the previews section for more info. Also
on tap from Ascii is another interesting title called Dominus. Ascii is
agressively touting this as a hybrid adventure game that merges aspects of
life simulation, FRP, action, and war games. Whew! As a reigning Overlord
against a multitude of marauders, you have to create defensive positions
throughout your kingdom as well as understand who your opponents are, what
they want, and how they think. You get to create your special breed of
soliders which can be monsters of various types with their own special
skills, and ...well, this one is hard to describe. Stay tuned for more on
Dominus.
Bruce Artwick Organization/Microsoft were not visibly present at CES, so we
can't report on any goings on in the flight simulator world. If history is
any precedent, however, watch your local retailer around the end of
September/early October for a major new release of the Flight Simulator.
Likely to be involving Windows. It's been referred to as FS 5.0.
Off the show floor in a private suite, I was pleased to be able to preview
Wayne Gretzky Hockey 3 and Hockey League Simulator 2 from Bethesda
Softworks. True hockey fans have always appreciated the realism of the
"engine" of Gretzky 2, but it has drawn criticism for it's small, overhead
view of the action. No longer. This new version just blows away the old
version with better sound, much better overhead graphics, plus an arcade
view that is more 3/4 view like that found in Electronic Arts' NHL Hockey
game for the SEGA Genesis. It's that good. Plus, the real statisical and
intelligence engine is still in place for very realistic play. The Hockey
League simulator has been significantly enhanced as well, so overall this is
a major new release. Any hockey fans will gobble this one up. Bethesda was
also showing Terminator 2029: Cybergen. The original Terminator, as some
may remember, was a real disappointment. The introductory graphics were a
far cry from the game itself. Not so with 2029. This is a MAJOR revamp
with highly animated, full 256 color graphics. The setting is the year
2029, L.A. and as John Connor, you've found a Cybergen armor suit that is
heavily armored and armed. Wearing this, you go out on various missions and
take on the Terminators on their own turf. The different weapons you can
muster were very impressive, right down to the heat-seeking missiles. Lot's
'o fun to blow the Terms into a million pieces. Both of these titles should
be out in late September.
Broderbund appears to have cashed in their interests in the entertainment
market. Other than a very well done Carmen Sandiego on CD-ROM, there
doesn't seem to be any action at all for entertainment titles. There's a
rumored Prince of Persia sequel planned for 1993, but nobody's saying
anything at all about it. I just can't get excited about Living Books, but
I guess I'm not supposed to.
Disney Software had some VERY impressive titles at the show. All are "work
in progress", but some are coming along nicely. Dog Eat Dog is a humorous
look at office politics where you can choose to "whine, complain, kiss butt,
brown nose, threaten, and even flirt (read: harass - is this the Anita Hill
mode?). Based on your responses, the decision tree could be virtually
endless without repeat. Another interesting title was Coaster. I'm
surprised that this hasn't been done before. Basically, this is a roller
coaster construction set. You can go hog wild here with loops, corkscrews,
and gigantic hills that are sure to make you queasy. After your
construction is complete, you can strap yourself into the first car and ride
it out. This is sure to spawn a lot of "coaster trading" online. Heaven
and Earth is another interesting title from Disney. This is a series of 3
games. There is a card game played with an animated deck, a "pendulum"
series of 24 animated simulations (??), and Illusions which are 12 types of
brain teasers and puzzles on four different levels. I think we'll have to
wait to see this one to be clear. The fourth title from Disney was Stunt
Island, and I was VERY impressed with this. This is combining stunt flight
simulation with movie making. You have full control over where you want to
place your cameras, what you want your planes to perform, and the overall
feel of your own movie making production. The last title from Disney was
Unnatural Selection. This was one of the most impressive titles I saw at
the show. Its subtitle is: An Experiment in Genetic Warfare. This will
take you beyond reading about artifical life in magazines and put you right
in the middle of a genetic battle. You have to create, breen, and mutate
lethal genetic creatures and them march them off to this island for a do-or-
die battle. Very cool looking and quite impressive.
Domark, a U.K. company, was showing their new titles off in the Accolade
booth. A few interesting things to look for; in Nam, you must make military
and political maneuvers to change history and the outcome of the Vietnam
conflict. Nam is written by Matthew Stibbe of Imperium fame. Shadowlands
is a new RPG that has some unique environmental characteristics. Light
plays a key role in the look and feel of this game. Finally, Harrier
Assault gives us one more attempt at flying this VSTOL aircraft, and
Columbus takes us back through the roles of Christopher Columbus and his
adventures.
Dynamix, the sub. of Sierra On-Line has plenty to talk about this go-round.
I'll not try to cover it all this time. Aces, of course, is out now, and
being tweeked slightly for optimum performance. Dynamix is also well
underway to producing their first in a line of sports simulations. The
gridiron will be the first stop. Front Page Sports: Football should be
shipping by this fall and with the use of 3-Space from the simulators in use
on the football field, this should really be something to see. More later.
More add-ons for Red Baron and Aces of the Pacific are in the works too.
We'll even get to see what the war would have been like if we hadn't dropped
the bombs on Hiroshima and Nagasaki in WWI:1946.
To be continued...
An interview with Chris Roberts (6/16/92),
Author of the Wing Commander series of PC games
Conducted by David Taylor
For those of you expecting a real interview- you lose. Chris Roberts
talks faster than a Kilrathi having a catfit, and I asked the questions
in the order that I received them from fans on the Internet so disjointed
is a mild way of putting it..
First off, the guy is obscenely successful for his age- 24. His office
isn't very large, but it's got what he needs in it- a sofa, miniatures
which he collects, and his desk with a 486 on it. Oh, and some serious
stereo speakers.
(The following question was enough to keep him going for a healthy 30
minutes. ;)
GB: Where are you from? How'd you learn to program? What was your first
game?
CR: I'm from Manchester, England. My father taught sociology at the
University of Manchester. I lived there until I was 19. I was always
fascinated by the ability to move images on a screen and learned how to
program a Pet computer when I was 13. I was writing games to land
helicopters on pads at about the age of 13, I think.
Then I got a BBC Microcomputer with 32k RAM, a screen resolution of
320x200 at four colours or 160x200 at 16 colors. It was pretty cool
back then! I started to program in BASIC on that. Then one of my old
teachers became the editor of "BBC Microuser," a magazine that
supported the users of BBC Microcomputers. Back in those days, all the
magazines had a game you could type in in BASIC, so he phoned me up and
asked me to write a game. I had been writing text adventures, stuff
like that, so I wrote my first game for them called "Kong". You had to
throw rocks at helicopters and could climb around on buildings, etc.
That was my first program, and I sold it to BBC Microuser for about 100
pounds, so I said, "Oooo- this is cool!" (Will have to digitize that if
GB goes multi-media in the future... it's a neat accent but starting to
become Americanized).
Well, about this time, I was getting dissatisfied with BASIC because
I only had 12k of program space to work with, and BASIC was slow. So
a friend gave me a game which didn't work, and I fiddled around with
it, learned how it worked, and fixed it. I finished this one game,
"Wizardor", a side-scrolling game. You're a junior wizard, and your
father was killed by an evil dragon in the castle. You jump around
platforms gathering spells, magical items, trying to collect three
pieces of this sword to kill the dragon with. I sold that to Ocean in
1984. So they gave me money for that, and it was like- "Wow, this is
lots of money!" It was like the #1 bestselling game for BBC
Microcomputers for about 6 or 7 weeks. Over there, because it's a
small country, popular games last about as long on the charts as pop
music.
After that, I wrote a soccer simulation called "Match Day", and after
that "Striker's Run." "Striker's Run" was a side-scrolling game
where you have to relay a message from HQ that's too important to
transmit, and you were like jumping in helicopters, planes, and
grabbing weapons. It was the first game to take advantage of the BBC
Microcomputer "Master Series" (which had 128k of bank-switched RAM
like the Apple). 12k kinda limited the graphics you could use, but
with all this extra memory, I could add bases and landscape.
GB: "So was all this interfering with school at the time?"
CR: I had finished school (our equivalent of high school) after
"Striker's Run" and was working on my A-levels to get in college. Over
there, you go to college for exactly three years. Over here, you just
go until you've taken enough hours. Anyway, I decided to take a year
off before going to Manchester University to study Physics to program
computer games 'cause I was having fun and making money doing it.
Started getting depressed writing for the BBC Micro because only about
500,000 people were using it. Started work on a Commodore 64 game
called "Ultra Realm" because there were more of these machines. It was
the precursor to "Times of Lore". Wanted it to be like "Gauntlet" but
wanted to be able to travel around, talk to people and all that. My
father moved to Austin, Texas in 1985 to work at the University of
Texas as a professor in sociology. I came across mainly to visit him.
And it was like- "Wow, it's nice and sunny and doesn't rain all the
time!"
So I stayed with my father and started writing games here. So I went
to this thing called "Hex World", sort of like a role-playing games
convention, and I saw this computer picture of a gladiator on the
wall. I said, "Who scanned this in? It looks really cool." The man
said, "No one. It was drawn." He gave me Dennis Lubet's name. At
the time, he was a freelance artist. I asked him to do the graphics
for "Ultra Realm," and he was later hired by Origin Systems (also in
Austin) because he'd been doing their box covers for a long time and
Richard Garriott wanted to bring him in house. That's where the
connection was for Origin. I came in, showed them "Ultra Realm," and
I also showed it to Electronic Arts and Broderbund and there was a
sort of a bidding war over it. It was a pretty neat game for the
C64. I eventually chose Origin because they were in town, I thought
everyone that works here was really neat, and they're the nicest most
honest people I've met in the industry. About this time, "F19" came
out- and it was very cool- but it only ran well on 386's which costed
about $15k back then and almost no one had them, but it was the best
game out, so no one complained. People don't ask, "What's the best CGA
game- they ask what's the *best* game?" That sort of taught me a
lesson. The way to do it was to look at a particular hardware base,
preferably high-end, and write the best game for it, no holds barred.
"Wing Commander" was written on that principal. It used as much VGA,
music, and processor power as it could.
GB: "Was 'Wing Commander' the first game to use 3D bitmapped graphics?"
CR: I think "Battlehawks 1942" was the first game to use them back in
1988, I think. We used a similar technique. We were playing with
"Sculpt 3D" on an Amiga ray-tracing these space ships, and said, "Woah-
looks cool! Wish we could get this in the game!" So we pre-rendered
everything.
GB: "How do you scale the bitmaps so fast?"
CR: The scaling was two months of 16-hour days of hell to code. Came
up with an algorithm to do rotation approximately without the need for
the full mathematical rotation. It came to about 600k of assembly
source.
GB: (prepare to totally change gears) "What are your hobbies?"
CR: I like war game miniatures. I'm having a new house built, and I'm
going to have a table just for my miniatures, and no one will ever have
to clean them up or anything. I painted some of them very carefully,
but I don't have time for that anymore, so I have them painted. I need
a high level of aesthetics to pull me into a game. My tolerance level
for games is very very low unless I can be pulled into it.
GB: "What do you spend your workday doing?"
CR: Well, during the daylight hours, I'm managing. In the evening, I'm
coding. I usually show up at about 10:30 or 11 and go home at about 3
or 4 in the morning. It's like working two jobs. When the game's
finished, I take it easy. Right now for "Strike Commander", there's 6
other programmers, 3 artists, one technical design assistant (TDA), and
one musician. We all talk alot. Spend a lot of time being involved
with the creation of new technology and learning everyone's code. My
advantage is that I've done everything before, graphics, programming,
art, and sound. It's nice to understand how every part slots
together. I see way to many people becoming specialists in their own
area. That needs to change.
GB: "What programming languages to you use?"
CR: C++ and assembly. "Wing Commander" used C. "Strike Commander"
uses C++. Only programming course I'd taken was BASIC way back whenI
was 13. So I had to learn C++. Never read any textbooks.
GB: "What do your peers think of your code?"
CR: I think it's alright. I've gotten a lot better since I started
learning about, I'd say, a year and a half ago. Nobody in our group
documents very well because we're trying to get the code done. We use
long variable names and good spacing. Like for example, one variable
name is AccelerationG2Gravity. So the code reads like English. I like
C++. It's a much more structured language.
GB: "What kind of source code control do you use?"
CR: We use PVCS on a Novell network. We'd be dead without the network
right now. We use Borland C++.
GB: "What's the most frustrating part of your job?"
CR: Working in a large group. Smaler groups taking longer would be
nice. Nice environment, though. It's nice to be closer to the code,
music, and every pixel in the game. LI laid the foundation for "Wing
Commander" for 12 months before anyone else got their hands on it. I
knew everything that had to be done at that point so it was a lot
easier to manage. In "Strike Commander", we had to scrap at least
50-60% of the graphics code because it was done on assumptions that
aren't true today.
GB: "What's the most rewarding part of your job?"
CR: By far the coolest part is when you put stuff together and it works
and someone comes in and says, "Wow!" I like doing demos, especially
if I'm doing something which blows everyone away. Nothing like busting
your ass for months and months, you turn up on the show floor after
working for 48 hours straight, turn on the computer, and everyone is
crowded around looking at something which looks great.
GB: "How did you get the idea for 'Wing Commander'? One person asked
if you got the idea from Man Kzin."
CR: No, didn't get it from that, although I can see where he got that
idea. I had fun reading about star fighter combat. Instead of big
ships, though, I liked the smaller dogfights. I'm a big fan of
"Battlestar Gallactica" and "Star Wars". I wanted it to become the
equivalent of an F16 fighter but in space- wanted a very military feel
to it. And I wanted a more cinematic package, like music which changed
with the scene. "Wing Commander" was great because we used all these
ideas I'd been kicking around in my head for the past five years. It
was one big experiment- that worked. Wanted clearly good guys against
bad guys, so I wanted an alien race, but not reptiles or insects. It
seemed like everyone was using reptiles and insects. I wanted a
warrior-type race similar to the Japanese in World War II, with an
honorable bushido-like code. So I tried to link this idea with mammals
on earth, mainly dogs and large cats. I liked the idea of big cats.
GB: "Where did you get all the names for the things in 'Wing
Commander'?"
CR: Well, I couldn't think of good ones, so I used stupid ones until I
could think of something better. Like I knew they were cats so they'd
be killing a lot of rats, so Kilrathi. And you know the "Dorkir" class
ship? I just used "Dork Here" and these dumb names- you start using
them and they tend to stick.
GB: "How do you blit to the screen so fast with the differently shaped
canopies?"
CR: We copy a list of line-segments to the transparent parts of the
cockpit. We can't double buffer in true MCGA, but you can on SVGA.
We're going to take a look at that later.
GB: "Does the PC architecture bug the hell out of you?"
CR: Yes. If we could work in 32bit full addressing in 386 protected
mode, would not bitch at all about that. They were planning to put
Ultima VIII in protected mode using a DOS extender, but the disk access
was to slow. "Strike Commander" will do 32bit computation but not
addressing. "Strike" won't be as frantic as "Wing Commander". If
you've played "Aces of the Pacific" or "Chuck Yeager's", they're the
best flight simulators - most fun to play. There's heavy dog-fighting.
So in "Strike" we're going to have fewer missiles which allows neat
situations like 2 F16's against 10 Mig 29's. If you're a good
dogfighter, you should be able to shoot them down. And the cinematic
wraparound will be much nicer. The storyline is interactive so you can
control your own destiny.
GB: "Does Origin have an R&D department?"
CR: No. Me, Richard [Garriott], and the programming teams are about
it. It'd be nice to have that luxury, but I find you tend to learn new
technology by working with it.
GB: "Do you have any programming nightmares to share?"
CR: Well, when we're trying to reach a certain milestone, the whole
crew gets infected with a bit of craziness. When people pull 48-hour
stints. One time, we were all working a 48-hour stint on "Strike" and
"Ultima VII" before Christmas, and there were 30 people working here at
4:30am on a Monday morning. So we took a picture of all of us holding
a clock so you could see what time it was. My brother has a big ol'
Cadillac, so about 10 of us would pile in and head for Magnolia Cafe
sometimes. Also, some of the musicians made a rap song about life at
Origin once.
GB: "To what extent is AI used?"
CR: "We're using more and more AI. It's all moving towards neural
nets, but that won't be until much much later. One thing in "Strike"
is we want to have it learn from you. AI will become more and more
important later one. We can't take the technology of drawing the graphics
much further. We need to work harder on different stories. The "Strike"
engine will be used for "Wing Commander III" which will be the end of
the Kilrathi War, by the way. And there will be more interaction
outside of the dogfights. "Wing Commander II" was more like 'you're
the stunt double which watches the actor play your role when you get
back to the ship from dogfighting.' This time, you'll be in command of
a squadron and can make tactical decisions. You can define your own
character. For instance, if a rookie screws up, you can bitch him out,
give him a pep talk, or tell him about when you screwed up as a
rookie. There won't be any a., b., and c. selections, though. You'll
be able to control the facial expressions of your character.
GB: "Do you get a lot of fan mail?"
CR: Yeah, but I don't have time to write back, but we're using a lot of
things people have suggested this time.
GB: "How does one get into a career like yours?"
CR: Start on an IBM. Get Borland or Turbo C, something with an easy
IDE (Interactive Development Environment). Get a book on C and write a
simple game like Pacman or something. Get fancier later- add your own
graphics primatives, get Dpaint and create your own graphics. Nothing
impresses us more than submitting a game that you've written with your
along with your resume. It's something you can't get at school. Definitely
teach yourself C, C++. Maybe take some courses. I'd bet that most
architects would make good programmers because you do all the small
pieces and still keep the big picture in mind.
GB: "How do artists get in the game industry?"
CR: Lots of artists we hire have had no computer experience. But you
might want to get familiar with it using something like "Animator Pro"
for example. And send the computer art as well as the normal art
you've done.
GB: "What are the worst bottlenecks for your games?"
CR: Definitely the video card because of the slow bus.I can only get 40
full frames per second ona 486/33 using an Orchid II Pro card on an
EISA bus. Blitting is 40% of the game, drawing triangles is the next
biggest part.
GB: "Will your game(s) be able to take advantage of a local video bus?"
CR: We don't use them in development, but yeah.
GB: "Are you abandoning the 286?"
CR: Yeah, our games will be for 386's or higher from now on. We need
the speed.
GB: "Are you looking forward to the 586?"
CR: It'll be a faster 486. I just like it when Intel rolls back the
prices on their 386's.
GB: "Will CD ROM's be used in future games?"
CR: The full speech and score for "Strike Commander" will be on CD
shortly after the initial release.
GB: "Are you ever going to port your games to Macs?"
CR: No way. They cost a lot to port. No one around here will tell you
they're a stupid architecture or anything. If there were 10 million
Macs out there, we would be more than happy to write games for it. The
Mac market is not very game oriented at all. And people do a lot of
pirating on them, too. Every time we've sold a game on the Mac, we've
lost money.
GB: "Will there by a way to network machines so that someone else can
manually control the wingman?"
CR: We will do that in house for testing the AI, but that would need a lot
of testing, and we won't put it in the released version. We may have an
expansion disk later to do that. The system is very object oriented,
so it's easy to do that.
GB: "How do you debug a game like this?"
CR: The only way is to break it into smaller modules. Our biggest problem
is that Turbo Debugger 386 doesn't work with EMS. TD 286 uses DOS
memory (which we desparately need). Turbo Debugger is a real
life-saver so we'll be working on that.
GB: "What would you say are the most innovative games outside of
Origin?"
CR: I'd say Dynamix is really good. "Aces of the Pacific" and "Red
Baron" are really good simulators. I also have a lot of respect for
Lucasfilm. Virtual reality will be fun. We're waiting for a VR
headset.
GB: "What do you see in the next 10 years?"
CR: 3D games are coming around. Virtual reality. CD ROM's will be
useful for somethings but their slowness makes them good for mainly
just mass storage.
GB: "What does a 'Creative Director' do?"
CR: I maintain the story integrity for the "Wing Commander" series, the
technology integrity. I do that for projects based on intellectual
property of mine.
GB: "Have you considered having a female player?"
CR: I have wanted that, but the problem is that there's a lot of artwork
associated with the main character. To have two characters doubles the
amount of artwork for the game. When 92-96% of your players are male
and you have to do twice as much work, that's just not a reasonable
thing to support. It's a male character for economic reasons.
Unfortunately...
With that, we ended this high-speed interview. I left, and he moved
right onto the next order of business. For all the games they play,
those people seem pretty busy. Sufferin' hairbals- I forgot to ask how
much he pulls down a year. Oh well...
Big thanks to the many questions submitted by the following Internetters
(arranged in the order that I received questions):
Mark LoSacco
Adam Pletcher
Ross Erickson
Rob Johnson
Kevin Lucas Lord
Amit Patel
Adrian Esdaile
Jason O'Rourke
David Yip
Richard Park
Ryan Bayne
Ted Ward
Jim Luchford
Matthew Wigdahl
These interviews wouldn't be half as fun without your questions, guys!
Thanks!
Game Bytes wouldn't have a prayer of continuing were in not for the support
of many. I'd like to take a minute to offer my sincerest thanks to the
following individuals who, through their contributions and efforts, made
this issue possible:
(In no particular order..)
Brian Chung Ron Dippold
Ed Rafalko Lisa Erickson
Jerry Luttrell Alexandria North
Bernie Roehl Russell Sparkes
Sam "the Man" Christopher Christensen
"Our Guy in Singapore" Dennis Basiaga
John Nash Kevin Westendorf
Jon Lundy Marc Paulin
Rodney Olson David Masten
David Pottinger David Taylor
Parker Davis Shin Young
Galen Svannas Chris Roberts
Thom Vaught Mark Bylander
Mitch Aigner Andrew Stevens
Jason Kuo
Thanks to all!
Ross Erickson
Editor and Publisher
ACCOLADE'S NEW SPORTS SIMULATION INVITES COMPUTER OWNERS TO TAKE THE
SUMMER CHALLENGE
Category: Sports Simulation
Availability and Price: IBM PC and compatible computers - $54.95, 3rd
Quarter 1992
CHICAGO,IL-MAY 28,1992-Following the success of last year's hit Winter
Challenge, Accolade today announced a third quarter release of its
sequel, Summer Challenge for IBM PC compatible computers. Summer
Challenge is a simulation that pits the world's best athletes against
each other and the stopwatch in an international contest for the gold
medal. Lace up your shoes, strap on your helmet and get ready to
compete in eight of the most grueling summer sport events including the
Pole Vault, High Jump, Javelin, 400 Meter Hurdles, Cycling, Kayaking,
Equestrian and Archery.
In Summer Challenge, up to 10 human players can compete one at a time,
each in control of his/her own world-class athlete. Athletes are
selected from a roster containing the athlete's name and country of
origin and can compete in one of two modes of play-training (practice
each event) or tournament (compete against computer or human
opponents). In the eight-event tournament mode, you can compete
against three different skill levels of computer competitors. This
high caliber athletic event is complete with the pomp and circumstance
of opening and closing ceremonies.
Designed for Accolade by MindSpan, the developers of Winter Challenge,
Summer Challenge has been created using the same technique of blending
3-D polygon-fill graphics and digitized bit-mapped images rendered in
256-color VGA graphics. Accompanied by digitized sound effects,
together they create a super realistic environment.
As with Winter Challenge, Summer Challenge players are treated to a
realistic "behind the athlete" perspective of many events using
contestants who have been digitally captured from live video footage of
actual athletes performing in the same events. The Instant Replay
feature allows players to re-live the glory of their best performances.
Summer Challenge brings together a variety of summer sports events and
provides players more than a glimpse of what it is like to compete in
them. Played individually or as the main attraction at a party, the
challenge comes in beating your own record and that of your
competitors' time and time again.
DISNEY ENTERTAINMENT SOFTWARE
STUNT ISLAND
The world of simulations will add a whole new category with the film
studio world of Stunt Island: The Flying and Filming Simulation from
Disney Software. This combination of flight simulator and movie-making
program will break new ground with the decidedly different Stunt
Island.
Developed with input from Hollywood stunt directors, Stunt Island
allows players to design, fly and film their own stunt films in a world
of their choice. Flying between buildings, through explosions under
bridges and more can be done in this unique simulation that places the
player at the controls of the aircraft.
Using the tools of Stunt Island the player can fly, film, edit and then
show stunt flying films of his own creation. There are 40 different
aircraft, from WWI models to modern jets from commercial planes to
stunt aircraft that players can utilize in their films. The set editor
allows the player to modify any of the 20 existing sets or create new
ones from scratch. There are over 600 different, complex objects such
as landscape, vehicles, buildings and famous landmarks which can be
combined into sets, around which stunts can be created. Players can
even set objects in motion in conjunction with stunts and crashes.
After the stunt has been filmed, in full 256-color VGA graphics,
players can edit the film. by adding sound effects, music or voice-
over and dialogue (using a Sound Blaster and microphone) in the edit
room, the stunt film is complete and it is time to show the film in the
Stunt Island theater.
Scheduled for release in the fall of 1992, Stunt Island creates a whole
new category in the simulator genre with the blending of flying and
filming. Stunt Island will be available for MS-DOS- compatible
computers and support a variety of sound standards including The Sound
Source and Sound Blaster.
COASTER
Have you ever wanted to design your own roller coaster? Then get in,
sit down, hold on, and remember to keep all arms and legs inside the
vehicle while it is in motion, because Coaster from Disney Software is
the closest you'll ever come to simulating a roller coaster inside your
home or office!
Coaster was developed with input from the people who design the
attractions for Walt Disney World and Disneyland. It allows players to
experience first hand how to design, build and test roller coasters.
Players can also ride and study any of the 10 coasters included in
Coaster.
This new style of simulation from Disney Software puts players in
charge of designing, building and riding in the roller coaster of their
wildest dreams--or nightmares. In fact, it would be a good idea to
make sure your computer is securely bolted to the table.
In the Design & Build mode, players build towers, lay tracks, erect
loops and fine-tune the angles on curves using a computer aided design
(CAD) interface. Then move to the ride mode and experience the Coaster
from a special test car. Roller coaster rides are measured in speed
and G-forces and with special features, like rocket thrusters, brakes
and gravity. The player decides how the ride will turn out. When you
have finished and tested your roller coaster, a panel of experts will
then judge your Coaster.
Available in the fall 1992, Coaster will offer a new type of simulation
for those strong enough in constitution to survive. Coaster will be
available for MS-DOS compatibles and will feature 256-color VGA
graphics and sound support for several sound standards including The
Sound Source and Sound Blaster.
DOMARK
A HISTORICAL SIMULATION OF THE VIETMAN WAR
'NAM 1965 - 1975
Chicago, IL--May 28, 1992 - Domark, LTD, publisher and manufacturer of
entertainment software products has announced the availablity of a new
product coming 3rd Quarter 1992 - Written by Matthew Stibbe, author of
the highly acclaimed Imperium, comes 'NAM 1965 - 1975. The years of
struggle, the political manoeuvres which kept the war machine rolling,
and the desperation of this costly war are explored in this political
and military strategic masterpiece.
There are two aspects to 'NAM - political and military, both of which
have to be finely balanced if you are to stand a chance of 'winning'
the game. As Commander-in-Chief, you must prevent South Vietnam from
falling to the Communist powers. Invading Viet Cong guerrillas attempt
to 'win over' the population and topple the South Vietnamese
Government. You have full control over units from the marines,
airforce and army.
As President, you oppose the challenge to the South Vietnamese
Government, and through military power and economic support you control
the level of commitment to Saigon. Added complications arise when your
popularity ratings decline if the war is viewed by the popluous as
going well. To counter this your level of commitment in financial and
military terms may have to increase.
"NAM has several scenarios which can be played independently", say
Caryn Mical, Director of Operations for Domark, US. The Tet Offensive
which is a one year game, set in 1968. You have fixed military
commitments and must fight off the surprise Communist attack on Saigon
and the cities of South Vietmen. 1975 - South Vietnam faces a North
Vietnamese invasion with no external military support from the US. Khe
Sanh - The siege of Khe Sanh in 1968, set in the highlands of Vietnam
and involves only 1 corps. Finally, Presidents Nixon and Johnson
campaign scenarios with all political options avaiable will be decided,
as you are in charge.
The depth and the accuracy, both historically and geographically, are
unprecedented in war game simulations. You will understand when, on
your first day at work, you step into the Oval Office and accept the
responsibility of creating history.
RAMPART
POPULAR ARCADE STRATEGY NOW AVAILABLE FOR THE PC
SAN MATEO, CA, July 18, 1992-Electronics Arts has announced the release
of the RAMPART, an arcade style strategy game masterfully reproduced
and enhanced for the IBM PC and compatibles.
RAMPART is a fast-paced game for one to three players who must create
and defend a fortress while attacking opposing castles and invading war
ships. In one-player mode, the player must eliminate an invading fleet
of battleships before their cannons can destroy the player's defenses.
In two-player head-to-head, the players are pitted against each other
in a battle to the death. In two- and three-player games, you battle
your opponents' castles to defeat them. Players must destroy enemy
walls and cannons before the enemy cannonfire can penetrate their own
defenses. Enemy fleets besiege the player's castle as well - he must
destroy them or face the full burden of their offensive firepower!
Rampart also features the Enhanced Game mode where players can make
stronger battle weapons. For three cannons, you can create a
Propaganda Balloon. Propaganda Balloons will fly out before the battle
and drop leaflets on the most dangerous ship or cannon of your
opponent. Then, during battle, it will act as though it were one of
yours, shooting where your cross hair is aimed. Four cannons gets you
a Super Gun. Super Guns fire incendiary cannonballs that leave burning
pits when they strike walls, and extra damage when they strike ships at
sea.
Combat is handled in 30 second battle rounds during which players must
strategically select targets for cannons--either land or sea.
Following combat, the player is given time to re-build and fortify his
castle from a random selection of geometric wall pieces. Mastery of
wall placement is crucial for success in RAMPART.
GAMETEK READY TO SHIP DAEMONSGATE I - DOROVAN'S KEY
-- Introductory Video To Launch Intense Role Playing Game --
CHICAGO (May 28) -- GAMETEK, Inc. has developed an original video to be
included in the fantasy role-playing computer game DAEMONSGATE I -
DOROVAN'S KEY. Shot exclusively for GAMETEK in Sydney, Australia, the
video titled, "Travis Sewerbreath" will introduce the adventures of
Captain Gustavus and the mythical continent of Elsopea to RPG
enthusiasts. Already a best-seller in Europe, DAEMONSGATE I -
DOROVAN'S KEY, the first in the Daemonsgate trilogy, is scheduled to be
released in the U.S. in June.
Developed by Imagitec, Inc. a Yorkshire, England-based software
development company, DAEMONSGATE I - DORVAN'S KEY took three years to
make and used over 40 game artists and programmers. With over 3,000
screen shots, the in-depth game features a realistic game world, and
innovative conversation system and players that are not there just to
be killed but instead are rational, intelligent inhabitants of their
world. They continue to function off-screen, where they are affected
by the players' actions.
The game is based on the adventures of Captain Gustavus and the
mythical continent of Elsopea. Gustavus and his compatriots must
travel through Elsopea in search of the mystic who holds the knowledge
that will one day save Gustavus' homeland from an army of powerful
Daemons. This knowledge leads Gustavus and his companions into a deep
and twisted plot that threatens the safety of the entire world. During
his travels, Gustavus has many adventures and encounters with all sorts
of friends and foe, culminating in a climatic battle with the
mysterious leader of the Daemonic hordes.
"We are pleased to be breaking new ground in the role-playing software
arena. From the introductory video to the hours of intense, complex
and exciting game play, GAMETEK'S DAEMONSGATE is truly a top-of-the-
line computer role-playing game, "says Bruce Lowry, GAMETEK executive
vice president.
DAEMONSGATE I - DOROVAN'S KEY will be available for both the IBM and
Amiga personal computer formats with suggested retail prices of $64.95
(IBM) and $69.95 (Amiga).
GAMETEK, based in North Miami Beach, Florida, is a leading producer of
games for Nintendo and Sega video entertainment systems and personal
computers. In addition to its best-selling "Wheel of Fortune" and
"Jeopardy!" games, the company markets and distributes games licensed
by Samuel Goldwyn Co., Kawasaki, Fisher-Price, Parker Brothers and
others.
The company also produces InfoGenius, the first-ever productivity
software paks such as French and English Language Translators, Travel
Guide, Spell Checker and a Personal Organizer for Nintendo's Game Boy.
Interplay's New Fall Line-Up is Mesmerizing
Santa Ana, CA - May 15, 1992 - Interplay Productions introduces four
explosive blockbusters for Fall '92 - Buzz Aldrin's Race Into Space
(MS-DOS), Castles II: Siege and Conquest (MS-DOS), Battle Chess 4000
(MS-DOS), and Dvorak On Typing for Windows.
In a joint effort with Buzz Aldrin, Interplay Productions brings the
right stuff together in Buzz Aldrin's Race Into Space using hundreds of
historical photos and digitized animations of actual footage from lift-
offs, space walks, lunar landings and splashdowns. "Likely to set a
standard for multi-media entertainment products" states Computer Gaming
World when talking about Buzz Aldrin's Race Into Space.
A completely new military, diplomatic and administrative strategy game,
Castles II: Siege & Conquest combines the strongest and most appealing
components of last years major hit, Castles with power strategic'role
playing elements making Castles II: Siege & Conquest a potent addition
to the best-selling Castles library.
With more than 25 megabytes of humorous animation, Battle Chess 4000
offers stimulating graphics of digitized clay models, as well as the
strongest and most versatile chess program on the market. Battle Chess
4000 has infinite levels of play from beginner to grand master and
state-of-the-art clay animation, further extending and enhancing
Interplay's current Battle Chess, past Software Publishers Association
award winner.
Dvorak On Typing, the first major typing program to feature a human
voice, will soon be available for Windows. Developed in conjunction
with world-renowned computer columnist, John C. Dvorak, the program's
voice sounds out the letters as they are typed and in later lessons,
gives dictation. This talking feature makes Dvorak On Typing a "user
friendly" typing tutor and expands the need for sound board enhancement
beyond entertainment software.
KONAMI JOINS WITH THE CAPED CRUSADER; BATMAN RETURNS ANNOUNCED FOR MS-
DOS COMPUTERS
CHICAGO, IL - (May 28, 1992) - Konami, Inc., a leading U.S. publisher
of personal-computer entertainment software, today announced that
Batman Returns-based on the soon-to-be released movie-will ship in the
fourth quarter to software retailers nationwide.
One of the most coveted and exciting licensed properties in software
entertainment industry history, the movie Batman Returns-the highly
anticipated follow-up to the 1989 blockbuster movie Batman-follows The
Caped Crusader (played by Michael Keaton) on an exhilarating quest to
recapture his good reputation. The Penguin (played by Danny De Vito)
cons the citizens of Gotham City into thinking that he represents
"good" and Batman symbolizes "evil." Batman must also confront the
cantankerous Catwoman (played by Michelle Pfeiffer) whose attempts to
snare him will become legendary.
Konami's Batman Returns game-developed by Park Place Productions-is
inspired by the movie with a unique twist-the gamer becomes the
director of the movie. The gamer guides Batman through the dark
streets of Gotham City, battling notorious foes and the evil members of
the Red Triangle Circus Gang, all while searching for clues and
collecting the evidence necessary to save Gotham City.
Game players control Batman's Master Computer as it analyzes evidence,
views news broadcasts and investigates the biographical database of
criminals. With the option of controlling Batman's fighting power,
players can choose whether or not to eliminate a foe or just
temporarily disable him for interrogation. When the players
interrogate defeated enemies, they may learn important information as
to The Penguin's whereabouts and gather clues about his next evil plan.
The Batman Returns game's spectacular graphics are supported by VGA
graphics cards. The game supports Ad-Lib and Sound Blaster, as well as
the computer's internal speaker. Player interface is directed via
keyboard or mouse, and the Batman Returns game runs on all MD-Dos
personal computers with memory of at least 640K.
LEGEND ENTERTAINMENT COMPANY
ERIC THE UNREADY -- THE READILY AVAILABLE KNIGHT WITH THE DAY'S
TOUGHTEST ASSIGNMENTS
CHICAGO, IL - May 28, 1992 - Legend Entertainment Company today
announced a late fall release date for Eric the Unready, the new IBM PC
comic graphic adventure game from Bob Bates, author of the popular
computer game Timequest. Legend Entertainment Company's products are
exclusively distributed worldwide by Accolade.
Eric, the knight in-not-so-shining armor, is on a hilarious quest to
rescue the beautiful Princess Lorealle from the clutches of the evil
Queen Morgana and her lover, Sir Pectoral. Eric searches the donut-
shaped world of Torus, meeting dragons, dwarves, unicorns and gods, in
this zany adventure that lampoons everything in its path from
television and movies to other adventure games.
Visit the Not So Great Underground Empire where you'll meet Fran the
Used Rock Salesman (can he interest you in today's sale item, the
heardrest special?), or perhaps go bungee cord diving from the top of
the iron-spoked Ferrous Wheel in the dwarves' amusement park. Then,
look out for the dragon with the vulnerable spot -- you have to be
quick to slay this fire breather because the spot keeps moving around.
Move on to the Mountain of the Gods where the inhabitants may resemble
some of the all-time favorite characters on the long running late-night
Saturday television program (is that, "cheeseburger, cheeseburger" you
hear in the distance?). Successfully pilot a swamp ship and you may
even get to keep your own captain's "log".
Packed with cinematic animation, original music and stunning 256-color
VGA art, Eric the Unready is destined to become a comedy classic.
Eric The Unready will be available at local software retailers or can
be purchased directly from Accolade by calling 1-800-245-7744.
MICROPROSE VENTURES INTO THE PAST WITH DARKLANDS
HUNT VALLEY, MD-MicroProse Software, Inc., famous worldwide for its
high-quality entertaining simulations of combat and adventure, will
release DARKLANDS, its first true fantasy role-playing game, in June,
1992.
Set in 15th Century Medieval Germany, DARKLANDS will be as realistic
and challenging a simulation as previous MicroProse releases. "The
common thread of all of our titles, from GUNSHIP to RAILROAD TYCOON, is
that they have an intellectual core," said Arnold Hendrick, DARKLANDS'
game designer. "DARKLANDS will be no different - the problems and
tasks the gamer will face are straight from the events and attitudes of
Medieval Germany."
15th Century Germany was a time of violence and corruption and was an
era with three Popes simultaneously in charge, powerless emperors,
gangster nobles and venal clergymen. DARKLANDS recreates this period
and emphasizes the beliefs of the time: witches worshipping the devil,
people praying to saints to produce real miracles, alchemists turning
lead into gold and dragons inhabiting caves.
Players will explore a vast map of Germany with a party of four
adventurers created from the likes of nobles, swordsmen, mercenaries,
thieves, alchemists, monks and several more. Millions of different
character types will be possible by choosing from 26 attributes and
skills. The ultimate goal of the game will be to achieve fame and
immortality on multiple quests, many of them simultaneous. Quests will
be created by an "adventure generator" for endless replayability.
DARKLANDS will be released for IBM compatibles and will require 640K of
RAM. The game will support AdLib, Roland, Tandy and IBM sounds, and
EGA, MCGA\VGA and Tandy 16-color graphics. A hard disk will be
required and a mouse recommended.
MicroProse Software, Inc. designs and markets a full line of
entertainment software for personal computers and video game systems.
Its products are available nationally and internationally through major
distributors, retailers and mass merchants. MicroProse also markets
products developed by Paragon Software.
PSYGNOSIS
ARMOUR-GEDDON "...Blasting through to virtual reality..."
Coming soon for PC & CD ROM
The Game:
Post-Holocaust. A sinister alien power desires control of Earth and
has developed an energy beam weapon capable of destroying all
unprotected life. You've been assigned command of a fleet of high-tech
weapons systems to destroy that beam.
You control six vehicles: Light Tank, Heavy Tank, Hover craft, Stealth
Fighter, Stealth Bomber and Helicopter. Each can be controlled by
mouse, joystick and/or keyboard, and each has distinct and realistic
handling characteristics. Arm your vehicle with Missiles, Rockets,
Shells and/or Lasers, and later use your team of engineers and
scientists to develop more exotic devices such as Night-Sight, extra
Fuel Tanks, Cloaker, Teleports, and even your own exotic high-tech
creations made from parts you salvage from the enemies you defeat!
During your command, you will have to conduct reconnaissance, choose
equipment, and engineer new technoloty, all while tactically engaged
through the use of heads up displays! You'll get a super-smooth
scrolling 1st person perspective view from inside each vehicle or
you'll be able to view it, and its surroundings, from a number of
exterior angles, including Satellite View! A huge virtual playing
environment of complex real-time solid 3D forms is your battlefield.
For even more variety, a serial-link option allows two players to
directly connect their computers to compete or cooperate in an
outraeous campaign! Try flying your fighters in formation, or harrying
your friend's last remaining tank with a swarm of helicopters!
Armour-Geddon puts YOU in control... Can YOU meet the challenge?
SPECTRUM HOLOBYTE
FOR IMMEDIATE RELEASE
FIRST FALCON 3.0 CAMPAIGN DISK NEARS RELEASE
Operation: Fighting Tiger Will Challenge PC Pilots With New Missions
In Three Exciting New Theaters
CONSUMER ELECTRONICS SHOW, CHICAGO, May 28, 1992-Spectrum HoloByte
announces the upcoming release of Operation: Fighter Tiger, the first
of two campaign disks for the wildly successful Falcon 3.0. This disk
will feature three new action-packed theaters: India/Pakistan, Japan
and Korea.
Operation: Fighting Tiger's campaign system will be identical to Falcon
3.0's; however, it also will challenge players with new aircraft, new
weapons, naval task forces and new mission types, such as downed-pilot
rescue, amphibious-assault interdiction, train interdiction and
airborne-assault support.
Players must also contend with several new enemies including the Mirage
2000, the MiG-31 and the UMF, a top-secret experimental Russian
fighter.
Operation: Fighting Tiger requires Falcon 3.0 and an IBM PC/Compatible
or Tandy 1000 model. Players who have technical questions can call
Spectrum HoloByte customer support representatives at 510-522-1164
(Monday through Friday, 9:00 to 5:00 P.S.T). Operation: Fighting
Tiger will be available in July 1992 through normal retail channels for
a suggested retail price $39.95. Customers can also order games via
our toll-free number: 1-800-695-GAME.
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.
Bernie Roehl write:
First off, let me say 'thanks' for Game Bytes. Well done!
I'm an Underworld fan, and am curious if Blue Sky Productions is planning
to do anything similar (player POV, textured-poly rendering) in the near
future. If so, will it be released through Origin?
GB: Great news! At CES, Origin reported that Blue Sky is indeed hard at
work right now on their second game for Origin. While we're not sure it
be called Underworld II, it will still use the mind-blowing animation and
graphics we've come to love in the first Underworld. We'll have to wait
at least until the fall, though.
Christopher Christensen writes:
Having seen your premier issue, I just wanted to say that
I enjoyed it and I think what you're doing is great.. your
magazine isn't afraid to print a negative review for fear of
offending advertisers, and that's a big plus. I also like
to know stuff like how much disk space a game occupies, what
the sound support is like (example: Times of Lore claims to
support the AdLib yet it only uses the AdLib for the title
screen music and for the introduction screens music--during
the actual game play, all sounds are done on the PC speaker),
and I like to know how fast the game runs on a specific platform.
The reviews I've read in other game magazines seem to mostly
ignore stuff like that. Sometimes I wonder if the reviewers
for those rags actually play the games or if they just
paraphrase from the back of the game box...
Your mag is giving useful reviews and it's free even! Keep up
the good work.
GB: Thanks for the words of encouragement. Keep reading! While we don't
want to harp on a bad game, we think it's fair to point out where the
developer really didn't meet their goals, or their goals were really not
realistic for a successful product. But keep in mind, there are many
different kinds of gamers out there, and what one reviewer may like, another
player may think he or she is crazy. Try to stay objective.
The only thing I would like to see changed is the format it is
distributed in, I would like to see it with the text and graphics
in machine-independent files.. that is, I would like to at least
be able to read the text on my sun workstation without having to
skip through the image data in the .dat file. Perhaps you could
include just the text of the reviews in a separate file in addition
to the .dat file. Downloading stuff to my PC is really too slow
and expensive. I would guess that there are others who can't d/l
to their PCs.
GB: Hmm. I think we could become a bit _too_ flexible if we stray from what
our intended course is. At this time, we're pretty much going to stay put
with the format we have, but potentially could be adding a Windows version
later this summer or fall, and possibly a Macintosh version later.
An anonymous reader in Singapore writes:
Hi there!
I'm Singaporean and my hols are starting in a week. I actually did
consider flying all the way up to Chicago for the CES... do you really
think it's worth it, and do you think I can still get tickets?
GB: It was definitely worth it for us, but I'm not sure I'd drop the kind
of cash needed to get to Chicago from Singapore. You're dedicated if you
did! Tickets were available at the door.
Well, I'm not *exactly* looking to see the cutting edge of technology
in spreadsheets. I guess all I really want to do is look at games...
*grin*. Have you been to a CES? Is it really worth the effort?
GB: As far as we're concerned, CES is the MECCA of games of all types.
Nintendo and SEGA have booths the size of football fields and many many
software vendors are also present. All in all, it is a very useful and
fun show to attend. Don't worry, you won't see a spreadsheet within miles
of CES!
And if you can't answer any of my questions, well, great job on
GameBytes anyway... I took the liberty of putting it on the BBS which
I help to run. I'll tell you how the response is...
GB: Great! We're glad we're gaining many new readers in Singapore. Feel
free to spread it all around the far east.
Dennis Basiaga writes:
Just wanted to drop you a line and let you know how much I enjoy your
new magazine. I have a suggestion or two: how about a Hints and Q&A
section concerning various games ? Knowledgable games users could be
recruited to answer questions and provide hints/tips about various games.
Anyway, great magazine and keep up the good work.
GB: Thanks Dennis, we're already taking steps to try to improve the magazine
in ways like this. We plan on publishing several walkthrus for adventures
and RPGs or hints for other types of games. Watch issue #4 for the beginning
of this.
John Nash (?) from California writes:
G'day...
Though I'd send kudos and encouragement on GameBytes, and say keep up the
good work. I'm new to computer RPGs and your mag is a cool way of keeping
up. One thing I'd like to recommend.... for the new and those with
nostalgia- an oldies but goldies section where older games can be revisited.
Thanks again
GB: You're welcome, John. Good money says you're from down under
originally, eh mate?
We're all for suggestions on which "oldies" you'd like to see revisited
in some summaries of some kind. Send us a note and we'll try to get some-
thing down for your old favorites. Lode Runner (circa 1984-85) still
resides on this old hard disk.
Kevin Westendorf writes:
I want to tell you what a great idea you have got there and just how
jealous I am that I did not think of it sooner! I have seen electronic
magazines in the past, but they all seemed a little dry, like there was
something missing. Maybe it was because they were just stories transferred
from paper to computer. Game Bytes looks and feels like it was made for
the computer from the ground up. What better way to review games than by
SHOWING what they look like! Color photographs can't compare with how the
game will really look on your system. Keep up the good work you have started.
GB: Thanks Kevin, we think the screen shots are a vital part of the magazine
too....though I'm still not giving up my ideas to you :-)!
I just have a few suggetions as to how you might be able to bring the
magazine to an even higher level of usability. The way the menu structure is
set up ought to resemble the order that things come in a paper magazine.
I think the Editor's Notes should come first, then the Letters or Rumors, then
Reviews, Previews, and Vendors Notes. It seems to flow better that way. I
think most readers want to use the menus from left to right.
GB: Hmm. Kevin, I can't honestly say I think many readers think a whole lot
about this, to be honest. I guess the reason REVIEWS are first is because
that's what nearly all readers are interested in the most. I'm not sure
we'll be changing this, but we might be combining the reviews and previews
together to provide space for a new column called "First Looks". Basically,
this is nothing more than a couple of screen shots of a new game (or an
overlooked game) with a few sentences to describe basically what the game is
about. It might stimulate someone into taking a serious look at a game they
might otherwise pass by because of shelf-space or other distribution issues.
There are a few things about Game Bytes that are not seen by me that I
think others and I might like to know and/or keep track of. I don't know, and
I don't think it is stated where the originals of each issue are distributed
from. I personally downloaded the first 2 issues from a BBS. I have access
to ftp, and it would be helpful to me and maybe others who might be in my
position, as well as for the benefits and possibilities of increased
circulation, to know where they can get Game Bytes "without fail" or having to
depend on someone else to upload it. Also, I would like to keep track of what
issues I have and do not. I know I have the first two, but like paper mags,
you may want to incorporate the date into the main menu along with a volume
and issue count. I know I personally don't want to miss any issues, and I
think your other readers feel the same way.
GB: Good points, Kevin. First of all, Game Bytes will ALWAYS be sent to
the following locations:
FTP Sites - WUARCHIVE and ULOWELL
Compuserve (in the GAMERS forum, library 16 - Other Magazines)
America On-Line
GEnie (soon!)
EXEC-PC BBS (Wisconsin)
and we're working on getting it UUENCODED for distribution on USENET, either
in the comp.sys.ibm.pc.games or in the .binaries sections.
Now, in addition to these sites, there are MANY other FTP sites that will be
distribution points for Game Bytes, as well as many other BBS sites around
the country and around the world. We encourage all readers to post the .zip
file of each issue to their local BBS. If you have trouble locating a copy
near you, please send us some email and we'll try to help you out.
Jon Lundy from Madison, AL writes:
I'm writing to say that I've enjoyed reading gamebytes and that I liked
the magazine. The main thing I would like to comment on is Ultima 7.
I enjoyed the game a lot, but it had several features that I disliked. I
figure that since you are getting info directly from Origin they might
actually see this letter :-)
While the interface was more 'realistic' than previous Ultima's, I did not
find it as easy to use. In particular I did not like the fact that your
backpack became so cluttered, I know that it is they way a backpack would
really look, but it was annoying to have to search for items. In addition I
hated having to feed each of my party members individually.
My main objection to the game was the real time combat system, it is very
difficult to control your characters in this style of combat, I much prefer
the old tactical style combat systems. Or if there is going to be real time
combat, make it arcade (like Ultima Underworld). Fortuntely the game reduced
the importance of combat, but it was still annoying that the challenge from
the combat system was in equipping your characters properly and hoping they
survive. I prefer much more control. Eventually it got to the point where
I took missile weapons away from everyone (since I was doing more damage to
my own party with them) and when combat arose I would just hit the 'c' key
and wait for the combat to end. For example, in the final combat I did
nothing except hit the 'c' key and wait for about 1 minute.
On a related note it was also annoying you could not pull up some kind of
general status for your party, so that you could tell at a glance who was
wounded, and who was not wounded. This would have made life much simpler.
I had mixed feelings about the new conversation scheme. It was nice that
important keywords were remembered for you, but it was annoying to have to
go through many sequences, several times. I would have preferred a typing
system, or if you are going to use conversation trees perhaps use a style
similar to Lucasfilm games, or Ultima Underworld. (I suppose a natural
language parser is out of the question :-) Of course one nice side effect
of this is that I did not have to take many notes.
One change that was in effect for Ultima 6 is that the world is all on
one scale. I did not really like that change since it made the world seem
a lot smaller, the cities expanded and the wilderness didn't expand far
enough. This problem is exemplified by Martian Dreams, where I was able to
climb up and down Olympus Mons in less than a day.
In the live RPGs that I've played in, we don't pay equal attention to every
area that we pass through. Instead we pay very close and detailed attention
to some areas, and just skim over other segments. The main problem I had
with Britainia is that it was a VERY small world, Britain the largest city
was the size of a small village.
These are the main complaints I had on an otherwise excellent game. I liked
the more advanced plot, and darker tone to the game, and of course the
graphics were superb. I took about 40 hours playing time to solve the game,
and enjoyed it a lot. These are just the problems that made the game less
enjoyable. (Aside from the fact that it was fairly sluggish on my 25 mhz
386DX :-(
GB: Jon, your observations are very astute and we're forwarding them on to
Origin for their comments.
Marc Paulin writes:
I'd like to say that your magazine is outstanding. Even better than the
real magazines found in stores. Having screen snap-shots with your reviews
is a brilliant idea.
GB: Wow! What praise. We're blushing! Thanks for the compliments.
Don't bother about those who complains that your articles are too long. The
more you write, the more you inform us and I guess that's what you want.
GB: Absolutely. The type of game reviewed will always dictate the length
of the review. A good solid arcade game just doesn't demand the length of
a comprehensive review that a deep RPG or Flight Simulator requires. We
hope we can continue to be thorough.
Then, continue your excellent job. I'd like to see a preview of Quest For
Glory III from Sierra On-Line. If it's aleady out, I'd like to see a review
of it. QG3's supposed to be released in June.
GB: QFG3 is a bit late, I'm afraid, though not too bad. It should be out by
the middle of the summer. Here's a screen shot for you to tide you over.
While you're waiting, you've just GOT to check out the new Quest for Glory 1
- VGA edition. You'll be shocked at how nice it looks. Sierra has used some
tremendous claymation techniques to really enhance the animation. You won't
be disappointed. QFG3 will use similar claymation routines as well, so we're
told.
Also, is there a specific FTP site where I can find you magazine every month?
Thanks for reading this and I'll be a faithful reader. Do I have to pay a
subscription fee?
GB: There will usually be many sites where you can pick up Game Bytes, but
two that will always have it are ULOWELL and WUARCHIVE. Drop us a note if
you can't find it there. Regarding subscription fees, we're going to go as
long as we can free of charge. It's getting harder to do this without any
income being generated, but we're giving it our best shot. We'll be glad to
accept donations, but we're not soliciting any either at this point.