Z*Net: 16-Aug-91 #9134
From: Bruce D. Nelson (aj434@cleveland.Freenet.Edu)
Date: 08/18/91-11:59:26 PM Z
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From: aj434@cleveland.Freenet.Edu (Bruce D. Nelson) Subject: Z*Net: 16-Aug-91 #9134 Date: Sun Aug 18 23:59:26 1991 =========(((((((((( ==========((( ==(( ==((((((( ==(((((((( =========== ================(( ====(( ====(((( =(( ==(( ==========(( ============== =============(( =====(((((( ==(( (( (( ==((((( =======(( ============== ==========(( ==========(( ====(( =(((( ==(( ==========(( ============== =========(((((((((( ==========(( ==((( ==((((((( =====(( ============== Z*NET INTERNATIONAL ATARI ONLINE MAGAZINE August 16, 1991 Issue #91-34 Copyright (C)1991, Rovac Industries, Inc. Publisher/Editor: Ron Kovacs Editor: John Nagy Assistant News Editor: Mike Mezaros Software Shelf: Ron Berinstien Reporter: Mike Brown Games Column: Drew Kerr ======================================================================= * CompuServe: 75300,1642 * Delphi: ZNET * GEnie: Z-Net * * Internet: 75300,1642@Compuserv.Com * ======================================================================= CONTENTS THE EDITORS DESK..................................Ron Kovacs Z*NET NEWSWIRE.............................................. GENCON 1991 REPORT................................Mike Brown GLENDALE ATARIFEST UPDATE......................Press Release CAPTAIN MIDNIGHT'S GAMEROOM........................Drew Kerr FOREM DISCOUNT COUPON....................................... CODEHEAD SOFTWARE SNEAK PREVIEW................Press Release SAN DIEGO LYNX PREVIEW...........................Robert Jung SUDDEN VIEW....................................Press Release BLACKJACK PLUS 3...............................Press Release Z*NET SOFTWARE SHELF..........................Ron Berinstein ======================================================================= THE EDITORS DESK ---------------- by Ron Kovacs ======================================================================= Much commentary was received during the week about our including the after conference comments that appeared after the ST-Report Conference transcripts last week. It was never my intention to purposely include the comments to hurt anyone's feelings. The comments that followed the actual conference were a part of the total picture since it was abrutly ended by the guest speaker. In the future, as I understand the guidelines set by GEnie management, the after conference comments should not be included and the GEnie sign-up information also attached to the article. I did not include the information and apologize for the error. All directives will be met in the future. Here is more information on a story we ran a few weeks ago, the Atari MannyFest in New York City. The following is reported by Drew Kerr who made an effort to attend. MANNYS Miracle of miracles, an Atari event in New York City! Manny's, a long- established professional music store, sponsored what might be called an Atari micro-event at the end of July. The program focused on non-MIDI software and featued Step-Ahead Software (Tracker), Goldleaf Publishing (Wordflair II) and ICD Marketing (Calamus). Step-Ahead's Nevin Shalit estimated about 50-60 people showed up between 12 noon and 6 pm and called the event "a first positive step." All showcased software was discounted. Unfortunately, the program was poorly marketed -- only one quarter-page ad in the weekly "Village Voice" the week before the event. Manny's Peter Levin, who ran the show, doesn't own an Atari and is unaware of how to reach the Atari community. Yet, he promises more Atari events in the future. --Drew Kerr ======================================================================= Z*NET NEWSWIRE -------------- ======================================================================= ATARI EXPLORER GOES MONTHLY TO CATCH UP; SUBSCRIPTION DEAL Publisher/Editor of Atari Explorer Magazine John Jainschigg says that their production schedule is finally set and that they will be producing issues on a monthly basis through the end of 1991, making up the normal yearly total of six issues. The next issue should be arriving at subscriber mailboxes in the next week, and features 15 pages of Atari 8-bit material in addition to the full Atari coverage. Jainschigg also announced a discount on subscription rates to Atari user-group members. Regular yearly rate for the Atari-owned bi-monthly magazine is $14.95, but is now reduced for club members to only $9.95. Call Atari Explorer for details at 218-723-9202. HOUSTON ATARI SAFARI '91 HACE is sponsoring a one day computer show in Houston on September 28, 1991 at the Holiday Inn, I-10 and Silber. ATARI SAFARI '91 will feature a visit from Mr Bob Brodie, of Atari Corporation and the latest in Atari Computers and Software. The show will be held from 11 am til 5 pm. ADMISSION: $2.00 (pre-Teens Free). USER GROUP tables (for information and membership only) may be reserved free. SALES tables may be reserved by any party for ten dollars ($10.00). TABLE RESERVATION DEADLINE IS TUESDAY 24 SEPTEMBER 1991. Make reservations by calling (713) 988-3712 or (713) 493-2310. HACE, P.O. Box 460212, Houston, Texas 77056-8212 ATARI REPORTS INCOME Atari reported operating results this week for the second quarter ended June 30, 1991. Sales for the second quarter of 1991 were $49.2 million as compared to $84.9 million for 1990. During the quarter, sales were adversely affected by the company's transition to subcontractors for assembly operations, as well as poor economic conditions in Europe, and the adverse effects of exchange rates. Net income for the quarter was $30.4 million, or $.53 per share, as compared to $1.5 million, or $.03 per share, for 1990. During the quarter, the company sold the land and building of its Taiwan manufacturing facility, which resulted in a gain of $40.9 million after deducting certain expenses, including severance and land transfer tax, which were directly associated with the closure of the facility. The income generated by the sale of the facility is subject only to land transfer tax. As a result of adverse exchange rates during the quarter, the company experienced a loss on exchange of $4.1 million as compared to an exchange gain of $1.7 million for the same quarter of 1990. In the second quarter of 1991, interest expense net of interest income was reduced to $0.8 million as compared to $1.2 million in 1990 as a result of the company's repurchase of part of its 5 1/4 percent subordinated convertible debentures. Since year end, the company has reduced inventories by $18 million, eliminated all short- term debt, amounting to approximately $28 million and has a current cash position of approximately $65 million. At June 30, 1991, the company's current ratio improved to 4-to-1, compared to 2-to-1 in December 1990, and its debt to equity ratio improved to 0.8 as compared to 1.7 at December 1990. COMMODORE SETS UP PLANT Commodore will invest 9.1 million dollars to set up a plant in the Philippines to assemble computers. The plant will be set up in Manila and produce interface cards and hardware. IBM PCRADIO IBM will offer the 9075 PCradio, a notebook-size, ruggedized, battery- operated computer that lets users access and input information from remote locations. It connects to larger IBM computers via radio or cellular-based communications, or through conventional telephone lines by using integrated modems. IBM will offer three models depending on communications requirements -- radio, cellular or telephone. The model for radio communications operates with the ARDIS data radio network. PCradio sends and receives facsimile copies via cellular communications networks and can receive facsimiles via telephone lines. ACCLAIM SHIPPING FIRST SOFTWARE Acclaim announced that it will start shipment of "Populous" for the Super Nintendo Entertainment System at the end of this month. This game will be one of the first third-party software titles available for the Super NES hardware unit, which is scheduled to be available at retail in September. COMPUSERVE FEEDBACK In the August 1991 edition of CompuServe magazine there are two letters to the editor about the lack of Atari ST file coverage. The letters refer to the June 1991 issue when the magazine listed available files in the column "Favorite Files Mania", and listed files for other popular platforms; MS-DOS, Amiga, Apple II, and NO Atari files whatsoever. The feedback brought no response from the magazine editor Douglas Branstetter. If you are a reader of CompuServe Magazine, you can voice your opinions too by writing, CompuServe Magazine, 5000 Arlington Centre Blvd, Columbus, Ohio, 43220, Attn: Editor. Tell him about the lack of Atari coverage! ======================================================================= GENCON 1991 - EYEWITNESS REPORT ------------------------------- by Mike Brown (LCACE) ======================================================================= Atari Corp. has the reputation for being able to snatch defeat out of the jaws of victory with an alarming regularity. A major exception to this "rule" is their ongoing participation in TSR's GenCon Gaming Fair and Convention held at the MECCA in Milwaukee, WI. GenCon organizers estimate that this year's 4-day event drew in excess of 15,000 participants - most of that number paid a premium to be registered as "players", while others were registered as spectators, exhibitors and judges. This is a very significant number of end-users for Atari to present their products to; most importantly, at GenCon, Atari does not need to worry about the "games" image that may burden it elsewhere. At GenCon '91, as in years past, Atari was a shining star "doing what they do best" in the GenCon computer gaming area - easily grinding co-participants Sega, and Commodore into the dust. I enjoyed the good fortune of again being a worker/guest of Atari Corp. and MilAtari at GenCon 1991. It's a great experience being a volunteer at GenCon - it's very gratifying to be a small part of the considerable "behind the scenes" work that goes into GenCon's computer gaming area. I must comment that Bob Brodie and the Atari staff deserve credit for "righting" the situation where the equipment Atari loaned MilAtari would have arrived as much as two days late for the opening of the show. Bob influenced the shipper to get the 65 ST systems, 15 Lynx systems and supporting equipment to Milwaukee's MECCA convention center "just in time" for pre-show setup. Hats off to TSR for extending the Weds. setup time so that MilAtari members could get everything ready for GenCon's first day. Of course, the ones who really pulled the fat out of the fire are the MilAtari members who left the Bob Brodie's "welcome" cookout and party to do setup work when the equipment finally arrived. As was true last year, the MIDI-maze competition was absolutely packed in all scheduled time slots. Two 16-player MIDI-mazes were set up with starting times alternating on the half hour. To further frenzy the interest, a complete LYNX portable color game outfit was offered to the player winning the most MIDI-maze "rounds". After tasting MIDI-victory 8 times, Jerry Haerle of Oconomowoc, WI ermerged as the winner. Coming in a tight second was Dave Curtis of Madison, WI. Due to popular demand, an 8-player "practice" MIDI-ring was also available for people to get their feet wet; players on this ring were not eligible to win the LYNX- it was for fun and practice (read: a little less cut-throat!) only. GenCon was the unofficial Midwest debut of the Lynx-II; the smaller, redesigned successor to the original Lynx system. Atari provided 15 complete LYNX-II systems, as well as 10 each of the current LYNX games. These could be tried for a low $2 an hour "rental" with the option to get a different game if you tired of the one you initially selected. I'm not sure what the official "most popular" LYNX title was, but I observed that the slot where the "Warbirds" cartridges SHOULD have been was mostly empty when I checked. Because of Atari's participation - many, many people were exposed to the LYNX that have never seen one before. I had a chance to borrow a LYNX-II long enough to share my impressions of the new design - obvious features of the LYNX-II jump out at you, such as the new power indicator/low battery warning LED, the backlight off/on switch, and the new "doorless" cartridge slot. Other features are more subtle - the finger grooved and curved "soft grips" on the backside of the unit and the raised protective bezel around the screen (to prevent scratching) will be appreciated by anyone who uses the LYNX more than casually. Although I was not able to test it - the screen itself is recessed in the case much further, probably eliminating the need for a separate sun screen when played outdoors. I could go on and on about differences and improvements in the LYNX-II but I'm sure that it will be covered in greater detail elsewhere. For a full first look at the Lynx II, read last week's edition of Z*Net Atari Online, #91-33. MilAtari is to congratulated for their innovative computer sign-up for computer gaming events at GenCon. The only thing that I could fault the system on is the lack of a way for players to make inquiries ("What machine am I on in the 10:30 game????") into the system without disturbing the sign-up process. All in all, I thought it was most professional, and helped drive home the fact that the ST is much more than just a game system. The thing that dulled the enjoyment of the computer gaming area was (again) the continuous failures of the "standard" Atari joysticks as used in the MIDI-maze areas. Although Atari supplied 130 joysticks, MilAtari workers were busy all day Sunday repairing joysticks so that they would not run out! I realize that the Atari joystick is an old design, but I would hope that they would have the quality bugs worked out in manufacturing them by now...it was embarrassing to say the least that there were so many Atari joystick failures. Applause to Dr. Armin Baier for his outstanding work in riding herd over "joystick repair central". Of course, the computer gaming area is but a small part of the thousands of GenCon events happening daily in the massive MECCA convention center. Since MIDI-maze was sold out almost from the opening of the doors at 8:00AM Sunday, I had a little time to wander around the "grand hall" and visit some of the exhibitors. Unfortunately, the number of computer games companies exhibiting at GenCon '91 continued a downward trend. Non-game vendors seemed to be doing the best business - Comic Book, Star Trek souvenirs of all types, and jewelry/fantasy costume (as well as replica weapon) vendors were swamped all day. Everywhere you turned, there was a board game being played, huge sections of space between seminar rooms were marked off in a grid fashion where naval battles were being simulated. Major game companies took advantage of the crowd to present game prototypes, and take surveys among the gamers. As always, the evening Sci-fi film festivals were well attended, in the GenCon tradition, this year's festival included such varied subject films as "Monty Python and the Holy Grail", "The Terminator", "Curse of the Undead", "Highlander", "Vampire Hunter D", "Akira", and "The Punisher". A nice sprinkling of cartoons and short subjects were run between features. All having been said, GenCon is a feast for the senses, after spending a few hours there, as either a spectator or a participant, you feel a bit overwhelmed by the scope and energy of it all. If you've never attended GenCon, make plans now for the Silver Anniversary 25th GenCon to be held August 20th-23rd 1992; if you can't wait that long, plan to attend European GenCon this November 15th-17th at Holiday Club Pontins, Camber Sands in Sussex, England. For more information on GenCon or European GenCon, please contact - GenCon Information TSR, Ltd. P.O. Box 1154 Lake Geneva, WI 53147 USA ======================================================================= GLENDALE ATARIFEST UPDATE ------------------------- Press Release ======================================================================= The Southern California ATARI Computer Faire, Version 5.0 (AKA The Glendale Show) is expected to be the largest show of its type, ever, in North America. The show will be held at The Glendale Civic Auditorium, 1401 N. Verdugo Road, Glendale, California, USA. Local directions can be found by referring to the Thomas Brothers Guide for L.A. County page 25-E2. Take the Glendale Blvd. exit of the 134 FWY and go North two miles or take the Mountain St. exit of the 2 FWY and go West one block. The Faire dates are September 14 & 15, 1991 and show hours are Saturday 10-6 and Sunday 10-4. General admission is $6.00 per person. Anybody planning to attend the show who resides outside of Southern California may send a SASE to H.A.C.K.S., 249 N. Brand Bl. #321, Glendale, CA 91203 and receive a pass for free admission. This offer is limited to no more than two people per pass and one request per household. A special hotel rate has been made available at the Burbank Airport Hilton Hotel. That special rate is $59 per night for single or double occupancy. For reservation call 818-843-6000 and mention ATARI. If you have problems with the rate ask for Roy in Convention Services. Do not call the 800 number, unless you want to pay the National rate of $119 per night. THE GLENDALE SHOW PARTICIPANTS: ATARI Corporation The Computer Network Mid-Cities Computers Goodman's Music Musicode Safari Fonts Sliccware Clear Thinking Micro Creations Rio Computers Best Electronics Branch Always Michtron ADG Productions CodeHead Software Omnimon Peripherals Gadgets by Small Zubair Interfaces ICD PDC COMPO Software Beckemeyer Develop RIMIK Enterprises McDonald & Assoc. GoldLeaf Publishing Soft-Aware Talon Industries JMG WizWorks Gribnif (expected) Phil Comeau Software Double Click Sudden, Inc. (expected) D.A. Brumleve Artisan Software BSE Company (expected) Z*NET Online Magazine ======================================================================= CAPTAIN MIDNIGHT'S GAME ROOM ---------------------------- by Drew Reid Kerr ======================================================================= GEnie D.KERR1 Delphi DRKERR Looking for a solution for those deadly ultraviolet rays of summer? Stay inside with your Atari and get Leisure Suit Larry a date! In the past month, a number of heavy hitters have finally been released after much delay and hype. But do they live up to all the advanced trumpeting? We shall see.... BATTLE COMMAND-LESS Have you wondered where "Battle Command" is, the follow-up to the classic "Carrier Command?" The game was released by Ocean in the UK some months ago to excellent reviews and big sales but was incompatible for USA machines. Like "F-29 Retalliator," Electronic Arts picked up the American conversion rights. Unfortunately, EA decided to drop all Atari products soon after. Somewhere in America, there are 72 working copies of "Battle Command." Otherwise, this is one great game we're going to have to bite the bullet on. GAME ROOM DIRT Despite reaching the planning stage, Lucasfilm Games has dropped plans to convert their "Secret Weapons of the Luftwaffe" to the ST, but will release mission disks for "Their Finest Hour"... The much-awaited "Hunter" should be released by the end of August and "Deuteros," the sequel to "Milennium 2.2" is scheduled for September... Are these Les Manley games from Accolade a blatant rip-off of Leisure Suit Larry or what?... Ocean picked up some more license conversions: "Robocop 3," "Terminator 2: Judgment Day," "The Addams Family," and "The Simpsons"... Sierra releases scheduled for ST shortly: "King's Quest V" and "Space Quest IV: Roger Wilco & The Time Rippers"... So far, the only magazine to offer concrete strategy hints for "Midwinter II: Flames Of Freedom" was the July issue of The One (ST)... Have you been having trouble installing Domark's "3-D Construction Kit" into your hard drive? I can't get it to work, with repeated warnings of "not enough memory." Another warning: the accompanying video tape which explains how to use the program is *incompatible* with American VCR's... Following "Railroad Tycoon," the next Microprose conversion to ST will be the World War I flight simulator "Knights Of The Sky." Attention Microprose: here's my ST wish list -- "Covert Action," "Command HQ" and "Gunship 2000".... MIDWINTER II: FLAMES OF FREEDOM (Microprose) The original "Midwinter" knocked the gaming world on its side with an incredible concept: another ice age arrives... you must gather a group of survivors to battle a coup d'etat growing from one side of the island. There were 32 characters with distinct personalities to interact with, sniping, snowmobiling, hanggliding and skiing. I thought it would make a great plot for a Schwarzenegger film! The sequel is now out, delayed from an original March release and it's very much an advance and a step backwards. The plot moves on: the ice is melting and now new islands have formed throughout the ocean. Another coup is in the works and it is your job to go from island to island completing missions, finally stopping a growing Armada set to attack your home island. Yes, it's a mouthful. Needless to say, like the original, the accompanying book is a monster, but superbly designed and written. This game works like a more involved version of the original -- you are given a specific mission with objectives, a weapon or two and dropped on the island to kick butt. The weapon assortment is vast: flying subs, balloons, hovercraft, tanks, helicopters and just about anything a guy like Tom Clancy could dream up! The interaction has advanced, making it closer to a plotted film. When meeting characters, they can offer you information, shelter, take you on a secret journey, give you papers and weapons or even betray you! Each island is like a complete game unto itself with a very distinct story which you create as you go along. Sounds are abundant, too: motors, birds, guns, bombs. But there are A LOT of buts! The first and biggest complaint is the fact that with a game of this size with so much information packed on three disks, there is no ability to put it in a hard drive. This is monumentally annoying, considering the amount of disk swaps to get the game going and the slowness of disk reading. For example, to just start the thing, you have to put in your Program disk, wait, put in the Graphics Disk, wait, watch the credits, go through the disk protection ID process, load your customized agent from another disk, and back to the Graphics Disk. Then, when you choose a raid, you have to go through several screens of explanation when a few would do the job. It takes about 10-15 minutes to get this all together before you even start a mission! When you are traveling across the 3-D landscape, which is impressive to look at, it seems vehicles are left around carelessly. I mean, I'm being bombed like crazy by planes and zeppelins, and my screen tells me that I can grab a helicopter at the same time. Well, I must have pretty incredibly long arms to do this! How do you "grab" a flying helicopter? If you are not in training, you can either perform raids (which is taking one selected island at a time) or a full-blown campaign where you are assigned a series of missions before the Armada picks up steam. Considering the length of just one raid on an island alone, you can not save it to disk -- only campaigns! Final Verdict: great concept, frustrating execution. Once you get going, it's quite intriguing but flawed. F-15 STRIKE EAGLE II (Microprose) This has to be the most disappointing and *unnecessary* flight simulation I have ever seen. The fact that it comes from Microprose, which makes the best military sims hands down, is doubly puzzling. The bottom line is -- this is just a simplified version of the magnificent "F-19 Stealth Fighter!" The graphics are the same, the cockpit features similar devices and the manual is the usual Microprose bible. Besides being another exercise in aggrevation from non-hard drive installation, one of the best things that set apart Microprose from other simulations is missing -- the handy keyboard overlay. Now all we get is a sturdy card explaining which key means what. So the feeling of operating a genuine control panel is gone. Also absent is any kind of on-screen map before you start a mission to plot out your strategy. You have to fumble around with separate maps of Middle Eastern, European and Asian locations. On the original "F-15 Strike Eagle," there was no take-off -- you started the game in mid-air! Here, at Rookie level, there is not only no take-off, but your landing is automatic, too! As a matter of fact, you can auto-land at any level of the game. I mean, landing in flight simulations is tricky, but that's part of the fun of learning how to fly. But to do away with honing your landing skills pretty much makes this less of a simulation than an arcade game. And no wonder -- "F-15" is now Microprose's first arcade game! If there's anything positive that I can say about "F-15 Strike Eagle II" is that the graphics are slightly more enhanced than the ones found in "Stealth Fighter," and those visual were fabulous. The demo mode is truly eye-opening, with beautiful stunning colors and scrolling. Final verdict: If you want to give your 12-year-old brother his first flight simulation, this is a decent start. Otherwise, pass this one up for the vastly superior "F-19 Stealth Fighter." ARMOUR-GEDDON (Psygnosis) The British firm of Psygnosis, famous for graphically-wonderous shoot'em -ups and Roger Dean-designed boxes, is throwing its weight around in new directions. Their "Infestation" was an entertaining variation on the Aliens-type theme of us vs. insects. Now they enter the futuristic flight simulation/arcade arena with "Armour-Geddon." "Armour-Geddon" is a perfect example of what's good and bad about many Psygnosis games. Yes, it's visually jaw-dropping, the gameplay is exciting, but the manual is a total bust! And if the manual is a bust, how can you really understand the focus, the strategies, what makes the game tick and your direction in this hypothetical world? Why can't somebody from Microprose or Spectrum Holobyte teach these guys a few things about manuals? The plot, if you can call it that, is to find parts of an atomic bomb scattered throughout a vast 3-D landscape and fuse them to blow up a laser cannon which will destroy the world (could you ask for anything less, I ask?). If you are given a set of missions, you wouldn't know it by reading the manual -- there's no mention of them! There are numerous screens: a grid map with symbols never explained in the so-called manual, R&D (where engineers and scientists construct new weapons and artillery), Intelligence (to set waypoints in your missions) and Weapons. In a "Carrier Command" touch, you can operate up to six vehicles from bombers and fighters to tanks in completing your assignments. First thing I noticed when I got into my fighter cockpit -- you have to taxi down a small path and then make left to face the runway (not in manual). The controls are not complicated once you are airborne but they are extremely sensitive. You could do a spin, gain or lose altitude in a matter of moments. The best strategy is the old simulation maxim: stay low and slow. Because of the manual's shortcomings, a number of things are just never explained and it's up to you to figure them out: What are the missions? How do the weapons function against the enemy? What's the best way to use them? What does the bomb segment look like? What do the symbols on the grid map mean? How do I know when I've scored a hit? The British magazines have been falling over themselves praising "Armour -Geddon," perhaps because of the superior graphics or maybe they have bootlegged copies of a full instructional manual. I don't understand what all the excitement is over. Final verdict: Pretty to look at, fun to just ride around in, but you'll have to be Sherlock Holmes to make a good game out of it. FLIGHT OF THE INTRUDER (Spectrum Holobyte) This long-awaited spiritual sequel to the classic "Falcon" arrives in a beautiful blue box containing the Stephen Coonts paperback book the game was based on. A message on a GEnie bulleting board said this was the "deepest" flight simulator around and this is totally true. "FOTI" bears only a few similarities to "Falcon" and stands up very well on its own. Both have modem facilities and separate cards explaining your keyboard controls (Spectrum Holobyte should take a hint from Microprose and use layovers for ease and realism). Whereas "Falcon" took place on an unknown stretch of land, "Intruder" is set knee-deep in 1972 Vietnam during the infamous Linebacker Campaign. "Intruder" is easier to get into than "Falcon" and, thank God, hard drive installable. Undoubtedly, the game's greatest selling point is the variety of game- playing options. You can fly an A-6 Intruder or F-4 Phantom and switch to either plane mid-session! If the mission involves a group of planes, you can control up to eight aircraft, "jumping" from cockpit to cockpit! As if that wasn't enough, you can choose the CAG (Commander Air Group) option, which allows you to plan your own mission in attacking real Vietnamese installations and locations. YOU select the primary and secondary objectives, and choose the waypoints, weapons, timing, route and crews. And then you can fly any plane you send out! Graphics are more fine-tuned than "Falcon," which is another way of saying they're very good. Since the breakthrough of "Fighter Bomber" and its multiple camera views, "Intruder" joins the fray with satellite, tracking, and outside views, all with zooming and rotation. I hate to break the news to Spectrum Holobyte but there's this one stickler they still haven't learned from "Falcon": on their COMED (Combined Moving Map/Radar), what they call a "TV picture relayed from the missile" is merely a green outline drawing. See "Stealth" or even "F15 Strike Eagle II" if you want to see a real TV (video) picture. The manual is extremely well-written and not "above your head," but the organization is wrong. They take you on your first Intruder, Phantom and CAG missions right away, describe the 13 game missions and THEN analyze the cockpit, controls and weapons use. You've got it backwards, folks. Your first job, regardless of plane, is known as Operation Morning Song, sinking a torpedo boat. The manual takes you step by step and you realize, while it's involving, it's NOWHERE as complicated as "Falcon" or "Flight Simulator II." There is a weird contradiction in instructions: in the walk-through, they tell you to level out at 10,000 feet and then dive at the target. Yet, in the mission description later in the manual, "come in low over the sea from the east." Well, what's it gonna be, boys? (I prefer starting low and then climbing about 25-30 miles away from the target, then down we go.) Autopilot strikes again! This device will direct you, even bring you right to the target and dive! Like "F-15 Strike Eagle II," you can leave the landing to your new computer buddy, but he doesn't always get it right the first try! At least the manual states: "The autopilot in this game is more sophisticated than any autopilot currently available." Final verdict: Best flight simulator since "Stealth." No need to worry about conflicts with "Falcon" -- "Flight Of The Intruder" stands firmly on its own. Manual needs a few kinks to be worked out. EDITORIAL CORNER Judging from two major flight simulations featuring autopilot landing sounds like the marketing departments have been working overtime at Microprose and Spectrum Holobyte. Unquestionably, plane landing is no piece of cake and may be a bit frustrating after you've completed a breakneck mission. The last thing you want to worry about is landing the damn thing. If you are releasing a true simulation, these autopilots would be total science fiction. It's also not true to the idea of accuracy in reproducing what pilots actually have to do after a mission. Microprose made it too simple -- just fly by the airbase and you'll instantly land. You can't learn anything that way. On the other hand, Spectrum Holobyte makes autolanding optional, so you can at least observe how it's done, note the techniques and flight patterns, and do it on your own. This latter method is certainly the more laudable one. QUICKIE ON DOMARK'S "RBI BASEBALL 2": Sticks close to the arcade version. Not as hardcore statistics-oriented as "Microleague Baseball." Mindless fun, but you have to wonder: why do they use actual rosters from 1988-1989 when it is now 1991? OUT NOW: Cybercon III (US Gold), Life & Death (Software Toolworks), Prehistorik (Titus), Renegade Legion Interceptor (SSI), Atomino (Psygnosis), Tie Break Tennis (DigiTek), Mercs (US Gold), Switchblade II (Gremlin), Wreckers (Audiogenic), Frantic (Core Designs), Eco Phantoms (Electronic Zoo), Germ Crazy (Electronic Zoo), Billiards II (Infogrames), Tournament Golf (Elite), Blade Warrior (Imageworks), Outzone (Lankhor), Magnum Compilation - RVF Honda, Oriental Games, Pro Tennis Tour, Satan, and After The War (UBI Soft), Darkman (Ocean), Sarakon (StarByte), Rainbow Collection with New Zealand Story, Rainbow Islands and Bubble Bobble (Ocean), Metal Mutant (Silmarils), Conflict Middle East (SSI). LATE NOTES ON "FLIGHT OF THE INTRUDER": After further review of the FOTI manual, I have found some glaring omissions worth noting. First, the walk-through of the first Intruder mission is missing some critical information to release your Walleye missles. Since the Walleyes is a small-laser guided missle, it uses bombing device known as DIANE. But you wouldn't know that unless you turned to page 142, buried towards the back of the manual! If you don't hit the ";" button to change the DIANE waypoint, your missle will never lock on the target. Your COMED screen must read ATTACK for your missle to lock, not NAV. The whole walk-through of this first mission never mentions this crucial detail. The second problem involves switching from plane to plane. On the game box, this aspect is boasted of and it's even mentioned on the keyboard layout as SHIFT #. Yet, there is no explanation in the entire manual about how you can move from plane section to plane section. Apparently, you can even move into the enemy's cockpit or SAM site, according to that keyboard guide, but again, no explanation of how it's done. Spectrum Holobyte has had FOTI on the market in IBM version for quite a while, so you would think these glitches would be fixed by now. The first gaffe would frustrate anybody just taking their first steps through the game and may not be solvable until they found this buried explanation. The second goof is critical to the enjoyment and depth of the game. If a game company bothered to advertised this feautre and go to the trouble of putting it in the program, they should absolutely explain it! I hope the Spectrum Holobyte folks catch this review because they should know better. If you have similar problems, address your e-mail to: GEnie - HOLOBYTE, CompuServe - 76004,2144 or by phone, 415-522-1164. I believe instructions should be complete and reread and checked over and over again for completeness and compatability. ======================================================================= Z*NET USER OFFER - FOREM DISCOUNT COUPON ---------------------------------------- Clip Out And Print Off ======================================================================= (clip here) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *-*-*-*-* Special Discount Coupon Offer *-*-*-*-* For a limited time only you may use this special coupon order form to obtain your copy of the world's leading Atari ST BBS program. This offer expires September 15th 1991. To use this coupon just print this portion of this weeks Z*Net Online, fill out and mail. $10.00 off the regular price of FoReM ST with this coupon only!! Regularly $79.95 including shipping, only $69.95 with this offer. Your Name ____________________________________________________ Address ____________________________________________________ City/State/Zip _______________________________________________ Your voice phone _____________________________________________ Your BBS Name ______________________________________________ Mail completed coupon with $69.95 to: Stephen Rider 20 Cargill Ave Worcester MA 01610 Orders must be postmarked no later than 9/15/91 *-*-*-*-* Special Discount Coupon Offer *-*-*-*-* Z*Net 91-34 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (clip here) ======================================================================= CODEHEAD SOFTWARE SNEAK PREVIEW ------------------------------- Press Release ======================================================================= A Sneak Preview From CodeHead Software...the Rebirth of MultiDesk ----------------------------------------------------------------- CodeHead Software will shortly be releasing an amazing, totally revamped version of MultiDesk called: MultiDesk Deluxe!! We're not yet ready to present a full press release describing all of MultiDesk Deluxe's features but we _can_ tell you a little bit about its unique break-through in versatility, offering previously untapped computing power. MultiDesk Deluxe gives you the flexibility of Atari's XControl Panel, but with the ability to reuse your current accessories rather than limiting you to current CPX availability and feature limitations. While it will retain the resident accessory loading features that have always existed in MultiDesk, MultiDesk Deluxe will give you an additional area for accessories to be loaded from disk whenever you need them. These non-resident accessories will all share the same memory area, allowing it to be reused without limit! The final result of MultiDesk Deluxe is that you can now use LESS MEMORY, boot up FASTER, and use MORE ACCESSORIES! o No longer does your MultiDesk buffer need to be large enough to hold those accessories which you seldom use. o Non-resident accessories are only loaded when you need them so only a split-second is required at bootup time for MultiDesk Deluxe to read the names of the available accessories. o MultiDesk Deluxe now lets you use up to * 96 * accessories while consuming only a fraction of its former memory usage! We're off to Germany to attend the Duesseldorf show, but we'll be back to tell you all about MultiDesk Deluxe! Projected release date for MultiDesk Deluxe is September 14th. You won't be disappointed. Dispelling a nasty rumor... CodeHead Software *IS* Developing a New Product For Atari Computers ------------------------------------------------------------------- The recent August issue of Atari Interface Magazine included feature articles and reviews of many of our products. We'd like to thank Bill and Pattie Rayl for a very well-done issue which accurately describes many of the basic as well as the advanced features of our software. But as great as this exposure was, it seems many people have focused an one small paragraph in the issue. "Now, the bad news." That's exactly how the paragraph in "Editorial Ramblings" started out. This editorial went on to point out that the CodeHeads are registered Macintosh developers and that "While the CodeHeads will continue to support their current products in the Atari market, they 'currently have no plans to release any new products for the Atari market.'" While these statements are true (or were true when they were made), they have been grossly misinterpreted by many readers. We've had several comments from people who say "I'm sorry to hear you're abandoning the Atari market." Nothing could be further from the truth. We'd like to make it clear that we in no way blame Bill and Pattie Rayl or Atari Interface Magazine for this misunderstanding. They accurately reported the quote as well as confirming with us on the phone before printing it. We've made the statement about not planning any new products several times and are only beginning to realize what a mistake it is to say this. It just doesn't make good business sense for a number of reasons: o There are probably only a few (if any) Atari developers who ARE currently planning any new releases, but they don't publicize this fact. o We've always stated in the same breath that we will continue to support our existing products as long as there are even a couple of inches of the Atari ship above water, but this is usually ignored. o We made the same statement (about no new products) before releasing our CodeKeys program a year ago but it didn't stop us from writing and releasing this useful tool. o We ARE currently planning a new release for the Atari market!!! We're not ready to present a full press release yet, but we are developing a MIDI recorder called MIDI Spy. It is an accessory which records and plays back MIDI data in the background. It's always recording so you'll never lose another valuable musical idea. Full details about MIDI Spy will be released in an upcoming press release. This is something musicians have been waiting for! ======================================================================= SAN DIEGO LYNX PREVIEW ---------------------- by Robert Jung ======================================================================= Well, I'm flabbergasted. I went down to the San Diego ComicCon (Comics Convention) for some R&R, and end up previewing new Lynx games. Naturally, I had to dedicate myself to many hours of playtesting. Here, then, is a report on what I saw: MEETING NEW FRIENDS Running the Lynx booth was Gary Barth, a very easy-going Lynx representative. Gary has worked closely with the industry, having written for GamePro magazine and having many friends in the business. He was handing out Lynx-shaped brochures, as well as the "Atari Adventure" 16-page insert found in many video game magazines. Four games were shown at two kiosks: CHECKERED FLAG, SCRAPYARD DOG, TURBO SUB, and VIKING CHILD. According to Gary, they were nearly complete, and are expected to be on sale in September. Gary also showed me early beta versions of HARD DRIVIN' and ISHIDO, though we do not expect those to be released until the end of the year. He insisted that Atari is dedicated to bringing out 20-30 new games before the year ends. This doesn't include third-party titles, so if everything is correct, Lynx owners will have a very merry Christmas indeed. PLAYING AT THE KIOSKS Please note that the comments offered below are initial impressions only. The games I played were not officially ready for release, and features may be changed by the time a game reaches the stores. The four Lynx games I saw for public playing were: CHECKERED FLAG This is a one-to-six player auto racing game, and is easily the most impressive title I saw, not to mention just plain fun. I want mine now! This card is literally crammed with options. You can run for practice, drive one race on a track, or go for a multi-track tournament. There are 18 tracks to choose from, with enough twists and bends to satisfy everyone. You can race against up to nine opponents, from 1 to 50(!) laps. Your starting position can be determined at random, or by a qualifying lap. Your car can have a 4-speed automatic transmission, 4-speed manual, or 7-speed manual. For the extra touch, your Indy racer can be any of ten colors, and you can choose the gender of your driver. In the race itself, the action is shown from behind your car, with your dash panel (speed and gear) and side-view mirrors on the bottom of the screen. A road map at the top of the screen shows the course and the position of everyone in the race. The roadside obstacles consist of trees, cacti, rocks, cows, and signs to avoid. Hitting an obstacle wastes time, and hitting another car causes you both to spin out and lose speed. The joypad is used to both steer and change gears (on the manual transmissions), while the buttons provide gas and brakes. The game controls are properly balanced; players who found ROADBLASTERS too difficult to control will enjoy this title. Graphics are attractive and convey the feeling of speed very well. Sounds consist of musical scores between races, the roar of motors and the squeal of tires, and a digitized "start your engines" countdown, complete with echo. The only bad news is that the promised track editor may not be in the final version. Still, this game is terrific! SCRAPYARD DOG This is the Lynx's answer to Mario, Bonk, and Sonic. You play the part of Louie, a junkyard owner whose best pet dog has been kidnapped by the mean Mr. Big. You must guide Louie through a scrolling junkyard landscape and try to rescue your pup. This game is similar to the SUPER MARIO games, and has the same kind of cute appeal. Enemies consist of mean animals (Mr. Big's minions) and junkyard obstacles. You dispatch enemies by throwing cans at them, and pick up money along the way. If you can find them, there are secret bonus screens. In these, you can buy additional weapons and protection, or try to win extra lives and money in skill contests. There's a lot to see and a lot to try. The game looks like it's clearly intended for younger players, with cute graphics and light music to match. However, it's not a pushover, and is challenging enough for everyone. TURBO SUB This is a first-person, shoot-everything action game. Your objective is to repel an alien invasion by attacking the fiends in your turbo sub, an amphibious attack craft. Waves consist of an aerial assault, where you blast flying enemies while dodging attacks and debris. You then dive underwater, to fight more enemies, avoid collisions, and try to pick up gems. At the end of each level, you can use the gems to buy additional weaponry. This game strikes a balance between good and bad points. On the one hand, there is a wide variety of enemies to see and destroy, and the action level is very high, with a lot of aliens to shoot. On the other hand, the game offers little variation or innovation. The 3-D effect is almost absent; aside from seeing targets and an occasional cloud fly by, there is little sense of motion. The graphics are adequate, though not unusually inspiring, and the sound is simply functional. Perhaps the final game will be more impressive, but for the version I saw, the appeal of TURBO SUB will come from the nonstop action. VIKING CHILD Though this is supposed to be based on a European computer adventure, the game I saw was more of a scrolling action game. You play the part of a Viking, walking and jumping across the land, to find a missing child. The action is presented in a side view, which scrolls along with your movements. You fight monsters along the way, in hopes of seizing their treasure. There are shops where you can buy weapons and supplies, as well as hidden caverns to explore. The quest is broken into several stages, and a stage must be completed before you can reach the next. A password feature lets you skip to the later levels, and the game holds high scores for up to ten players. The only problem with VIKING CHILD that I found was the speed of my character; he seemed to plod along while other beings sprinted. Basic combat consist of jabbing your sword until the enemy dies, though the use of additional attacks spices up the action. The game graphics are small but detailed, and the subscreens have entertaining touches, such as the troll in the shops who kicks your purchases. Lacking a user's manual, I wasn't able to tell if the game has even more complexity than the version I played. BEHIND THE SCENES In addition to the games shown at the kiosks, Gary Barth also brought along beta versions of two more games. As one Lynx fan to another, he was more than happy to let me try them out: HARD DRIVIN' This game card is an adaptation of the sensational Atari Games' driving simulator. You race a sports car on a combination race/stunt track, trying to finish laps as fast as possible while avoiding nasty crashes. The Lynx version I saw was clearly incomplete. The sound was missing, and the steering was very sensitive. Unlike WARBIRDS, which did its simulating with scaled sprites and filled polygons, HARD DRIVIN' was completely done with polygons. This is a very math-intensive task, and the effect is that, compared to WARBIRDS, this game feels a little slower. Though I could not compare directly, it seems to play at about the same rate as the Atari ST computer version. Though this was only a beta version, the game already shows signs of promise. As in the arcade, you have a choice of manual or automatic 4- speed transmissions. The track has been duplicated exactly, with all of the familiar features and obstacles. If and when you get into an accident, an instant replay feature will show you what you did wrong. Keep an eye on this one. ISHIDO: THE WAY OF THE STONES This title is an adaptation of a computer game from Accolade. It is a strategy game; you have 72 tiles of six different colors, each marked with one of six different figures. The idea is to place the tiles on a board, adjacent to other pieces of the same color and/or symbol, in specific combinations. The more complex the combination, the more points are awarded. The Lynx adaptation seems identical to the computer version. You can choose different colors and symbols for the tiles. Game scoring can be in the "ancient" or "modern" method, which emphasizes careful placement or quick thinking. Hints are available, and there is an "oracle" feature, which analyzes your game to "offer insights into personal questions". If nothing else, it's harmless fun. I personally don't believe this is a beta card. The version of ISHIDO I saw looked almost complete, with elegant graphics and all of the game options available and installed. Don't be too surprised if you see this game out very soon. ======================================================================= SUDDEN VIEW ----------- Press Release ======================================================================= For more information, contact: Rod Coleman 800-421-4228 Sudden Incorporated Releases Its First Product - Sudden View Reno, Nevada - August 1st, 1991 - According to Rod Coleman, programmer and president of Sudden Incorporated, he has just released a commercial beta version of his new accessory text editor for the Atari ST, Sudden View. Sudden View is remarkable for its fresh approach to editing fundamentals. It removes the metaphor that normally stands between the user and his text, creating a sensation of "Live Editing". Sudden View's most obvious feature is its ability to dynamically scroll text and move text blocks. These functions occur in real time and in direct response to the user's movements. They occur fast enough to make their speed irrelivant. The text moves as the user's hand moves. Even though Sudden View only edits ASCII files, they are internally indexed so that the user can display any part of the file instantly. This is true whether the file is two Kbytes or two megabytes long. Another difference is that Sudden View has no "Insert" or "Replace" modes. Editing action is cursor position dependent, allowing the user to just place the cursor and type. If the cursor is over a space to the left of any text, it will insert, otherwise it will replace. All deletes and changes are kept in a twenty element buffer stack so that the user can restore something that was deleted some time ago. This buffer stack also works in concert with Dynamic Text Arrangement as a scratch pad. Sudden View has no margin bar, yet can support as many different formats as the user wishes. Each line is its own format, therefore, the format conforms to the user's actions, and not the other way around. It is also very flexible in setting and adjusting word wrap. The Power Menu is another unique feature of Sudden View. It is a multiple level menu system that can be keyboard or mouse activated. Even though it is as fast as normal power key conbinations, it requires no memorization. Learning it is very natural. Sudden View's copy, cut, paste, and move features are its real strength. It defines four different types of text blocks which can be selected and manipulated without using any menus. The block types are Character, Sentence, Field and Line. They allow for a very direct and powerful arrangement of text. The user can drag a Sentence through a paragraph as it dynamically re- formats in real time. A group of Fields can be deleted, replicated or moved as the user directs. The text becomes an extention of the user's thoughts; the editing process becomes "Live". Since Sudden View presents a significant number of new concepts and features, a fully functional demo version is available for evaluation. Some advanced features and configuration are left out, however, it is generally useful and allows the user to get a feel for Sudden View. This demo version has periodic commercials, but can be freely copied and given to friends or up-loaded to bulletin boards. Sudden View files are not copy protected. The personalized version of Sudden View has all of the advanced features, but no commercials. It may only be copied for the registered user's personal backup. This personalized version also can be configured for any size workspace and will run as a program. It sells for $69.95. Both versions are available by calling 800-421-4228. Since this is a beta release, a final update and hard copy documentation will be provided free to each registered owner of the personalized version of Sudden View upon final release. For more information, contact Rod Coleman, Sudden Incorporated, 5081 South McCarran Blvd., Reno, Nevada, 89502, or call 800-421-4228 or 702-827-2996. ======================================================================= BLACKJACK PLUS 3 ---------------- Press Release ======================================================================= HERE IT IS...THE FANTASTIC NEW "BLACKJACK PLUS 3" This is the program that will show you why you have lost at the game of blackjack! Stop leaving your money at the casinos! Practice alone, or play with friends using joysticks, mouse and/or keystrokes. NOW IT'S EASY TO LEARN TO WIN AT BLACKJACK! "BLACKJACK PLUS 3" - comes in two versions: 'ADVANCED' & 'BASIC' >>>>>>>>> For all IBM PCs & compatibles (EGA/VGA) <<<<<<<<< >>>>>>>>> For all Atari St computers (Color & Mono) <<<<<<<<< These programs include ALL the features necessary to accurately provide you with a real casino environment. Both versions come with 'basic' strategies, which teach you what to do in every situation. ==================================================================== TRY THE NEW DEMO IN LIBRARY # 12 (IBM PC RT): BJ_DEMO.ZIP LIBRARY # 10 (ATARI RT): BJ_DEMO.ARC ==================================================================== The demo is the 'BASIC' version. It is fully functional, and you may play for approximately five minutes, before it times out. Find out why you have been losing. You can WIN next time! ALL ASPECTS OF THE GAME OF BLACKJACK ARE SUPPORTED! SPLIT ANY PAIR DOUBLE DOWN (according to casino rules you set) DOUBLE after SPLIT TAKE or REFUSE INSURANCE SURRENDER You may specify: One to seven active players (just like at the casino) Each player's mode of play (see explanations below) Each player's playing strategy Each player's betting strategy How many decks to use (1-9) & dealing depth (when to shuffle) Casino rules (not all casinos use the same ones) Playing speed (your comfort level) Display card totals? Play Modes: MANUAL - you play the game, just like in the casino AUTO - play is automatic, according to any chosen strategy (put other players at the table with you!) FEEDBACK - you are informed of mistakes in play (learn a strategy) BACKGROUND - test strategies quickly (100 hands-8 seconds) THE 'ADVANCED' VERSION allows you to: Display card counts - Running count, True count, # of cards left, # of Aces, Adjusted count Keep a log - All play action is recorded Extended statistics display - Information is calculated for you! Print log and statistics for evaluation Save all setups to disk You can quickly examine how different strategies perform. The play log records how every hand was played and the statistics tally information so you may determine a winning method of playing. NOTE: A player's card counting strategy may use any counting system: Programmable running count Selectible true/exact count adjustments Count adjusted playing and betting strategies Ace side count adjustment for betting Insurance decision based on count You can: Set the value of each card for the running count Select from various methods to determine the true count Make playing and betting decisions based on the true count Use an Ace side count adjustment for betting Make insurance decisions based on the count Set up and play any playing, betting and counting strategy. Try those from Canfield, Revere, Thorp, Uston or come up with your own! QUIT GIVING THE CASINO THE EDGE - NOW YOU CAN WIN! THE 'BASIC' VERSION INCLUDES: Two preset basic playing strategies Programmable win/loss betting strategy All features of the advanced program except as noted below: THE 'BASIC' VERSION DOES NOT INCLUDE: Programmable playing strategies Programmable counting systems Play log and save setup features OF COURSE, BASIC USERS MAY UPGRADE TO "BLACKJACK PLUS 3 (ADVANCED)" >> MUSICODE provides fine software at affordable prices! << "BLACKJACK PLUS 3 (Advanced)" $49.95 (Atari ST & IBM) "BLACKJACK PLUS 3 (Basic)" $23.95 " " "VOICE DEVELOPMENT SYSTEMs" $59.95 (Atari ST) (Yamaha & Kawai synths) All taxes & shipping charges are included! Orders shipped same day they are received. >> VISA & MASTERCARD << >>>>>>>>>> Call or write today! <<<<<<<<<<< MUSICODE SOFTWARE VOICE: (619) 469-7194 5575 BALTIMORE DR. FAX: (619) 698-8099 SUITE 105-127 EMAIL: M.TURCSANYI LA MESA, CA 91942 (Melinda) ======================================================================= Z*NET SOFTWARE SHELF -------------------- by Ron Berinstein ======================================================================= So after the barbecue this afternoon why not make plans to with your signifcant other to relax, explore and enjoy the beautiful evening sky. That's right, think about it. This could be your perfect excuse to do something exotic. First of all you'll need the right place. A cozy corner away from the city lights. Perhaps near an ocean, or a lake. You'll need to pack the essential items: champagne, tulip glasses, beach blanket, and of course, the bottle opener! Plan for soft romantic music in the car, and perhaps a nice little walk as the final step in your journey prior to arriving at your hideaway. To prepare for your night sky star quest you'll need a few lessons about the sights. STARGIDE.ARC contains "The Amateur Astonomer's Guide to the Night Sky," by M. Kudlowski. This is a very nice astronomy program that allows you to view the night sky anywhere, and on any date. In addition, it points out constellations, and has data on some 1300 stars. Public Domain from Great Britain. As for the "rest of the story," that's up to you and your imagination! SEXYTRIO.LZH should provide motivation for your imagination. These images were captured through Vidi ST and then converted to PI3 (Mono). The emphasis was on the dithering. Well, if you have time for a quick game and strip poker is out of the question you might try: NOIDS.ARC is a breakout type game for the TT and MegaSTE. This version of Noids is shareware. OMEGA V.75 is a complex rogue-style game of dungeon exploration. Unlike other such games, there are a number of ways to "win", depending on various actions taken during play." Runs in Medium or High Res, but requires 1 meg or more! SPACE TRADER ELITE VERS. 2.06 is Space Trader Elite version 2.06. It is a doorgame for certain BBS systems ( QuickBBS ST - Forem, etc.). It is a clone of the MS-DOS TradeWars doorgame. ST VEGAS This game contains poker, blackjack, slots, and roulette. Runs in color only! BEYOND Another like Tetris, except you must match similar parts rather than build columns. Shareware. So, you're ready for the heavy STuff now... well here it is: WINXV13.LZH is a big patch to GEM's Window manager, it also effects the DeskTop's Event Manager etc.). GEM applications can now ask for more windows! The maximum number of possible windows is 127 (this is a practical barrier). Some programs only allow 7 windows though. GEMIMIT Shell shows that this isn't necessary. Needs TOS 1.4 REND512.LZH displays CAD-3D v2.0 objects in 512 colors and then will allow you to save them in Spectrum 512 format. It displays objects with smooth shading, and allows the objects to cast shadows. Atari ST with 1 meg or more memory and color monitor required. CAD-3D or Cyber Sculpt required to create 3-D objects. And for those of you who like to CAD around, but don't have a Cad program yet... JIL_2D is basically a full featured cad program. This is a program from 1988 that has just been recently posted again. This will take at least 1 megabyte of memory. So.. here it is, there have been so many new compression versions of this and that, I prepared this list of recent new versions. LZH201B.LZH has LHARC 2.01b and untranslated German docs. LZH 201B TRANSLATED has LHARC2.01b with translated documantation. It is a fully optimized version of the new Quester, (all assembly), high speed LHARC ttp file. This version creates the smallest LZH file so far. It is fully compatible with earlier versions. This file works beautifully with CFJ's ArcShell v 2.6 (folders too!). LZH1321.LZH T. Quester's LHARC version 1.321. LHA VERSION 1.30 with speed improvements and complete compatibility with .51 and .60. Also works with folders and comments. And for organizing your compression programs: EASY TO USE ARCSHELL or EDMSHL11.LZH has EDM Shell version 1.10. This is a new, easy-to-use ARC/LZH/ZIP/ZOO shell with configurable command lines. It uses the new EDM interface. Shareware. XYZSHL40.LZH is XYZShell 4.0 updated for XYZ 2.1 And if you want to compact the whole disk.... CHAOS DISK COMPACTOR (CDC) is a program that will turn whole disks into files. Why? Well, some users might wish to backup entire disks to your Hard Drive, send an entire disk over a modem, etc. If the ST can read the disk, CDC should be able to compress it. Works in any resolution. CDC will also decompress Magic Shadow Archiver files. So, why not tidy up your files with an editor? DATAKEN is a binary file editor that allows you to display and edit data in almost any format. There is an edit window with block operations and editing, a comparison window for the analysis of unknown data, a structure screen for C-type data structure editing or storage, and a database manipulation screen. This is a disabled DEMO which truncates files upon loading. SUDDEN VIEW DEMO is a fully functional demo of Sudden View, a text editor that provides the ability to select and drag blocks of text around on the screen! Comes with full documentation...A commercial version is due in the fall. And on the subject of files, let's compare notes... COMPARE (NEW VERSION) is an upgraded version of COMPARE.PRG, the GEM based file comparison program. View ANY type of file in any one of four display modes (3 ASCII & 1 hex); search for ASCII or hex bytes; limit search and compare operations to marked blocks; print out comparison data; synchronize windows for easier viewing. This version is fully compatible with the TT, and works fine with 19" monitors. Improvements include menu and keypress equivalents for clearing blocks, and dragging the slider when windows are synchronized now results in both windows being scrolled to equivalent positions. And now because you asked for it.... It is Professor Berinstein's private collection of things that you may never need. LONGTUTH.ARC will allow you to break the eight character filename limit, and forget about filename extenders. LONGTUTH creates "TAGGED" ASCII FILES that permanently store your pertinent file information on the root directory. ALARM CLOCK is an accessory alarm clock... (I guess it is for those who wish to become alarmed!) PERIODIC is a file that can run as a program or as an accessory. It is simply a Periodic Chart of the Elements which you can access on your larger than the original Mac screen. Great for all of you Chemists who haven't committed it to memory. FLOATTUT.ARC is a text file that fills you in on how computers in general handle very large and very small numbers. What possibility of errors is introduced by these schemes? What can be done about these errors? This 7 page text file discusses the theory of floating point numbers, some related problems and suggested solutions. FASTTALK is a Full Duplex chat program, allowing both the user and the Sysop to type at the same time! And, right in the middle at the right is the current time updated every minute, so you know when to say goodbye. FaST Talk works with any BBS that can run outside programs, AND with terminal programs like Flash! that allow you to run TOS and GEM programs. FORTRAN COMPILER is a complete Fortran compiler by Andre Koestli. Its use restricted to non-commercial and non-military applications. This file contains compiler, linker, runtime library, math library, and manuals. TX81_ZIP is a desk accessory that will allow you to load and send patches to your TX81Z without exiting your sequencer program! CHORDEX is a program that teaches you how chords are played on a piano and guitar. Color only. LEXICON is a program that enables you to learn French and Italian. As if the last issue didn't have enough fonts... FLINTSTONES TYPE 1 FONT is another Type 1 font for Pagestream v2.1. It looks like the lettering used in the Flintstones' cartoon. CRYPT FONT FOR PAGESTREAM has two fonts converted to PageStream format. The archive contains the .FM, .DMF, .HI, .PSF, PFA (type 1), and .PFB (type 3 for Ultrascript) files for two complete fonts. Cotton is Caps only, and Crypt, which looks like 'Tales From the Crypt,' contains upper and lower cases. Shareware. And under the heading: Files to "adMIDI to your collection"... STMIDIEX or MIDIEXCL.LZH contains the docs and prg. files for STMIDIEX a Midi System Exclusive program for the ST. It allows you to send and receive System Exclusive data files for use with your outboard sequencers, keyboards, special effect mods, lighting systems, midi sound boards, or whatever. If you want the capability to store your sys. ex. data on your computer than this is for you. YAMAHA PSS SERIES EDITOR PSSED - A sound editor for Yamaha PSS series keyboards. PD And prepare to follow the bouncing ball... 32 BAR BLUES BLUESMID.LZH contains five variations of 32 bar blues. These are standard midi files, so you can load these into your sequencer... "WRATH OF KAHN" SOUND FILES are some classic digitized dialogue files from the Star Trek movie "Wrath of Kahn". Included is a player program. And last, but certainly not least, a type of program that everyone needs, but many of us don't like to spend time on... VAULT 3.0 is v.3 of the hard drive backup program; it is now written in C instead of Personal Pascal and has an improved interface. ************* Hear ye, Hear ye, Hear ye! (Time to get very serious - <smile>) This week's edition is dedicated to the hard working folks at Delphi. Many of the files listed in this week's article (those that have no file extenders as part of their names) can be located in the easy to use ST database on Delphi. Like GEnie and CompuServe, Delphi has it's own blend of a particularly good and individual personality. ************* The above files were compiled by Ron Berinstein co-sysop CodeHead Quarters BBS (213) 461-2095 from files that were either directly uploaded to CodeHead Quarters BBS, or downloaded from GEnie, Compuserve, and Delphi online services. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z*NET Atari Online Magazine is a weekly publication covering the Atari and related computer community. Material contained in this edition may be reprinted without permission except where noted, unedited and containing the issue number, name and author included at the top of each article reprinted. Opinions presented are those of the individual author and does not necessarily reflect the opinions of the staff of Z*Net Online. This publication is not affiliated with Atari Corporation. Z*Net, Z*Net Atari Online and Z*Net News Service are copyright (c)1991, Rovac Industries Incorporated, Post Office Box 59, Middlesex, New Jersey 08846-0059. Voice (908) 968-2024, BBS (908) 968- 8148 at 2400/9600 Baud 24 hours a day. We can be reached on Compuserve at PPN 75300,1642 and on GEnie at address: Z-Net. FNET NODE 593 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z*NET Atari Online Magazine Copyright (c)1991, Rovac Industries, Inc.. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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