Atari Explorer Online February 6
From: Fred Horvat (ap748@cleveland.Freenet.Edu)
Date: 06/03/95-08:24:13 AM Z
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From: ap748@cleveland.Freenet.Edu (Fred Horvat) Subject: Atari Explorer Online February 6 Date: Sat Jun 3 08:24:13 1995 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Volume 4, Issue 2 ATARI EXPLORER ONLINE 6 February 1995 :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: :: :: ATARI .............. News, reviews, & solutions ............ ATARI :: :: EXPLORER ............ for the online Atari .......... EXPLORER :: :: ONLINE ................. Community .............. ONLINE :: :: :: :: Published and Copyright (c) 1993-1995 by Subspace Publishers :: :: All Rights Reserved :: :: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" :: :: Publisher .................................... Michael Lindsay :: :: Editor ........................................... Travis Guy :: :: Assistant Editor GEnie......................... Ron Robinson :: :: Assistant Editor CompuServe................... Albert Dayes :: :: Assistant Editor Delphi.................. Andreas Barbiero :: :: Assistant Editor Internet................. Timothy Wilson :: :: Unabashed Atariophile ............... Michael R. Burkley :: :: Atari Artist ............................. Peter Donoso :: :: User Group Coordinator ................... Ron Whittam :: :: Jaguar Editor .................... Dimitri M. LaBarge :: :: Jaguar Editor ................... Christian Svensson :: :: UK Correspondent .............. Darren "Dooz" Bates :: :: :: :: Contributors: :: :: """"""""""""" :: :: Tim Huntsman, Mark Santora, David A. Wright :: :: :: :: Telecommunicated to you via: :: :: """""""""""""""""""""""""""" :: :: GEnie: ST/JAGUAR RT Library 38 :: :: CompuServe: ATARIGAMING Library 10 :: :: Delphi: ATARI ADVANTAGE & WORLD OF VIDEO GAMES Libraries :: :: Fnet: AEO Conference, Node 319 :: :: AtariNet: AEO Conference, Node 51:1/10 :: :: :: :: Internet mailing address: aeo.mag@genie.geis.com :: :: FTP recent AEO issues from: rahul.net:pub/wilsont/AEO :: :: Search gopherspace under "aeo" for back issues :: :: :: :: World Wide Web: http://www.dl.ac.uk/MISC/ATARI/atari.html :: :: http://www.bucknell.edu/~svensson :: :: :: :: Internet subscription service: stzmagazine-request@virginia.edu :: :: (Internet subscription requests ONLY!) :: :: :: :: AEO is also in file format on the Jaguar Mailing List :: :: :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Table of Contents * From the Editors ................................ Baby, it's cold outside. * Third Annual AEO Readers' Survey ................ Seeking to increase the outstanding response. * Rare Gems .......................................... Quotes worth quoting. * Building Atari ........................... An interview with Laury Scott, the man in charge of building Atari's products. * Jaguar Tackboard ................. Jaguar Development List - Iron Soldier and Zool 2 cheats - New Promotion from Atari - New GEnie Jaguar area - Send EMail to GamePro - Offers from Atari. * Cuppa with the Dooz .................. ECTS is brewing, along with Core's SoulStar - A magic carpet ride - Dooz's views on Syndicate, Theme Park, Tempest 2000 Soundtrack. * Surfing the Jagged Edge ............. Yak on Phear - Hover Head Hunting - Yak on Defender 2000 - Tiny Toons Tidbits - More BattleSphere! * Cannon Fodder .................. War's "Never been so much fun" according to this new Jag title. Travis reviews. * Pinball Fantasies ................. Flippers ready! Plungers are Go! Mark answers the question, "Does this game rate a 'Hit' or a 'Tilt'?" * Ultra Vortex FAQ ...................... Beyond Games' fighter takes form; check out what's what, from them. * Developing News ........................ ACE' 95 The Ultimate Virus Killer Book Toad Computers Internet Services More CDs from It's All Relative * Shutdown ............................. Around the world and up your block. --==--==--==--==-- ||| From the Editors ........... Atari Explorer Online: Jaguar Voyagers ||| Travis Guy / | \ GEnie: AEO.MAG Delphi: AEO_MAG Internet: aeo.mag@genie.geis.com ------------------------------------------------------------------- It's not record cold, but this recent chilly wave here in the eastern US has managed to knock out three seperate Atari computer articles I had planned to have for this issue. For those of you who read AEO for its Atari computer content, my apologies, and I hope to have everyone back online next go around. So it's primarily a Jaguar issue. What's up? Well, to start off with, on the heels of last issue's interview with Jaguar designer John Mathieson, Atari's Laury Scott agreed to a chat. For those of you who haven't heard of Mr. Scott, he is Atari's Vice President in charge of Manufacturing and Operations, and he shares some of his insights on how things get built the Atari way. I hope you enjoy the read. After the Jaguar Tackboard (Unlimited cruise missiles in Iron Soldier? Yes! :), Dimitri and Dooz cover the online and the behind-the-scenes UK Jaguar front in their news columns. Check out the latest on SoulStar, Defender 2000, BattleSphere and... you won't believe me until you read it for yourself. (Looks like the Jaguar might have yet another special genie on its side.) Two Jaguar EPROM reviews are our side orders for the day. The next game due out (next week) Cannon Fodder, and Pinball Fantasies are up for examination. Mark Santora jams the tables for you, and some old country boy gets out-Ramboed. Closing out the issue is the December FAQ from Beyond Games on their fighting cart Ultra Vortex, and TOS development news. I'm told that there's going to be quite an Atari software show in Toronto on April 1. (No "Pong 2001" jokes here.) Details may be found there. Attend if you can; likewise, the SALSA show in San Antonio has always been a worthwhile gathering. Take care everyone. Stay warm, if it's cold outside. Stay dry and safe if it's too rainy. We'll see you back here in a few. --==--==--==--==-- ||| The Third Annual AEO Readers' Survey - Take Two ||| By: AEO Magazine / | \ GEnie: AEO.MAG Delphi: AEO_MAG ------------------------------------------------------------------- I'm stunned! AEO's received many more responses to this survey than we thought statistically, we would. What's better is that we're seeing many more Internet distribution points that we knew were out there. (Keep it going, people.) Survey responses from these sites are just starting to come in, so since the deadline wasn't supposed to be until tomorrow anyway... let's see if we can take it two more weeks, and the next issue of AEO. Please take a few minutes to complete the survey. When you're finished, EMail the survey to us at the address shown at the end of the survey. Please do not respond to the survey in any Bulletin Board/newsgroup/public area, as other users wouldn't want to spend online dollars reading 99% of the same text over and over again. The rules are simple: Every response must come from an _active_ user name/user number. Don't vote more than once, and feel free to take as much space on the essay portion of the survey as you need! -8<- -8<- -8<- Clip here and mail -8<- -8<- -8<- I. Please mark where you generally receive your copy of AEO from: A. GEnie B. CIS C. Delphi D. Internet EMail subscriber E. WWW (please specify address found at) F. FTP (please specify address found at) G. Internet (other - please specify) H. AtariNet I. FNet J. Other (please specify) II. Please mark the type(s) of file compression your system supports: A. ARC B. LZH (LHARC) C. ZIP D. Other (please specify) ______________ III. In each of the topics listed below, indicate on a scale of 0 to 5, your interest. 5 equals "I am facinated by this. I would read every issue of AEO to find articles on this." 4 equals "This interests me. I would read a few articles on this." 3 equals "I have no real interest in this subject, but I don't dislike it. I may or may not read any articles on this." 2 equals "This bores me. I would only read an article on this if I had nothing else to do." 1 equals "Total boredom and annoyance. I would avoid this and any magazine that carried articles on it." 0 equals "What are you talking about?" Topic Your Rating (0-5) """"" """" """""" """"" News from Atari (Press Releases, Interviews) ------------------ News from TOS Developers (Press Releases, Interviews) --------- News from Atari User Shows ------------------------------------ News from Atari-attended Trade Shows -------------------------- Computer Industry (non-Atari) News ---------------------------- Online News (Recaps of the major Online Atari Nets) ----------- Online Conference Reprints ------------------------------------ Jaguar Material (reviews, news) ------------------------------- Lynx Material (reviews, news) --------------------------------- Portfolio Material (reviews, news) ---------------------------- Editorial ----------------------------------------------------- Atari Computer Product Reviews -------------------------------- "Build-it-Yourself" Hardware Articles ------------------------- IV. Many readers get AEO for Jaguar/Lynx coverage and don't care for Atari computer coverage. Then again, many readers get AEO strictly for its Atari computer coverage, and don't care about video games. Please indicate, through a percentage breakdown, how you would balance the two types of coverage. ____% Atari computer coverage ____% Atari gaming coverage The two percentages have to add up to 100% in order for the input to be considered valid. V. This is the essay portion of the survey. Please answer the following questions. A. What did you like _most_ about AEO in 1994? Be as chatty as you like: B. What did you like _least_ about AEO in 1994? Again, be as chatty as you like: C. Please complete the following sentence. "In the next year, I would like to see AEO cover...." -8<- -8<- -8<- Clip here and mail -8<- -8<- -8<- Thanks for your input into Atari Explorer Online. Please EMail your responses to AEO.MAG on GEnie or to <aeo.mag@genie.geis.com> via Internet. This survey will be valid for two more weeks (until February 20, 1995). At that time, the results will be tabulated and posted in the next available issue of AEO. --==--==--==--==-- ||| Rare Gems ||| Compiled by: David A. Wright / | \ Internet: centaur@hartford.com ---------------------------------------------------------------- The following are the "Rare Gems (sm)" selections for January 8 to 14, 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation copyright 1995 by same. All Wright's rights reserved. Each weekly collection may be distributed freely as long as this notice is retained. No other format may be distributed without further authorization. All quotes covered by "fair use" of copyright law. Send a self-abused stomped antelope for further information. --:Dave And Bedivere said, "How do you -know- she's a bitch?", and the leader of the rabble said, "I'm a Newt!", and Bedivere said, "Well, she does -look- like a bitch...", and she said, "-They- dressed me up like this!", and... Oh, wait, I'm getting it mixed up.. -- Dave Wright We shape our buildings; thereafter they shape us. --Winston Churchill Diplomacy: The art of letting someone else have your way. --Unknown To understand others' miseries, look at their pleasures. --Unknown If you would convince others, seem open to conviction yourself. --Lord Chesterfield In a philosophical dispute, he gains most who is defeated, since he learns most. --Epicurus Among all human constructions the only ones that avoid the dissolving sands of time are the castles in the air. --De Roberto There is a natural aristocracy among men. The grounds of this are virtue and talent. --Thomas Jefferson === The following are the "Rare Gems (sm)" selections for January 15 to 21, 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation copyright 1995 by same. All Wright's rights reserved. Each weekly collection may be distributed freely as long as this notice is retained. No other format may be distributed without further authorization. All quotes covered by "fair use" of copyright law. This space for rent. --:Dave Nothing Political is Correct. --Unknown I have great faith in fools; self-confidence my friends call it. --Edgar Allan Poe Watchdogs = voyeur chihuahuas = nosy neurotics. --:Dave Wright Smartness runs in my family. When I went to school I was so smart my teacher was in my class for five years. --George Burns I was married by a judge. I should have asked for a jury. --George Burns The ultimate function of art is to make men do what they want to do, as it is to make them recognize what they know. --Maurice Blondel Man is apt to be more moved by the art of his own period, not because it is more perfect, but because it is organically related to him. --Ilya Ehrenburg === The following are the "Rare Gems (sm)" selections for January 22 to 28, 1995. "Rare Gems" is a service mark (sm) of Rare Breed Noninc. and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation copyright 1995 by same. All Wright's rights reserved. Each weekly collection may be distributed freely as long as this notice is retained. No other format may be distributed without further authorization. All quotes covered by "fair use" of copyright law. A Touch Tone phone is required. --:Dave The aim of every artist is to arrest motion, which is life, by artificial means and hold it fixed so that a hundred years later, when a stranger looks at it, it moves again since it is life. --William Faulkner Old immortals never die; they just... DON'T... --Unknown Slight not what's near through aiming at what's far. --Euripides He who bears in his heart a cathedral to be built is already victorious. He who seeks to become sexton of a finished cathedral is already defeated. --Antoine de Saint-Exupery If the sailors become too numerous, the ship sinks. --Arab proverb Kick away the ladder and one's feet are left dangling. --Malaysian proverb It's the admirer and the watcher who provoke us to all the insanities we commit. --Seneca --==--==--==--==-- ||| Laury Scott: Building Atari ||| Interview by: Travis Guy / | \ GEnie: AEO.MAG Delphi: AEO_MAG ----------------------------------------------------------------- Basking in the glow of the recent 49ers Super Bowl victory, Atari's Laury Scott was an exceptionally happy man this week. Charged with overseeing the building of Atari products, his is a job that goes unseen by the buying public. Yet, his keen business sense is responsible for bringing Atari's ideas into the physical realm for all of us to enjoy. He eagerly agreed to an interview with AEO. [] AEO: Could you tell us where you grew up and attended school? Laury Scott: This could take a long time. I was born in San Francisco (a real native). My parents moved around a lot when I was young. By the time I was eleven, I had lived in San Francisco, Honolulu and Tokyo. At twelve, we ended up in Marin County (across the Golden Gate Bridge from SF) and I lived there through high school. I went to the University of Southern California and graduated with a BSc majoring in International business. After graduation I went to Europe and spent a year selling audio products (radios, stereos, etc.) to importers there. I then came back to the US and went back to USC and got a MBA. After graduating, I moved to SF and worked for the Bank of America for about a year and a half. I then moved back to Europe and lived in Germany and then London. Again, I was selling audio products, then in 1973 the company I was working for added calculators (from Litronix) to their line. In 1974 we had calculators made for us in Hong Kong and Taiwan. [] AEO: Where else did you work in the industry before joining Atari? Laury Scott: In 1975 we decided to open a factory in Hong Kong to make our own calculators and I moved to Hong Kong and learned manufacturing. We opened the factory in 1975 and by the end of 1975 we started to supply Radio Shack. In 1976 we started a new product line - video games. In 1977 we designed and built product for Magnavox, KMart, Montgomery Wards and also for a number of companies in Europe. These early games were simple Pong type games. In 1979 we started building Intellivision for Mattel. We built these for them until 1983/4 when Mattel got out of the business. We were also building printing calculators for Olivetti and others. In 1985 we built an MS-DOS computer. We built a range of different types of products through the balance of the 1980's. We were still doing some video games for Europe and also designed and built a number of products for Mattel - Captain Power, Wheel of Fortune and the Power Glove. The company I was working for was owned by an English Public Company, and in early 1991 they got themselves into some financial difficulties. So at the end of 1991 I moved back to the US. I did some consulting for companies trying to get product sourced in the Far East, and in September 1992 I was offered the job of Vice President, Manufacturing/Operations at Atari. [] How did you get your background in electronics/computers? I began selling consumer electronic products and began picking up information about the products I was selling. I am not an engineer, but have learned a little here and there. In the early 1980's I was interested in a new field - home computers - and bought myself a Sol 20 and learned how to use it. [] What prompted you to enter the industry? I guess I didn't really make a conscious decision to enter the industry. In 1975 we were making calculators and buying a lot of chips from General Instruments. In 1976 they introduced a video game chip (four Pong type games + two target games) and it looked like a nice product line. In 1977 we built just under a 1,000,000 of these games. I think that computers just came as an offshoot of the game business. We were building a lot of Intellivisions and in 1983 (I think) we designed a Z80 based home computer (that also played games) and sold it to Mattel. They marketed it as the Aquarius. In 1985 we built an MS-DOS computer - the Polo. It was a great product but unfortunately wasn't PC compatible. [] Why did you join Atari? I had known Sam Tramiel for a number of years and when he offered me the job I thought that it would be something interesting. It has proved to be interesting as well as challenging. [] How did you come to meet Sam? I became aware of Sam about 1973-74, in London. We didn't know each other to start with. We knew of each other though, both of us being in the electronics business. Coincidentally, we both had daughters born there in London two weeks apart. We met in Hong Kong in the late 70's, though a mutual friend who worked for Commodore. He was running Commodore's operations in Hong Kong, and when Sam came out on a visit, he introduced us. A year or so later Sam moved there, and we got to know each other, although we weren't doing business together. [] Are you a video gamer? What games do you currently enjoy? Yes I am a video gamer. I began with the Pong games and then the dedicated Tank Battle and Evel Knievel type motorcycle game. Next came Intellivision and I liked the sports titles - especially Football, Burgertime, and I can't remember the name but you dueled with two biplanes. Because I was building for Mattel, I got samples of all their new games and so didn't get an Atari 2600 until later. We quoted on the Vectrex and so I had a sample of that as well. Again, I liked their Football and Tank Battle games. I currently own a Jaguar and have my Intellivision, 2600 and Vectrex in boxes in the garage. I have played all the Jaguar titles but my favorites are really Doom and Iron Soldier. I still play them regularly. [] What are some of your hobbies/interests outside of work? When I was living in Hong Kong I used to race a Porsche, and then later a Corvette in Macau and Thailand. I do less racing now (only one time last year) due to time constraints, but I also attend a number of Open Track events. I still have my Corvette and also drive and show a 1965 289 Cobra. I had it restored in 1990/91, and before joining Atari had plenty of time to work on it. My other hobbies are scuba diving and sport fishing, but I haven't had time for either in the last year. [] What do you feel that you have brought to Atari? (Or, how do you feel that you have changed Atari?) I feel that I have brought order and organization into the Operations area. I have also brought 20 years of Operations experience. My area is now run in a more professional manner. [] I'm impressed by the quality of the Jaguar unit. My console took a nasty spill a few months ago; a one meter fall onto a hardwood floor. I was sure that it was somehow damaged, but it played fine, and the case carried no sign of the fall - no scratch, crack or blemish. Thank you! We designed Jaguar to be quite a robust unit realizing that it would be dropped, stepped on, etc. We are glad that your unit is still working fine but wouldn't suggest that you make a habit out of dropping it. <g> [] I'll certainly try not to. <g> What did you do at Atari before assuming your present role? I joined Atari in October 1993 as Vice President, Manufacturing/ Operations. I have managed the Operations side of the business since then. In December 1994, I was also assigned responsibility for the Engineering Department. [] Your title sounds like you are responsible for a lot. What are your day to day responsibilities? I am responsible for Purchasing, Materials, Manufacturing, Quality and Engineering. In simple terms, I am responsible for new products from the design stage through to manufacturing and then maintenance of that product as long as it remains in manufacture. [] Can you offer us a glimpse of =how= something gets built by Atari? Let's say that a decision is made by The Powers That Be to sell an Atari Electronic Widget. What all would go into getting that built? Perhaps Controller 2 would be a good example to use. Once I got word from the PTB, I organized a small "task force" to define the product. This task force consisted of members from Software, Engineering, Manufacturing and Developer Support. This group set out a detailed description of how the product should work, look and feel. From this description, or Product Specification, renderings were made up and the group settled on the cosmetic design. At this point a Product Manager takes the Product Specification and works with vendors to arrange for tooling of the plastic housing and design of the internal electronics. Once tooling is complete, a Contract Manufacturer will produce a pilot run of several hundred pieces which will be tested by our Quality and Engineering departments as well as play tested by our Software Test Group. After several weeks, input from all these departments will be studied and any changes necessary will be made to the Controller. At that point it will be put into mass production. [] What's been your biggest success, project-wise, at Atari? Conversely, What's been the hardest project to get done? These are probably one and the same. Our Chairman, Jack Tramiel, told me that he wanted to have the Jaguar manufactured in the United States but that we had to be competitive with Far Eastern pricing. Finding a high volume, reasonably priced manufacturer was extremely difficult. I visited a number of different companies before we selected IBM. [] The Atari ST computers were sold initially under the banner of "Power Without The Price". This slogan certainly applies to Jaguar as well. How does Atari manage to continue this? Is it company philosophy or just good luck? I know both Jack and Sam Tramiel are firmly committed to providing consumers with full featured units at attractive prices. They are willing to "put their money where their mouth is" and Atari has spent large sums in development of the custom ASICs that are essential in bringing complex products out at competitive prices. They have had the foresight to hire great designers like John Mathieson. And they have the ability to predict what others can not see. [] Can you tell us what's on your plate at the moment? A lot! <g>. You are aware of many of the projects such as Controller 2, the Integrated Jaguar with CD, the Voice Data Modem and the VR helmet. In addition there are a number of other projects which I cannot discuss here. [] Early in the life cycle of Jaguar, Atari lengthened the cord on the controllers. (Thanks.) How quickly is Atari set up to respond to consumer complaints/requests like that? I would hope that we can be very responsive to consumer complaints/ requests. A number of Atari's senior management are regular readers of the CompuServe Atari Gaming forum and messages posted there do get our attention. Atari employees are also active on other online services, like GEnie, and Atari can be reached there as well. [] Can we expect to see extension cords for the controllers? I am not aware of any current plans for this item. If we were working on it I would know. [] In the early days of Atari, the company was well known for introducing many "exotic" controllers for its video games and computers. (Some were keypads, driving controllers, drawing pads, remote control joysticks.) Does Atari still see itself as that kind of company, or is the company focus such that these types of controllers will come from third parties only? We have discussed some of these internally and will probably work on some as our installed base grows. Any decision will be based on input from our marketing group. [] Do you have any interaction with Thrustmaster's (or other 3rd party) development of a driving array and flightstick (or other peripherals)? If so, do you have any estimated times of release? I am not involved personally with any of these projects. As they are being developed by 3rd parties, any release dates will have to come from them directly. [] Are "consumer-ready" Jaguar CD units in existence? Yes they are. We are just doing some tweaking now while we wait for the software. A number of people have said that they would like to have the CD-ROMs now realizing that they could only use it for VLM. I personally feel that VLM alone is worth the price of the CD-ROM, however I agree with our top management that we should not release it until the software is ready to support it. [] In speaking with Phylon on the Voice Data modem project, they have stated that their part in the design is done, and the project has been in Atari's hands for a while. Has Atari a projected release date and price for the Voice Data modem? Their part of the design is not done and they are currently working on it. We have not released a projected release date or price. As soon as we do it will be announced. [] It's been hinted that IBM is no longer the single manufacturer of Jaguars. That is true. We started up Comptronix in Colorado Springs, as a second manufacturer mid-1994. We will not release data on our manufacturing numbers or locations. [] You've solicited comments on a new Jaguar controller from online sources. Has Atari made a decision on this new controller? Can you share that decision with us? I did ask online users for their comments and received a lot of replies. A number of them had very useful comments/suggestions and these have been incorporated into the new controller. I do not know what we are going to call our new controller but I am calling it internally just "Controller 2." Controller 2 will look similar to the existing controller (but not exactly the same) and will have a built-in numeric keypad. It will have 6 "fire" buttons laid out in two rows of 3 where the current A,B,C buttons are. Chording should be very easy using this new key configuration. In addition there will be two buttons on the "front edge" (where the cord currently comes out) easily pressed by your left and right index fingers. There will be a small half moon indentation on the front edge making it easier to remove overlays. Design on Controller 2 has already started and we will be bringing it out as soon as we can. I cannot yet advise exactly when that will be. We intend to pack it out with the new integrated Jaguar and also sell it as an optional second controller. [] Ah, the integrated Jaguar/CD. At WCES, there was a "prototype" all-in-one Jaguar and Jaguar CD that was shown briefly. It has been reported that this unit will ship this year. There is an integrated (Jag + Jag CD) in development now. I cannot comment on projected release dates. [] What will this unit be called? Jaguar 2? I do not know what it will be called. There is already a Jag 2 in development as mentioned by John Mathieson and this is not it. [] Why go to an all-in-one console? There should be certain cost advantages in making an integrated unit. [] Will current non-CD Jaguars continue to be built? We will continue to make the current Jaguar and the current add on CD-ROM. [] With whispers of Jaguar 2 and Jaguar 3 already circulating, what would you say is the best incentive to buy a Jaguar now? I think the real reason for buying now is that the Jaguar is a great system and waiting until next year makes no sense whatsoever. We will probably always have something new in development so anyone waiting for the newest and latest will never buy anything. Use and enjoy your Jaguar now. [] We will! Thank you for your time and participation, Mr. Scott. --==--==--==-- --------------------------------------------------------------------------- -- --==--==-- CompuServe Sign-Up Information --==--==-- -- -- -- -- To sign up for CompuServe service, call (voice call) (800) 848-8199. -- -- Ask for operator #198. You will be sent a $15.00 value CIS membership -- -- kit for free. -- -- -- -- --==--==-- CompuServe Sign-Up Information --==--==-- -- --------------------------------------------------------------------------- --==--==--==--==-- ||| Jaguar Tackboard ||| Confirmed information about Atari's Jaguar / | \ Compiled from online and official sources ----------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Independent Association of Jaguar Developers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The IAJD (Independent Association of Jaguar Developers) has started accepting members on GEnie. The IAJD is a private group where confidential discussions can be freely held. (Category 64 of the ST RoundTable is the IAJD meeting place.) Consequently, membership in the IAJD is limited to Jaguar developers who are registered with Atari Corp. To apply for membership, send EMail to ENTRY$ on GEnie (or <entry$@genie.geis.com> if you're not on GEnie). Regular EMail correspondence with the IAJD should be sent to IAJD$ (again, or <iajd$@genie.geis.com> if you're not on GEnie). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Internet Jaguar Mailing List =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anyone with Internet EMail access can join the discussions on the Jaguar mailing list. To "subscribe" to the list, send an EMail to the following address: <listserv@ctrc.fs.saci.org> Leave the subject line blank. In the body of the EMail, include this line: subscribe jaguar-l FirstName LastName (Where "FirstName" is your first name and "LastName" is your last name.) To send mail to be read on the Jaguar list, address your letter to: <jaguar-l@ctrc.fs.saci.org>. It will go to the list server and be sent to the over 250 readers of the list. IMPORTANT: If your mail server charges you by the character or by the letter, please be aware that the Jaguar list can generate dozens, and up to a hundred EMails in a day. =-=-=-=-=-=-=-= //// Jaguar FAQ =-=-=-=-=-=-=-= Robert Jung <rjung@netcom.com> maintains the Jaguar FAQ (Frequently Asked Questions) file, an updated list of Jaguar specs and facts. The Jaguar FAQ is posted to rec.games.video.atari on Usenet around the first of every month, and can also be found via FTP, address: ftp.netcom.com, in Andy Eddy's /pub/vidgames/faqs directory. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// AEO Development List 2.02 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /// Editor: The following list of game titles has been confirmed to the best of AEO's ability as of February 4, 1995. Entries in the "S"tatus column reflect any "e"rrors, "u"pdates, "n"ew titles, or "?"uestionable listings since the last AEO list. Entries in the "M"edia column reflect whether the title is "C"D-ROM or "H"ardware. (Blank entries are assumed to be cartridge software.) ETA dates are dates that have been provided by the developer. AMMV. //// Titles in Development Rating/ S M Title ETA Company Publisher """ """"" """ """"""" """"""""" AirCars ? MidNite MidNite Arena Football League Q1/95 V Real Productions V Real C Artemis Mid96 Springer Spaniel Springer C BIOS Fear - All Systems Go C Baldy Q2/95 Atari Atari Batman Forever Q3/95 Atari Atari C Battlemorph Q1/95 Attention to Detail Atari Battlesphere Q2/95 4Play Battlewheels 1995 Beyond Games Beyond Games u C Black Ice/White Noise - Atari Atari (was Chaos Agenda) C Blue Lightning Q1/95 Attention to Detail Atari C Brett Hull Hockey Q2/95 Atari Burn Out Q2/95 Virtual Xperience Atari u Cannon Fodder 2/95*7*Virgin Interactive C. West Casino Royale 4/95 Telegames Telegames H Cat Box PRODU Black Cat Design C CD League Bowling Q2/95 V-Real Productions Center Court Tennis ? Zeppelin Games Charles Barkley Basketball Q2/95 Atari Commando ? Microids Conan ? C Creature Shock Q2/95 Argonaut Software Virgin 'Dactyl Joust Q1/95 High Voltage Atari u Defender 2000 8/95 LlamaSoft Atari C Demolition Man Q1/95 Virgin Interactive Atari Dino Dudes 2 ? Imagitec Design Atari Double Dragon V Q1/95 Williams Enter. Williams C Dragon's Lair Q1/95 ReadySoft ReadySoft Droppings ? Delta Music Systems Dungeon Depths ? MidNite ? Evidence ? Microids F1 Racer - Domark Group Ltd. Fight For Life Q1/95 Atari Atari Flashback 2/95 Tiertex Ltd. U.S. Gold C Freelancer 2120 - Imagitec Design Atari Galactic Gladiators ? Photosurrealism Hardball 3 7/95 Atari Atari C Highlander Q1/95 Atari Atari C Highlander II - Atari Atari C Highlander III - Atari Atari Horrorscope Q2/95 V-Real Productions C Hosenose and Booger ? All Systems Go Hover Hunter Q2/95 Hyper Image Hyper Image Hover Strike Q1/95 Atari Atari u Hyper Force Q1/95 Visual Impact Indiana Jags - Virtual Xperience International Sensible Soccer 2/95 Williams Brothers Telegames u C Jack Nicholas Cyber Golf ? Hand Made Software Atari James Pond 3 Q2/95 Telegames ? Kick Off 3 ? Anco Software Ltd. Legions of the Undead Q2/95 Rebellion Software Atari ? Lester the Unlikely ? DTMC n C Litil Divil - Bullfrog C Lobo 1995 Ocean Software Ltd. n C Magic Carpet - Bullfrog Mad Dog McCree ? American Laser Games ? Mountain Sports ? DTMC H MPEG - Atari Atari Nanoterror ? Delta Music Systems Nerves of Steel ? Rainmaker Software ? C Neurodancer ? PIXIS Interactive Phear Q1/95 H2O Design Corp. Atari u Pinball Fantasies 4/95*8*Spider Soft C-West u Pitfall: The Mayan Adventure Q4/95 Activision Power Drive Rally 5/95 Rage Software Time-Warner Powerslide 1995 Telegames C Primal Rage Q4/95 Time-Warner Rainbow Warrior ? 3D Games RayMan 6/95 UBI Soft UBI Soft C Redemption Q2/95 Atari Atari C Return to Zork ? Activision Rise of the Robots - Time-Warner C Robinson's Requiem H2/95 Silmarils Atari Ruiner Q2/95 High Voltage Atari u Skyhammer Q2/95 Rebellion Software Atari (Was Hammerhead) Soccer Kid Q1/95 Krisalis Software Ocean u C SoulStar Q2/95 Core Design Atari C Space Ace Q2/95 ReadySoft ReadySoft Space War 2000 Q2/95 Atari Super Off-Road ? Telegames Supercross 3D 6/95 Atari Syndicate Q1/95 Bullfrog Ocean C Thea Realm Fighters Q3/95 High Voltage Atari Theme Park Q1/95 Bullfrog Ocean u Tiny Toons Adventures Q2/95 Telegames Atari Troy Aikman NFL Football 2/95 Telegames Williams Ultimate Brain Games 3/95 Telegames Ultra Vortex 1/95 Beyond Games Beyond Games Valus Force ? JVC C Varuna's Forces 4/95 Accent Media C Vid Grid Q1/95 Atari Atari H Video Jukebox ? All Systems Go Virtual Warriors ? Rainmaker Software Virtuoso 1995 Telegames Waterworld - Ocean Software Ltd. White Men Can't Jump Q1/95 High Voltage Trimark Wild Cup Soccer 1995 Telegames World Class Cricket 4/95 Telegames ? World Cup ? Anco Software Ltd. Zzyorxx II - Virtual Xperience //// Unnamed Titles in Development S M Title ETA Company Publisher """ """"" """ """"""" """"""""" H Jaguar / PC card ? Sigma Designs Sigma 3D shooter ? iThink Football - Atari H IR controller station - All Systems Go Miniature Golf ? DTMC RPG ? Level 7 Software Racing - Gremlin Graphics Soccer - UBI Soft UBI Soft n Wayne Gretzky Hockey title Q4/95 Time-Warner Time-Warner //// Current Releases M Title Rated Company Publisher " """"" """"""" """"""" """"""""" Alien vs. Predator 9 Rebellion Atari Brutal Sports Football 7 Millenium/Teque Telegames Bubsy 6 Imagitec Design Atri Checkered Flag 5 Rebellion Atari Club Drive 7 Atari Atari Crescent Galaxy 3 Atari Atari Cybermorph 7 Attention to Detail Atari Doom 9 id Software Atari Dragon 7 Virgin Interactive Atari Evolution Dino-Dudes 6 Imagitec Design Atari Iron Soldier 10 Eclipse Atari Kasumi Ninja 8 Hand Made Software Atari Raiden 6 Imagitec Design Atari Tempest 2000 10 LlamaSoft Atari Wolfenstein 3D 8 id Software Atari Val d'Isere Skiing... 5 Virtual Studio Atari Zool 2 7 Gremlin Graphics Atari Pts Stars AEO Ratings """ """"" """"""""""" 10 ***** GAMING NIRVANA!!! - You have left reality behind... for good. 9 ****+ Unbelieveable GAME!! - Your family notices you're often absent. 8 **** Fantastic Game!! - You can't get enough playtime in on this. 7 ***+ Great Game! - Something to show off to friends or 3DOers. 6 *** Good game - You find yourself playing this from time to time. 5 **+ Ho-hum - If there's nothing else to do, you play this. 4 ** Waste of time - Better to play this than play in traffic. 3 *+ Sucks - Playing in traffic sounds like more fun. 2 * Sucks Badly - You'd rather face an IRS audit than play this. 1 + Forget it - ... but you can't; it's so badly done, it haunts you. 0 - Burn it - Disallow programmer from ever writing games again. =-=-=-=-=-=-=-=-=-=-=-= //// Iron Soldier Cheat =-=-=-=-=-=-=-=-=-=-=-= [] Unlimited Ammo Cheat (The "CRATES" cheat) At the Options screen, key in "2", "7", "2", "8", "3", "7". The border of the screen will flash in acknowledgment. You will now have an unlimited amount of ammo for any weapon your Iron Soldier carries. ("2-7-2-8-3-7" spells out "CRATES" on a telephone keypad.) =-=-=-=-=-=-=-=-=-= //// Zool 2 Cheats =-=-=-=-=-=-=-=-=-= Key these codes in on the Option Screen. A cock's crow will confirm. Bulberry Hill 77749 Tooting Common 88563 Snaking Pass 33666 Mount Ices 11968 Mental Blockage 91266 Bonus Rounds after each stage 31867 Infinite health (except walls) 11275 99 Lives 31965 =-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// New Promotion from Atari =-=-=-=-=-=-=-=-=-=-=-=-=-=-= (From Don Thomas) Watch your retailer and popular gaming magazines for a hot new Jaguar promotion... Qualified purchases of a complete Jaguar system made between January 31, 1995 and before May 3, 1995 qualify for not one, but TWO great FREE bonuses by mail. First, gamers may pick either Wolfenstein 3D or Tempest 2000 as a free cartridge. Secondly, gamers wll also receive a free joypad controller for two-player games. This offer requires a legible and valid dated sales receipt of a complete Jaguar game system, the UPC symbol from the outside of the Jaguar box and the claim coupon. The in-store coupons and counter displays are on their way now if not already in stores. Complete details are available on the in-store coupons. If you've been holding out on a Jaguar! Hold out no longer. Get a great deal, PLUS be ready for the exciting release of the CD-ROM soon! =-=-=-=-=-=-=-=-=-=-=-=-=-= //// New GEnie Jaguar Area =-=-=-=-=-=-=-=-=-=-=-=-=-= This from Darlah J. Potechin, Chief SysOp of the Atari RoundTables on GEnie: ** New JAGUAR Area Announced! ** Type M475;1 <-- to get there The Atari Roundtable on GEnie is proud to announce the expansion of our Jaguar area. Demand outgrew the available space so a NEW Jaguar area has now been created that will allow us to expand and grow and better meet your future needs. This area will be more organized specifically to deal with Atari's Jaguar and will subsequently have plently more elbow room to handle the creative needs of our customers. We hope this will be to your liking. We are trying to make EVERY effort to avoid having you see old messages as new which sometimes can occur during a move of this magnitude. We cannot make any promises but we will do our best to prevent this. We are, in fact, going through GREAT lengths to assure this will not happen but still, there is Murphy's Law (sigh). So, we ask that if you want to make sure you do not see any messages that were moved, as new, enter the bulletin board and type this: SET 39 <-- Sets to the Category IGN 1-50 <-- Ignores older messages in Topics 1 through 50 SET 40 <-- Sets to the Category IGN 1-50 <-- Ignores older messages in Topics 1 through 50 SET 43 <-- Sets to Category IGN 1-50 <-- Ignores older messages in Topics 1 through 50 SET 44 <-- Sets to Category IGN 1-50 <-- Ignores older messages in Topics 1 through 50 You will not need to set to Category 41 or 42 as there are not yet messages in these Categories. If you do not want to see a certain Category, log in to page 475 and enter the bulletin board by selecting option #1. Then follow these instructions: CANcel 43 <-- If you type this, you will never again see any new messages in Category 43. If you prefer to eliminate certain topics, without eliminating the entire Category, and want to see the new topics that are created, follow these instructions: SET 43 <-- Typing this will take ou to the Category in which you you want to eliminate certain topics. IGN 1-8 PERM <-- Type this, for example, if you want to ignore topics 1 through 8 permenently or, leave the PERM off, which then allows you to simply update your pointers, eliminating the possibility of reading any old messages at that time but still allowing you to see any new messages in the future that are posted to these areas. ** PLEASE see BB.HLP file #11984 found in the software library for more detail on how you can get the most out of the bulletin board with the commands available to you. Here's is where you will find your NEW topics. If you use Aladdin, update your topics by selecting your Roundtable menu and then selecting the "Update Topic" menu. This will go online and update all the topics that are new. No. Subject --- ------- From Cat 26 to Cat 39 ----------- -- ------ 1 Jaguar News ~ Events ~ Games 1 2 Atari JAGUAR, 64-bit RISC Game Console 2 3 Future Uses, Rumours, & Misc Jaguar Inf 3 13 Jaguar Advertisements:Sightings,etc. 4 23 Atari Corp. & Jaguar Press Releases 5 30 Jaguar Support 6 39 Atari Jaguar CD_ROM Drive 7 49 Jag Cartridge vs Jag CD 8 29 Jaguar to Atari SC1224 Monitor 9 18 Cat Box 10 4 Ideas & Suggestions For New Games 11 24 30-50 Games, eh? 12 5 Cybermorph 13 6 Crescent Galaxy (Trevor McFur in the) 14 7 Evolution: Dino-Dudes 15 8 Raiden 16 15 Tempest 2000 17 21 Wolfenstein 3D 18 31 Brutal Sports Football 19 16 Alien vs. Predator 20 48 Dragon: The Bruce Lee Story 21 17 CLUB DRIVE 22 33 Jaguar Doom! 23 22 Checkered Flag (II?) 24 32 Iron Soldier 25 12 Kasumi Ninja...The Real Story... 26 10 Busby/Zool 2 27 25 StarBattle(tm) from 4Play 28 35 2000 Series 29 36 Space War 30 37 Sports Games on the Jaguar 31 42 Role Playing Games For the Jaguar 32 45 Jaguar Football - ideas and suggestions 33 46 JagNET Cables 34 44 Atari at Comdex. 35 28 Winter Consumer Electronis Show 36 47 Jaguar specific shows 37 26 I Got My AEO CES Videotape! 38 41 User Edit-able Games on Jaguar! 39 27 Rainmaker Software Howdies 40 20 Hi From Hand Made Software Ltd. 41 11 Videogame violence and Atari's Jaguar 42 19 Multimedia Standard ... Oxymoron? 43 43 The Jaguar Library 44 9 Jaguar Dealer Horror Stories 45 From Cat 26 to Cat 40 ----------- -- ------ 14 Val d'Isere Skiing and Snowboarding 2 34 Rayman- THE Platform game to own? 3 38 Fight For Life! 4 From Cat 18 to Cat 44 ----------- -- ------ 6 Jaguar Related Debates 2 10 Jaguar vs. Other Systems 3 11 Jaguar vs 3DO, Facts and Figures 4 12 Jaguar vs. 32X 5 14 Jaguar vs. Sony Playstation 6 These are our NEW categories: ----------------------------- 39 The Jaguar - Atari's latest Game Console! 40 Jaguar '95 - The Expansion Category 41 Jaguar - Future Expansion Category 42 Jaguar - Future Expansion Category 43 Atari Jagaur - Cheats, Hints & Tips 44 Jaguar - Flames and Debates! It is your interest and participation that has resulted in this expansion. On behalf of the Atari Roundtable, thank you. If we can answer any questions, please don't hesitate to ask. Sending mail to us is simple as sending mail to JAGUAR$ =-=-=-=-=-=-=-=-=-= //// EMail GamePro =-=-=-=-=-=-=-=-=-= This comes to us from Andy Eddy, Senior Editor of GamePro: I'm proud to inform you that you can reach GamePro magazine, the #1 Video Game Magazine in the U.S., by e-mail, with many of its departments now covered by Internet addresses. Feel free to send us your ideas for future columns, comments and questions. Here's a current list of GamePro's e-mail addresses and what they're for: <the-mail.gamepro@iftw.com> submits a letter to the editors for publication in The Mail section of GamePro. <buyers_beware.gamepro@iftw.com> goes to the Buyers Beware editor, the section of the magazine that deals with consumer problems and other bugs. If you have a complaint about something in a game - like it locks up or resets - send it to Buyers Beware and we'll do our best to see if there's a solution, then print the reply in the column for everyone's benefit. <fighters_edge.gamepro@iftw.com> is for The Fighter's Edge column, which offers all the latest news and moves for fighting-game fans. <role-players.gamepro@iftw.com> similarly drops your note in the Role Player's Realm editor's lap. If you're an RPG fan, this is the address to direct your feedback. <swat.gamepro@iftw.com> is where you can take original codes, tricks and passwords you've found, and submit them for fame and fortune... okay, we'll give you fame by printing your SWATtip along with you name, as well as video gaming prizes like t-shirts. You'll have to earn the fortune on your own. swatmail@iftw.com is the general mailbox for S.W.A.T.Pro magazine. Send correspondence and comments for that magazine to this address. <ask_the_pros.swatpro@iftw.com> talks to our Ask the Pros editor in our sister publication, S.W.A.T.Pro magazine. Looking for help in a game? Here's where to unload and ask for assistance. Be sure to include your name and address so we can properly credit you in the event that we use your letter. In the case of SWATtips, we'll need your info so we can send along any prize that you'll receive for your letter being printed. Also, confirm with us as to whether it's okay for us to use your e-mail address in the magazine or if you'd rather have cyber-privacy. Due to the expected volume of e-mail, we can't give personal replies to messages e-mailed to us. Also, e-mailing a message to GamePro doesn't guarantee that it'll be used in the magazine--but it does save you stamps! We hope to hear from you soon! The GamePros =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Offers from Atari Customer Service =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Iron Soldier Posters Atari Corporation has started mailing out copies of its cinema-quality Iron Soldier promotional poster. For those who don't know about Iron Soldier, the phenomenal new 64-bit Jaguar game due to arrive in stores as early as this week, you are in for possibly the most incredible game of 1994. As the pilot of a mammoth robot, you have been assigned one of many challenging missions... sometimes to protect and often to destroy. Look down at your feet as you walk, but not too long, there are virtually real helicopters, tanks and convoys out to get you within the crowded cities and open countryside. Mr. Greg LaBrec was so highly praised for his work on the Alien Vs. Predator Poster that he has been inspired to produce an awesome poster for Iron Soldier. The poster looks just like a poster you would see at a theater and is intended for retail store windows and promotions. If you want one of these great Iron Soldier posters, I'll send you one FREE if you prepay Atari's minimum shipping and handling charge of $4.95. That covers the tube, postage and the raw costs to get it out the door. Here's how to request an Iron Soldier poster (or an Alien Vs. Predator poster)... Send $4.95 ($6.95 U.S. funds for Canada) in the EXACT amount. Payment may be received in Money order, check, MasterCard or Visa. Please remember to include mailing name and address, online address and daytime phone number. REQUESTS BY EMAIL with CREDIT CARD: 75300.1267@compuserve.com -or- jaguar$@genie.geis.com REQUESTS BY BBS with CREDIT CARD: private SysOp mail on CATscan @ 209/239-1552 REQUESTS BY FAX with CREDIT CARD: 408/745-2088 REQUESTS BY MAIL: (checks payable to Atari) Don's Crazy Iron Soldier Poster Sellout P.O. Box 61657 Sunnyvale, CA 94089-1657 (offer good while quantities last and limited to North American mailing addresses only.) Note that the posters are delivered to Atari one per tube. I cannot double up posters. Everyone can request as many tubes they like at $4.95 S&H per tube, but please do not request for more than one per mailing tube. //// Tempest 2000 Audio CD The Tempest 2000 Audio CD has already received rave reviews. Don't care for our puns? Drown us out by cranking up on this pulse-pounding, techno-rave CD, that marks Atari's first ever video game soundtrack. They're in stock, and ready to go right now. [] Song List 1. Thermal Resolution 3:59 2. Mind's Eye 4:52 3. T2K 5:23 4. Ease Yourself 7:52 5. Tracking Depth 5:04 6. Constructive Demolition 4:05 7. Future Tense 5:54 8. Digital Terror 5:07 9. Hyper Prism 4:26 10. Glide Control 5:12 11. Ultra Yak 4:00 12. 2000 Dub 7:31 [] How Much? The Tempest 2000 Audio CD is priced at $12.99, and if you order now, $3.50 for shipping and handling. (California residents, add the 8.25% state sales tax.) That comes to a total of $16.49. ($17.56 in CA.) Mastercard, Visa and money orders accepted. (Checks and money orders should be made payable to Atari Corporation) [] Where To? To order, US Mail your order to: Thomas' Terrific Tempest Tunes Deal Atari Corporation P.O. Box 61657 Sunnyvale, CA 94089-1657 OR contact Don via the Internet on GEnie at: jaguar$@genie.geis.com OR via the Internet on Compuserve at: 75300.1267@compuserve.com OR via private E-Mail (to the SysOp) on: CATscan BBS ........ 209-239-1552 OR fax your request to: Atari Customer Service Fax ..... 408-745-2088 The CD is produced by AtariMusic; a division of Atari Corporation. The executive producer is Mr. John Skruch. The director of audio is Mr. James Grunke. //// New Dealer Demo Video Atari has a brand new VHS preview tape and it's better than ever! Over 30 Jaguar titles have been captured on video tape. This tape has been meticulously produced under the direction of Mr. Greg LaBrec using state-of-the-art direct-to-tape equipment and techniques. The action sequences selected were provided by the game producers or the guidance of the third party developers. Okay, okay... forget the hype... it's a darn cool tape and it has a cool plastic box and label too. This November 14th edition video updates the previously released software preview videos with exciting captures to show off last minute changes to games that are now in production. There are incredible sequences featuring action games such as Iron Soldier and high-resolution fantasy games such as Rayman by Ubi Soft. Although this tape has been developed primarily for the use of Jaguar retailers, I have twisted marketings arm and they (actually he) have agreed to sell copies to our faithful online Jaguar fans. Want more info? Here's the video menu... Approx. Tape Pos. SEGMENT AVAIL. IN STORES =========================================================== :20 TEACHER SPOT :49 Doom EARLY DECEMBER 2:34 Dragon: The Bruce Lee Story LATE NOVEMBER 4:00 Checkered Flag EARLY DECEMBER 5:45 Iron Soldier MID DECEMBER 7:42 Zool 2 LATE DECEMBER 8:57 Kasumi Ninja LATE DECEMBER 10:25 Club Drive LATE NOVEMBER 11:56 ALIEN VS. PREDATOR SPOT 12:27 Alien Vs. Predator AVAILABLE NOW 15:34 Ultra Vortex (Beyond Games) DECEMBER 17:06 Val D'Isere Skiing and Snowboarding EARLY DECEMBER 18:49 Bubsy LATE DECEMBER 20:05 Double Dragon V (Williams) DECEMBER 21:30 Flashback (US Gold) DECEMBER 22:49 Brutal Sports Football (Telegames) DECEMBER 23:50 Sensible Soccer (Telegames) 25:03 TEMPEST 2000 SPOT 25:34 Tempest 2000 AVAILABLE NOW 26:58 Wolfenstein 3d AVAILABLE NOW 28:06 Cybermorph AVAILABLE NOW 29:20 Raiden AVAILABLE NOW 30:32 Evolution: Dino Dudes AVAILABLE NOW 31:35 Trevor McFur in the Crescent Galaxy AVAILABLE NOW 32:50 Syndicate (Ocean) DECEMBER 33:47 Theme Park (Ocean) DECEMBER 34:35 Air Cars (Midnight) DECEMBER 35:39 Troy Aikman NFL Football (Williams) DECEMBER 36:34 Cannon Fodder (Virgin) DECEMBER 37:43 Dragon's Lair (Readysoft) 38:31 Hover Strike 39:20 Fight For Life 40:00 Burn Out 40:43 Rayman (ubi Soft) DECEMBER 41:52 VLM (Virtual Light Machine) DECEMBER Okay, okay... here's the deal. The cost is $8.95 plus $4.95 shipping and handling. That's a total of $13.90 ($14.64 in California) ($15.90 in Canada). Mastercard, Visa and money orders accepted (Checks and money orders should be made payable to Atari Corporation. NOT IN MY NAME! <g>. I can ship to any location in North America including U.S. and Canada. To order, send your order to: Atari Corporation P.O. Box 61657 Sunnyvale, CA 94089-1657 OR contact me via Internet or on GEnie: jaguar$@genie.geis.com OR contact me via Internet or on Compuserve: 75300.1267@compuserve.com OR send me private E-Mail (to the SysOp) on: CATscan BBS ........ 209-239-1552 or fax your request to: Atari Customer Service Fax ..... 408-745-2088 I also have Alien Vs. Predator posters remaining. There is one for each shipping and handling fee of $4.95 ($6.95 in Canada). These are cinema-size posters and I've already heard back from gamers who have had theirs laminated, mounted and framed. By the way, you can help a LOT even if you don't want to order the tape or request a poster by passing this offer electronically to another Forum, Roundtable or BBS or make a hard copy and give to friends. Thanks! --Don Thomas Atari Corporation --==--==--==--==-- ||| Cuppa with the Dooz ||| By: Darren Bates / | \ Internet: dooz@batesg.demon.co.uk ---------------------------------------------------------------- Hi there folks! Dooz here and ready to report the latest gossip from the UK. Lots has happened since last issue, so let's get down to business. Latest sales figures show the Jaguar roaring ahead of certain other, ahem, 32-bit machines. 30,000 units have been sold in the UK alone, along with another 30,000 units in the rest of Europe. The reputation of the Jaguar is definitely growing over here. The European Computer Trade Show (ECTS) is approaching at the end of March and should prove to be a big day for Atari. They are going to be using their biggest display yet, taking up 90 square meters. The display will have 12 large monitors, displaying the latest cartridge and CD games, plus 2 extra large monitors to display the special games of the show (although this cannot be revealed yet). According to Darryl Still, the big man at Atari UK, they plan to fit more action and products into this stand than ever before. Could be interesting, eh? The ECTS will also be venue for the launch of the Jaguar CD. A party will be held to celebrate the event, along with the display of TEN games for the CD! Sounds like Atari are taking this event extremely seriously and it could prove a big show. A conference is planned to decide the pack-in game and a launch party is on for the carts also. The JagCD looks likely to come out after the ECTS on March 26th. At a price of 150 pounds (a bit more than 150 dollars I think you'll agree!) it should sell quite well. Dunno about the US chaps, but as far as I can gather, we UK chaps find this price quite reasonable. It'll even debut under the price for the Mega-CD. ("Sega CD", to USers.) AEO will keep you updated. Other CD news involves the long awaited Blue Lightning and Battlemorph. The rendered intros and in-game sequences look absolutely stunning - you won't see this quality of presentation on a cart, folks! I am told that if Blue Lightning was done on a cartridge, the game would have been only partially texture mapped. However, with 790 megs of Jag CD power, the game features fully texture mapped terrain, loads of missions, a choice of top planes including an F-14 Tomcat, F-15 Eagle, Mig-29 Fulcrum, A-10 Thunderbolt, AV8B Harrier Jumpjet and a new prototype called the "Stormer." Looks VERY interesting I can tell you. Battlemorph has its bonuses too. Expect much more texture mapping, far more missions and the best improvement over Cybermorph - greater variety. Now in control of the WAR Griffin, you can dive underwater, transforming into a war-sub, fly through tunnels and underground caverns and much more. The Jag CD is looking very tasty indeed. //// Cutting EDGE? Just got EDGE ish 18 in, the one with the Atari special article. The entire cover of the mag is one big Atari logo. (A useful bit of advertising I think.) The article itself is basically a history of the company, tracking its rise, fall and resurrection. It's quite interesting but is not as good as I was expecting. There is not much up-to-date info contained in the article and it just waffles on about the old 8-bits and so forth, with just the last paragraphs mentioning Jeff Minter's work and the Jaguar itself. //// Down to the Core Core Design are well respected in the UK for their work on the Amiga, being the creators of classics such as Chuck Rock, Heimdall, Thunderhawk and Matinee. After their success on the Amiga, they found the console market beckoning and moved onto the MegaDrive (Genesis) and the SNES. Here they found limited recognition with the console conversions of their Amia classics. With the release of the Mega-CD they made a bigger splash, making themselves one of the best Mega-CD programming teams. New games emerged making use of CD storage capacity - games such as ThunderHawk, Battlecorps and the excellent Skeleton Crew. Now, their skills are about to be unleashed on the Jaguar, big time! Their first venture into JagLand will be with the hectic shoot-em-up, SoulStar. A game which received excellent ratings on the Mega-CD, and will be far superior using the Jaguar's power. AEO's already been in contact with Core about their plans for Jaguar SoulStar, and while we're sworn to secrecy for now, their plans sound ace! //// "Why dont'cha come with me, little girl...." The good news does not end there either, check this out. You may have heard of Electronic Arts' purchase of the UK programming team, Bullfrog. This created some doubt as to whether any more Bullfrog titles would be seen on the Jag, considering EA does not support that format. Do not worry, Bullfrog's managing director and all-round god of programming, Peter Molyneux, revealed exclusively to AEO that a Jag CD version of the PC classic, Magic Carpet, is being planned. The conversion will not take place in-house though, an outside developer will do the job, although this team has yet to be named. Not only that, it's possible that the Jag version -may- also support the Virtual Reality Helmet! As long as Atari manage to get the hardware to the developers, the VR option should not be a problem to incorporate into the program. =-=-=-=-=-=-=-=-= //// Dooz's Views =-=-=-=-=-=-=-=-= //// Syndicate No, this game is not about the running of a women's lib syndicate, or a lottery syndicate for that matter. What this is about is a syndicate of violent maniacs, large guns, explosives and world domination. It's your job to coordinate this syndicate in its quest to take over the world and destroy opposing syndicates. Just take up to four well hard androids, equip them with some major hardware, and perform several strategic missions in an attempt to put the rival syndicates out of commision. Basically this is an excuse for some blatant violence and carnage which we all know and love. The game is viewed from an isometric perspective (up above and at a 45 degree angle). From here you can see a good portion of the city or complex surrounding your androids. On the left of the screen is your tactical display which shows the status of your androids, weapons held, ammo and a map. All looks pretty much the same as the computer versions, exept the map is slighly larger and easier to follow. Now the fun starts. You start off with the bog standard droid (you know, no brains, no armour, no hardware) and only a small pistol at your disposal. From here you must build up funds by completing missions and research into the fields of new weapons and droid equipment. Oh, and by the way, you can steal weapons from unfortunate enemies who stood in your way! The missions themselves range from assasination, kidnapping, set-ups and general carnage. It does get worryingly addictive, wandering around the local shopping mall, shooting innocent bystanders or flaming them and watching the burning bodies run around screaming. Pretty disturbing stuff. However, the violence is not graphic as the sprites are small and you cannot see detailed gore as in games such as Mortal Kombat. The Jag version is identical to its PC cousin, with smooth multi- directional scrolling and excellent detailed scenery, far outclassing other console versions. An added bonus for Jaguar owners is the new Zoom function. This allows the view to be zoomed out so you can see FOUR times as much of the city. Also you can zoom in and view the action up close, although this mode is a little bit pixelly. Not even the PC has this function, way to go Jag! There is some slowdown, something I wish Ocean could avoid. The joypad configuration uses just about every button. This can cause some difficulty to begin with but will be overcome after a bit of practice. This is a minor quibble that does not spoil this quality game. Overall, this is the best version of Syndicate yet. An original, addictive and long lasting game from the creators of Populous, Theme Park and Magic Carpet. GRAPHICS - 7.5 SOUND - 8.0 PLAYABILITY - 9.0 OVERALL - 9.0 //// Theme Park Not only do the great people at Bullfrog grace our Jags with Syndicate, they go ahead and convert another of their most impressive title - Theme Park. There's not much to tell about the plot of the game, just create the world biggest and best Theme Park. It's as simple as that, not! This excellent conversion is basically identical to the PC versions, with the only noticeable difference being the lack of rendered sequences that were in the PC-CD versions. The programmers at Bullfrog did however, manage to squeeze in a few of the sequences, despite the limitations of the cartridge. You can look forward to animations to cover Bankruptcy, Success and Corporate Takeover. Each adds some to the fun of the game. Attention to detail is apparent in every aspect of this game. (No, not the Cybermorph programmers!) Every action you take has a reaction that can affect your profits and public attendance. Simply placing salt on the fries at the food stall can increase the sales of your drinks, but careful, too much salt and the punters will get sick! There are hundreds of strategies you can use in Theme Park. Without a doubt it is much more fun than its cousin game, Sim City. It also betters Sim City by being much more complex and proves much more enjoyable. The end results in Theme Park are far more pleasing. The graphics are identical to the original, with the exeption being the icon configuration. Bullfrog have rearranged the icons to suit a joypad instead of a mouse, however, it does not simplify the game in any way, and the game remains quite complicated to start off. Practice is the key, and it's well worthwhile. Each ride or stall that is placed in your park is smartly drawn, with many having small and sometimes amusing animations. Also, small people wander around the park once it is open and try out the rides. You can see how they're feeling by watching the thought bubbles that hover above their heads. Money management is another element of the game. You must employ people to run the park and create rides. Entertainers, mechanics and cleaners are some of the people you can employ. Investing in opposing parks can also bring in money, you can even buy out an opponent when enough funds are accumulated. I could go on for days listing the options and strategies that are available in this game. Suffice to say it is not the sort of game that is completed in a weekend! By the way, anyone who has played the Amiga version of Theme Park will be surprised by the Jaguar version - Jag Theme Park is FOUR time faster than the Amiga game! This is an excellent and original title, that is surpassed only by the PC-CD version, but hey, we didn't have to fork out thousands for a souped up PC. Theme Park is one of the best strategy/simulations out, and should please a lot of Jag owners who want something different. GRAPHICS - 8.0 SOUND - 7.5 PLAYABILITY - 9.5 OVERALL - 9.0 //// Tempest 2000 - The Soundtrack We all know that Tempest 2000 on the Jaguar has the greatest music ever in a video game. (If you don't know this, GO AND GET IT NOW!) Now, check out the CD of the game! All the tracks from the game have been re-orchestrated to create one of the best tecno-rave CD's ever. As it says on the cover of the CD, "Hallucinating, hypnotic and sometimes harrowing, Tempest 2000 has blown minds". I have to agree, every time I place this CD in th Hi-FI, I have an irresistable urge to PUMP IT UP!! The CD is over an hour long, and contains a re-working of every tune from every level of the game, including the three bonus levels and a few remixes to make things more exiting. Twelve tracks are here in total, and I can't say I dislike a single one of them. All are very high quality, and far outclass many hardcore raves in the shops and on the streets. I could list the tracks and give my opinions on each one, but I would probably have different views than you readers. My friends already argue on which tarck we should play in the car! Atari have stormed onto the videogame CD market with a CD that roars past the opposition of bad Japanese soundtracks. All I can say is, GET IT! (I want the Defender 2000 Soundtrack, already!) That's all for now. Expect Flashback, Syndicate, Theme Park and Cannon Fodder to hit the shelves really soon. Enjoy, and see ya next time. --==--==--==--==-- --------------------------------------------------------------------------- -- --==--==-- GEnie Sign-Up Information --==--==-- -- -- -- -- 1. Set your communications software for half duplex (local echo) -- -- at 300, 1200, or 2400 baud. -- -- -- -- 2. Dial toll free: 1-800-638-8369 (or in Canada, 1-800-387-8330). -- -- Upon connection, enter HHH. -- -- -- -- 3. At the U# prompt, enter XTX99436,GENIE then press <Return>. -- -- -- -- 4. Have a major credit card ready. In the U.S., you may also use -- -- your checking account number. -- -- -- -- For more information in the United States or Canada, call 1-800- -- -- 638-9636 or write: GEnie, c/o GE Information Services, P.O. Box -- -- 6403, Rockville, MD 20850-1785. -- -- -- -- --==--==-- Atari's Official Online Resource! --==--==-- -- --------------------------------------------------------------------------- --==--==--==--==-- ||| Surfing the Jagged Edge ||| By: Dimitri Mark LaBarge / | \ GEnie: AEO.6 CIS: 71501,3353 AOL: dimitril ----------------------------------------------------------------- Greetings one and all of the Jaguar persuasion! It's been a quiet couple of weeks since we saw Val d'Isere tear into discriminating computer and videogame stores (and did you all catch that enthusiastic blurb about it in VideoGames magazine? You know, the one that went something like, there's fast, lightning fast, warp speed, and then this game? Yes, the sound you hear is Jaguar claws a-rippin' through the competition). Now that we're on the eve of some new Jaguar releases - and third party to boot - we thought it would be a good time to catch up with our old friends Minter and the guys and 4-Play, and have a sneak peek or two at some new and exciting titles. =-=-=-=-=-=-=-=-=-=-=-= //// A Look Into Phear =-=-=-=-=-=-=-=-=-=-=-= One of the most interesting games that came out of the recent WCES was the "Anti-Tetris on a Sphere" called Phear, by H20 Productions. There's been a tremendous amount of enthusiasm for this title, but faith and begorrah, not many specifics. Well, leave it to our ace Jeff Minter to generously provide a look at this third-party effort. Phear is a weird kinda first-person-perspective Tetris-kinda game. I played it for the first time at Atari yesterday, and it's pretty neat. There's this sphere in the middle of the screen made up of a patchwork of areas of different colours. Using the joypad you can rotate the sphere in any direction. The objective of the game is to eat away the colours on the sphere, revealing the glowing core. Each level requires that you expose an increasing amount of contiguous core segments - 2x2 for the first, 2x3 for the next, etc. To do this, you are given a block - say, green 2x2, or blue 1x3. The shadow of the block appears on the sphere, and you have to rotate the sphere so that the same colour segments are 'below' you, under the shadow, then you press the button and the sphere kinda comes up and kisses you and the blocks are removed. Get it wrong and the block is added to the surface of the sphere. All the while the sphere moves towards you and if it gets too close, or you allow your mistakes to stack up too high, you lose. Sounds weird but it's pretty much fun. Freakish, nyet? But you can't say you've seen =this= sucker before. AEO Editor-He's-Large Travis spoke with H20 a few days ago, and it appears that actual coding on the game will be finishing up in a matter of weeks. As always, we'll keep you updated on the why and wherefores of this title as we get the information. =-=-=-=-=-=-=-=-=-=-= //// Control Yourself =-=-=-=-=-=-=-=-=-=-= A few weeks ago, Atari's Laury Scott began soliciting suggestions for a new controller for use with the Jag, and everything from a paddle controller (as some people have dreamed about since Tempest 2000) to a driving controller were suggested. A lot of people asked for a six-button controller to assist in fighting-style games; the Sega six-button was used as a template in these discussions. In what seems to be a startling turnaround time, we're pleased to announce that the new controller has been finalized and is on its way to production. (YES!!!) We don't have any specific time, but the controller will be of the six button style. If you haven't yet, locate Travis' interview with Laury in this issue. The usual kudos to the Atari gang for an exceptional response on this issue! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Hunting the Hover Hunters =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= So how hot is this Comanche-looking game, you ask? Red-hot. So hot that everyone seems to want a piece of the programmers of this upcoming wonder. Not only has it been said that Novalogic went wild to hire these young turks on the spot at WCES, but it's been further said that the minions of Nintendo offered =megabucks= to cease all Jaguar development and concentrate exclusively on Ultra 64 products. Hyper Image programmers declined. Dedication is the key, my friends.... =-=-=-=-=-=-=-=-=-=-=-= //// Minterize Your Jag =-=-=-=-=-=-=-=-=-=-=-= One of the more enjoyable things about patrolling the Jaguar newsgroup on the 'Net is finding wonderful little nuggets of information from Jeff Minter, the Yak Himself - a welcome relief from the pre-evolutionary chest-thumping naysayers lurking around every corner. I'm very happy to present the latest interesting bits from Mr. Minter, featuring the usual cryptic and intriguing updates to Defender 2000, and a little surprise regarding a certain Jaguar peripheral. >>Jeff - please put all the bovines, all the ungulates - all >>the huggable furry creatures IN!!!! If I'm not saving >>llamas, I will NOT be happy! >Just have a llama option which changes the graphics... :) >The humans become llamas, the enemies something else, etc... >:) - Probably something halfway between the two. Classic obviously will be pure (except maybe by a cheat mode). Plus maybe a few llamas, 2K anything goes. After all the 2K version *is* my game as well as the Great Eugene's, and I have the right to put some of myself in there (indeed that's the whole point). Anyway, these are just graphics things. The playability will ROCK anyway. \ (:-) - Tractor Beam option added to Plus. Cool. Doing the / level warp by carrying humanoids into the Stargate thang. God help me, I see llamas, llamas, everywhere. And suddenly I just don't trust them anymore. >Are you going to have the lightning weapon, as in defender >III? - The Llightning llaser is already in. Now, though, if you use the Ll.Ll to zap a lander that's got a Humanoid, the beam llatches onto that Humanoid once the lander is killed and beams it to your ship. Makes it easier to get a lot of humanoids up under your ship, which will be significant for the gameplay of Plus and 2K. Cool - I'll take anything to make a game a lot easier. :> Serve 'er up! >What type of music is going to be in D2K? - Main game themes will probably be a bit more guitarrey that the out and out techno of T2K. The bonus round music may surprise you, if my idea for that works.. >Will it be comparable in quality with the techno/rave >tracks of T2K? - Absolutely. We have the same musicians on the case and more space to do music in, so it should be better if anything. Better than T2K? The finest videogame music ever composed? I'd start requesting that music CD now, gentlepeople. >Now for the important question: will there be more than >four sound channels, so as to minimize (or eliminate) sound >dropout? That is my only complaint about T2000. Well, that >and the existence of level 64 :-) - Yup. I just love second generation software, don't you? This is the crunch test - how much did the designers listen to you after you flailed them with all the righteous bitching? And now, a delightful Yak comment to whet your consumer whistle: I am sitting here and *watching* Wish You Were Here by the Floyd. Jeez... You are gonna *love* this. \ (:-) - hehe / Yes, the Minter now has one of the sleek little production JagCD units all nice and humming on top of his Jag... and he reports that several titles are due in final test any day now. This is starting to sound mighty good... =-=-=-=-=-=-= //// SoulStar =-=-=-=-=-=-= Over the last year, one of the few good games for the SegaCD was a rippin' piece of software called SoulStar. Word began to leak that this lovely game was going to make a debut on the Jaguar. Is it true? Judge for yourself: Yes it is the Core Design Shooter. I should know, its being programmed in the room next door to me!!!! Should be very, very good!!!! Yet another enthusiastic third-party jumps onto the Jaguar bandwagon. For those of you keeping score, this is not one of the games included in the Sega-Atari agreement. Also, please note that unlike some games licensed by Atari and redeveloped in-house, SoulStar is being coded directly by Core Design themselves. We'll try to scoop more greedy little details for you in the near future. =-=-=-=-=-=-=-=-=-=-=-=-= //// Tiny Toons Tiny Bits =-=-=-=-=-=-=-=-=-=-=-=-= "They're tiny/They're toony/This wait has made me looney...." Oh... excuse me. Seems I remember a certain game about smartass bunnies, ducks, and other rodentia of some animal nature was displayed prominently for release some time ago. In fact, let me scrape off the sixteen layers of dust on my Jaguar box way back in the closet and check for sure. Well, what do you know? There it is, right there, in four color process - Tiny Toons Adventures. Sure has been a while since we heard about this one, eh? Well, it's largely due to the fact that this game has undergone such a complete makeover that Phyllis Diller's head would spin off her axle. And yes, facts have finally begun to trickle down about this reconstructed release. Tiny Toons is, in fact, a platform game, and we can now announce that it's due for release this Summer. While the details of gameplay are still secret, we can comment a little graphics-wise. Tiny Toons should be a looker, as we've found out that it will use characters somewhat larger than those found in Bubsy, and beyond that, they'll be in beautiful 24-bit color. If the rest of the details of this game are as promising as this, the wait for this one may wind up being wonderfully justified after all. =-=-=-=-=-=-=-=-=-= //// More 4-Playing =-=-=-=-=-=-=-=-=-= Each column, I grow more and more impressed with the sheer openess of the fine people at 4-Play. I simply can't remember when anyone has ever made the creative process of developing a videogame such a give-and-take experience with its intended audience. In fact, the BattleSphere topic in the GEnie Jaguar RoundTable has to be the most active and productive single Jaguar game topic/thread/discussions around. We've been giving 4-Play a lot of space in this column in recent months, but frankly, we're doing it because what they are doing as a company excites us. If they're willing to continue with this experiment between consumer and producer, we're more than willing to applaud their efforts with the regular updates we've been sharing with you. So, more on the work-in-progress known as BattleSphere, starting with comments from our friend, Doug Engel: Just keeping you dudes and dudettes (are there any of those here????) posted on the progress of that incredible new Jaguar title known as BattleSphere... Scott finished some cool code for laser firing. You can even link laser fire between multiple guns for a multi barrel super powered shot. You can also fire single shots one gun at a time, for a rapid-fire spread, taking better advantage of the multiple guns to overcome the inherent recharge time thesetypes of weapons have. Scott also worked out some cool exterior viewpoints, which will really look slick. I designed the display fonts for our HUD, and wrote the code to put those fonts onscreen. I've designed several of the exploded ship objects... a long and tedious task, given that we have over 2 dozen ships (and more on the way). I placed Additional Decal-Maps on several of the ships, so that fighter ID numbers will help identify ships of the same race in co-op network mode. We hope to have collision detection enabled this week, and explosions done the following week. On from this update, a teasing look at the possibilities that the multi-player version of this game promises: >How about allowing programmable 'fire' buttons like in the >Battletech center games? Sorry. All of our buttons are currently occupied with important piloting and weaponry functions. There's a slight chance that the co-pilot/gunner will have a different set of fire cotrols. We shall see. Scott Le Grand then jumped in with some updates of his own: Lasers: They're gonna work intermittently if damaged... Also, no laseoverheating. Each ship will have a bar on the HUD indicating the amount of energy available for maneuevers, weapons, and laser fire. This energy is constantly replenished by the ship's reactor unless it's damaged. If energy is available, you can fire the lasers single shot as fast as you can hammer on the fire button. If you hold in the fire button, it fires constant stream somewhat slower than if the button is hammered... If you run out of energy, you can't fire any more until it builds back up... If you link the fire, there's a slight recharge time for each tube that becomes apparent... He then added a bit about how damage is being handled, which also indicates a little bit about how different alien "personalities" are being drawn in the game: Damage Handling: Here's how I've envisioned it. If a system is damaged, our female voice announces the damage and we have some sort of simplified stats in the hud when each system is damaged with a color coded symbol and a bar indicating the degree of damage. Each race has vary varying repair rates, the Slith specifically able to repair their ship from the verge of destruction to full working order in a minute or so. I figure this game might be too action-oriented to take a pause and start configuring repair rates of various systems. This next post from Scott illustrates the breadth of gameplay that they're incorporating into BattleSphere: In Arena mode, action will be fast and furious, and if you're damaged, you're probably dead meat. In network mode, unless you have many kills, you will want to be destroyed so you can get back in the action. The nastiest thing you can do to an opponent will be to disable him and then prey on his starbases while he watches helplessly utilizing the various views... But watch out if he's a Slith... And to illustrate the process coming full circle, the final configuration on how damage and repairs will be handled by players: Default: Autmatic repair of all systems Optional: DIvert energy to speed up repairs Expert: Pick an single system on which to concentrate repairs ... Systems can either be working, damaged (where they work unreliably) or destroyed whereupon they can only be repaired by docking with a starbase or capitol ship... We leave this topic with the process of development continuing, this time with a new query as to a potential game feature: OK, new topic here... In Gauntlet mode, you will be given a few starbases and then you will have to defend them from wave after wave of incoming ships. Should we have some level boss-like ships now and then? The way I'm planning on running this is to divide the game into 6 levels. Each level consists of an attack by each enemy race. At the end of 6 levels, the 7th level is a sort of bonus round and this is where I'm thinking of throwing in some weird level boss sort of stuff. After a 7th level, there are 6 more levels of attacks by each race, but they are harder... I figure this is a good time to pass the design for this past you guys. As in Alone Against the Empires, you can play this singly, or coorperatively... =-=-=-=-=-=-= //// Sign-Off =-=-=-=-=-=-= Stay tuned next time for more delectable tidbits for the kitty, as we continue to follow Jaguar game development from inception to reception. That's the dish for this ish! --==--==--==--==-- ||| Cannon Fodder ||| Review by: Travis Guy / | \ GEnie: AEO.MAG Delphi: AEO_MAG ---------------------------------------------------------------- Crawling across a glacier field.... Slogging through the jungle.... Fording icy rivers.... You lead your soldiers on one mission after another against increasingly incredible odds against a relentless enemy force. The only glory that awaits your men is another pip on the sleeve. More probably, their future only holds a final marker on a hillside, with more cannon fodder waiting to take their places. This is the basis for the next Jaguar title to be released, Virgin's Cannon Fodder. Originally appearing on Amigas, STs and PCs, Cannon Fodder developed a small following with wargamers, and those who were generally mayhem-minded. While I never got to play the computer versions, I was interested in the title. Over the holidays, I was given several weeks to look over an almost-finished EPROM of the Jag version by its American publisher. I think I see a small sleeper hit here, folks. =-=-=-=-=-=-= //// Overview =-=-=-=-=-=-= To start out with, there's possibly the best title music to any Jaguar game short of Tempest 2000 - a very clean MODish beat with lots of samples, and actual singing. If you've heard the opening music in Zool 2, you know what to expect here, except it's not as quirky. Next up, there's a simple screen that will be repeated between missions of men running over hills to join your outfit. A macabre scoreboard of enemy deaths versus your group's deaths is kept here, along with icons for loading and saving games and a strangely GEMish- looking "arrow" pointer. (Two separate games may be saved.) You'll find out as you progress in the game, that as long as you can complete another mission, more men /f/o/d/d/e/r/ will join your ranks, and the men /f/o/d/d/e/r/ you lose along the way will flower these same hills with burial markers. Another dark touch to the game is the higher the rank they ahieve, the more pronounced their gravestones are. But as their commander, you have to realize that death is a part of it all, so though you may shed a virtual tear at someone's passing, you saddle up and sally forth with a new batch of recruits /f/o/d/d/e/r/ for the next battle. There's 72 actual skirmishes that you'll have to make it through, divided into 15 (I believe) separate missions. Each mission takes place in a similar environment (wooded, arctic, jungle, SW American desert) and slowly builds in intensity and introduces weapons and tactics along the way. Each mission ends with a nicely rendered static shot of roly-poly soldiers being awarded their new ranks (based on their number of kills). You will eventually be rewarded with another rendered memorial shot, remembering those men /f/o/d/d/e/r/ who fell. (The scenes shown will change, depending on the latest environment fought in.) The only drawback here is that these scenes appear to be done in 8-bit color, and color banding is noticeable. If you fail, and lose all of your fodder /m/e/n/, there's another scene of the dictator you've been fighting against, with a text crawl telling you of your fate. There should be another scene celebrating your victory if you make it to the end, but I can't describe it. In just over three week's playing, I only made it halfway through Mission 7. (This may paint my skills at this as rather anemic, but I'd rather think it shows the increasing difficulty curve of the game. <g>) Speaking of difficulty, there are no user-selectable levels here. =-=-=-=-=-=-=-=-=-=-=-= //// Bang, You're Dead =-=-=-=-=-=-=-=-=-=-=-= You start off with about 20 recruits in reserve, two of whom are plunged into Mission 1, a single-screen "hunt-and-kill" of two bog-stupid enemy troopers. (The programmer's had a bit of fun at naming some of the missions. Mission 1 is called "The Sensible Initiation" and others are "Onward Virgin Soldiers", "Those Vicious Vikings", "Westward, Ho" and "Greenland Redblood." Gotta love those initial plugs though.) Missions are broken up into separate levels, with easily discernible tasks to follow: Kill all enemy soldiers - Destroy all buildings. Something any grunt speaking any language can understand. You can divide your men in up to three groups - the active group is under your control, inactive groups will hunker down and try to hold their position using any weapons at their disposal. You can switch between groups with the press of a button, and groups can be rejoined easily. Combat takes place in a orthogonal view. (Overhead, offset at an angle.) The combat screen takes up most of the screen, with an icon bar on the left side that displays how your current batch of troops rocket launchers; and icons for "surrender" and a strategic map of the area. There's that arrow cursor again, which you move around using the dpad. One of the user-selectable "ABC" buttons will make your selected group "go to" the cursor, while another of the buttons will turn the cursor into a gunsight, and the group will begin firing an inexhaustible supply of machine gun ammo towards it, killing or maiming anyone in its path. When you do, there's a short spray of blood from those hit, and the body will slide along the ground accompanied by anguished cries of pain, all to disappear in seconds. Sometimes, you won't kill an enemy, you'll only wound him. Until you put him out of his misery, he will lie where he fell, screaming. This may be a little disturbing to some, though the effect is nowhere as gruesome as bloody fighting games like Mortal Kombat and Kasumi Ninja. (Though there is room for some sadism here. As long as the enemy who was shot is on-screen and in range, your men can continue to pump bullets into him; each volley will be met by more cries. Such barbarism has been known to happen in real battles.) Early on in the game, you'll have to seek out explosives that are handily stored out in the open by the enemy to finish your task. They come in the form of grenades and bazookas, and take some practice to use. (Hold the "Fire" button, place the cursor on your target, press the "Move" button.) A few times of making your men /f/o/d/d/e/r/ toss a grenade on themselves will teach you.... The beauty of a grenade is that you can throw one over a line of trees, which are normally impermeable to small arms fire and rockets - just don't stand too close to a tree to throw - I have had grenades lodge in an adjacent tree and kill the thrower. (More fodder for the grinder, please.) Machine gun ammo is unlimited. If you break your men into separate groups, you'll have to allocate all/half/none of the available explosive ammo yourself. Think carefully before you send that raw recruit on that suicide mission - if he dies, you lose whatever he was carrying. The sound effects in Cannon Fodder are nicely done, though like the graphics, they won't stun you. Grenades whistle through the air as they are thrown (you'll hear it when you're the one being attacked as well), rockets "Whoosh!" as they are fired, and explosions sound like... well, explosions. Ambient sounds - of birds and seals, of water flowing, and of jets far overhead - help create an atmosphere in the game. (Listen for the burble of a patch of quicksand if you're trodding through a jungle, and be careful of where you lead your men.) There's many other details that flesh out the gameplay. You will occasionally come across vehicles that you can use. (Look for the snow skidder to help you jump at the end of Mission 5.) There are booby trap tripwires in certain places. You can't use weapons in deep water, but you can in the shallows. Some of the levels are set up as puzzles for you to figure out. (Some levels are many screens wide and tall - use the strategic map to find the locations of your group and landmarks.) There's lots more spoken of in the instructions that I never made it to, so I know you shouldn't get bored when playing. I didn't. =-=-=-=-=-=-=-= //// Conclusion =-=-=-=-=-=-=-= I made my move from console video game (Atari 2600) to computer game (Atari 400) back in 1980. I wanted the complexity and detail that computer games (like Star Raiders then) offered. I scoffed at the NES generation of games, and only returned to video game consoles when Jaguar appeared with the power of a desktop computer. Cannon Fodder is one of a type of games I like - a moderately detailed simulation. It's not a wrist twitcher (I do like some of those), so it won't appeal to all videogamers. It's clearly a computer game that's now on a video game console, and I am awaiting its release so I can pick up where I left off, and lead my men /f/o/d/d/e/r/ on to victory! =-=-=-=-=-=-=-=-=-= //// Final Ratings =-=-=-=-=-=-=-=-=-= Title: Cannon Fodder Networkable: No Design: Virgin Software Players: One Published by: C-West Age Rating: N/A Price: $59.95(US) Available: Mid-February (US) Here's the summary ratings: "*" is a whole "+" is a half 5 stars maximum Graphics - **+ Very small sprites, but lots of detail involved. I noticed no slowdown in action, nor any glitches. Audio - *** Great title music - sound effects are plentiful and good, but not overwhelming. Control - ***+ After accidently killing off my group a few times with errant grenade tosses, it becomes very easy. Nothing goes to waste here. Gameplay - **** It's like "Lemmings", only with bazookas, grenades and machine guns. Overall - ***+ A good, solid, lengthy computer game that will keep you coming back for one more go. Key to Ratings (An Enterprising state of mind) ***** - "All weapons, fire! Maximum yield on the torpedoes." **** - "That multiphasic cloaking device sure is neat, sir." *** - "Whose wedding are you dressed for, Counselor Troi?" ** - "Open a hailing channel to the Pakleds. Signal our surrender." * - "Jaguar! Jaguar! What is Jaguar?!" --==--==--==--==-- ||| Pinball Fantasies ||| Review by: Mark "Stingray" Santora / | \ GEnie: AEO.4 ---------------------------------------------------------------- Pinball is a game of skill, a little chance, and lots of noise; or at least that is what pinball was. Now pinball is about LED-like screens with subplots to the game which make you have to do more than hit the ball around and get points. Pinball Fantasies is a very good video game representation of both of these, and it's coming to Jaguar. Before you get to the review of this game, I would like to point out that this review was done using a Beta copy of Pinball Fantasies dated from the end of December. I received it a little after WCES and was told that it was very close to being finished and that a few minor bugs had shown up. That was taken into account while I reviewed this game. Upon powering up the game you must sit through a barrage of opening screens; who made it, who licensed it, who published it, the game title (like you wouldn't already know...). After that you are presented with the table selection screens. On the first you are given the option of pinball table one, which is named "Partyland," or pinball table two, which is named "SpeedDevils." On the second, you are presented with the graphic for the "Billion Dollar Game Show" table and the "Sticks and Stones" table. Regardless of the screen you are on, you can choose whichever table you want by pressing 1 through 4 on your joypad. Once at the table the program automatically scrolls up and down the playing field waiting for you to enter the number of players. There is support of up to eight players in Pinball Fantasies bu they all must use controler one as there is no supporty for an additional controller. You use the corresponding number on your joypad for the number of players. To play you need to know how to use the flippers. It is really quite easy. By pressing the Directional Pad left or right you activate the Left Flipper. The Right Flipper is accessed using the "B" button. The "A" button will shake the table for you (yes you can tilt it). And the "C" button makes use for the plunger. While the ball is waitig to be launched you can scroll the length of the pinball table by pressing up and down with the directional pad. Of course, the setup can be altered from the main option screen. You get many options. You can play with 3 or 5 balls, and the difficulty can be swithced between Easy or Hard. The easier setting causes the ball not to move as quickly. For all players, veteran or novice, I would suggest starting on easy to get the swing of things. There is also an option for scrolling. It is termed "Soft or Hard." "Soft" scrolling does not follow your ball implicitly while "Hard" does. I found the "Soft" setting to be rather useless as I was unable to follow the game well enough while playing it in this mode to enjoy it, yet alone play well. Putting it on the "Hard" setting and leaving it there is my suggestion. Music and Sound F/X can be turned on and off from the option screen and there is also a seperate Master Volume control which can be raised and lowered in increments of 5 from 0% to 100%. //// Launch Tube The layout of all the tables has it so the bottom 5/6ths of the screen are pinball machine. The top 1/6th of the screen is set up in line with the modern day active matrix displays that have graphics, scrolling information, bonus information, etc. It is nicely incorporated into the game. I played Pinball Fantasies on a 13 inch TV and a 27 inch TV and while a few might complain about the matrix field on the larger screens as being too big, it really isn't. All the tables are one screen wide (not including launch tube), and two to three screens tall. All tables have raise chutes, multiple bonuses, surprises, multiple flippers; everything you would expect in a pinball machine, except there's no multiball. Now, to the tables. [] Table 1: Partyland A nicely laid out pinball table. This one is set in an amusement park. There is a roller coaster, a sky ride, and a Demon's Mouth ride. My favorite of the four tables in the game. Difficulty level is above average. [] Table 2: SpeedDevils Race with your friends, try to get your car in gear and get off road. This one is also a lot of fun but requires a bit more skill than the other tables. Again, very sharp graphics and a very easy to read table. It is also a more difficult table than Partyland. I consider it the hardest table out of the four. [] Table 3: Billion Dollar Game Show This board is a cheesy game show board that has a cartoonish look and a picture of a host. Not easy but not hard either. Ranks about average on the difficulty scale. [] Table 4: Sticks N Stones This is the "Horror" themed table. As with all of the tables, it has nice graphics and this one play really well. I also consider it the easiest of the 4 tables. Ghosts, demons, and haunted houses will make your skin crawl in this one. //// Graphics Everything is well defined in this game and there is lots of color. I mean, as the board scrolls sometimes you think that you are in a rainbow! Also, there is a certain amount of levity in the graphics. They are all presented in a cartoon like fashion, never taking themselves too seriously. They are part of a pinball game, not an out of body experience. //// Sound If you play this one on a stereo you will notice that the left channel has specifically sound f/x while the right channel has only music. Strangely enough, running it through my surround processor produced a rather strong rear signal. Checking with C-West, I discovered that the game is NOT specifically set up for surround sound, but it is a nice unintentional feature. The in-game music fits each board. The Sticks N Stones board has "scarey" music while SpeedDevils has "bouncy" music. Specific music for all the title screens and highscore screens also exists as well as different music for the opening and closing of each table. This is a nice touch. However, the music is not T2K level. //// Overall This is a really nice game. It has a lot of playability and replayability. With four tables you are sure to keep this around when you just want to zone out and try something other than a first person shooter. I don't consider it a "must own", but it is a great deal of fun and I suggest it. This isn't a rent before you own, you'll be playing pinball. Good pinball. //// LAST MINUTE As I was putting this review to bed I spoke with the good people at C-West, publishers of Cannon Fodder and Pinball Fantasies, to see if any major changes were made to the game as I was reviewing a beta copy. While the controller still works the same, to exit an individual table you must press "Option." Then you will be given a screen in which "A" will quit the game, "B" will bring you to the options menu, and "C" will continue the game. Also, when you have to restart a table after you have played, pressing A,B,C will send the scroll across the top part of the screen that will instruct you to press "1-8 to choose number of players." Every time you press a lettered button this scroll will start over. I also learned that the game was about to go to Atari for it's 2nd run through quality control. The first time these few changes were asked by Atari. Now it is supposedly ready to go off to production. According to C-West, look for it around mid-March. =-=-=-=-=-=-=-=-=-= //// Final Ratings =-=-=-=-=-=-=-=-=-= Title: Pinball Fantasies JagNet: No Design: SpiderSoft Players: 1-8 using 1 pad Licensed by: 21st Century Availabilty: March 1995 Published by: C-West (US) Cart Size: 2 Megabyte 21st Century (European) Retail: $49.99 to $59.99 A Summary of ratings: "*" is a whole "+" is a half 5 stars maximum Graphics - ***+ Sharp and nicely cartoonish. Fits the game well and there is lots of color and smooth scrolling. Audio - *** Clear audio, but the complete seperation of F/X and music on left and right channels was annoying. Control - ***+ Easy to play and the control is responsive. It's pinball, not driving. Gameplay - **** Lots of fun. Looking forward to a sequel with multiball. Hint, Hint, Hint. Overall - **** The graphics will draw you in and the gameplay will keep you there. Key to Mark's Ratings: (The ultimate state of mind.) ***** - "They've gone to Plaid" - 'Barf' in Spaceballs. **** - "Kooky" - 'Ford Fairlane' The Adventures of Ford Fairlaine. *** - "He'll live" - 'Terminator' in Terminator 2: Judgement Day. ** - "Sorry about the Mess" - 'Han Solo' in Star Wars. * - "They Melvined Me" - 'Death' in Bill and Ted's Bogus Journey. --==--==--==--==-- --------------------------------------------------------------------------- -- --==--==-- Delphi Sign-Up Information --==--==-- -- -- -- -- To enroll as a Delphi subscriber, modem call 1-800-365-4636. Press -- -- [Return] until you see "Password:", then type IP26 [Return] -- -- -- -- Answer all of the questions, and you'll be cleared for Delphi -- -- access in a few days. If you have questions about Delphi services, -- -- give a voice call to Delphi Member Services at 1-800-544-4005. -- -- -- -- --==--==-- Delphi Sign-Up Information --==--==-- -- --------------------------------------------------------------------------- --==--==--==--==-- ||| Ultra Vortex FAQ .941218 ||| By: Tim Huntsman / | \ Internet: tim.huntsman@m.cc.utah.edu ----------------------------------------------------------------- Greetings and Salutations all! Tim from Beyond Games here. This is the new FAQ update as of 12/18/94. I've taken the liberty of adding to the character discriptions, the moves list, fatalities, and gameplay. For those of you who have no idea who Beyond Games is, keep reading, for those that do know who we are, skip on. Beyond Games, Inc. is a software developer out of Salt Lake City, who has been on the video-game scene for over two years. Our first title release was the award winning game "BattleWheels" for the Lynx: A six player Lynkable auto-combat game in full 3-D. Ultra Vortex will be our first Jaguar title, and will be available by the end of next month. =-=-=-=-=-=-=-=-= //// The Story... =-=-=-=-=-=-=-=-= The history of mankind has been fraught with warrior races such as the Aztecs, Mongols, and ancient Romans (just to name a few). Since the dawn of time, societies have evolved warrior classes that were supposed to build and maintain the empire for 1000's of years. For reasons not known until now, all were found wanting and faded into obscurity. It is now the year 2152. The Time of the Testing has once again come upon the societies of Earth, through the will of an entity known only as the Guardian of the Vortex. This Guardian has been lording its Vortex-given powers over the human races, Testing the planets finest warriors since the dawn of mankind. Now the Guardian has issued its final verdict: "This time, should any of Earth's finest warriors fail to defeat me, not only will I crush your society, but your planet as well!" =-=-=-=-=-=-=-=-=-=-=-= //// The Characters... =-=-=-=-=-=-=-=-=-=-=-= The Warriors of the Underground have evolved into three major gangs. The MeatHackers: Those of human decent with unaltered DNA. The PowerShifters: Eugeneticly designed "mutants" who can alter their cellular structures in some form, and The Society of Machines, Androids, and Cyborgs (S.M.A.C.): A collection of "robots" who have gained the abilities of AI and "self-determination." The Guardian gave each warrior a piece of the "Vortex Tablet", a shattered and ancient text that told of the return of the Guardian. By defeating every opponent, one warrior must collect all of the pieces to the tablet, fitting them together to summon the Guardian for the Final Test. //// The MeatHackers [] Lucius Lucius is one of the moving forces behind the underground. The highest ranking member of the Mod/Primitive split of the MeatHackers, he is acknowledged as the true master over the powers of the Ultra Vortex. Originally schooled in Hap-Ke-Do, his Vortex given energies have made him an even more dangerous oppoent: From blue plasma bolts of force to shapeshifting into a bird of prey, Lucius has earned a place in the Final Testing. [] Dreadloc Although a relative newcomer to the Underground and its power structure, DreadLoc's prose with his Glaive-Staff has placed him second in the ranks of the MeatHackers. His street-smart style of weapons fighting has made him the leading opposition member calling for a division in the Gang. His size and skill allowed him to gather much support for the split. He knows that, if victorious in the Testing, he will become the unquestioned leader of the MeatHackers and the Underground. //// SMAC [] BuzzSaw Originally designed for the now defunct and illegal logging industry, BuzzSaw was the latest and last upgrade of Logging Bot. His humanoid body, festooned with sawblades of varying sizes, was designed to top and cut down the largest trees in the Pacific Northwest. His brain, one of the most advanced bio-chips available on the market, has given him great reasoning abilities and an overall intelligence that has allowed him to become a guiding force for the members of S.M.A.C. in their struggles for equality. [] SkullCrusher-1 The Skl-Krushr series of Bot was developed for use in medium and heave guage construction. SkullCrusher-1 was a singular design concept made to do the tasks of several lesser bots. A superior grade motor system has given him great strength in his grappling claws. His raw crushing power, coupled with a new Gigi-watt cutting torch eye laser, has made him the "Minister of Discipline" within the ranks of S.M.A.C. All must work for the collective or suffer being junked by SkulKrushr-1. //// PowerShifters [] Volcana Volcana's genetic line was introduced after the last World Conflict. Bureaucratic corruption was to the point that certain government agencies felt the need to create a Squeeb that could be infiltrated into rival agencies. Engineered as an Internal Affairs spy and confidence gather, she and her sisters were given heightened powers of intellect and hand to hand combat that could be hidden from her "targets". She now uses her control over fire and ability to teleport to further the goals of the PowerShifters. [] Grok Grok was designed to work with the Los Angeles Mega-city Combat Engineer Corps in "Urban Pacification and Reeducation" missions. His tough exterior, hiding a normal human skeletal frame, made him uniquely suited to the dangerous and "high-impact" work of cleaning out small bands of urban guerrillas and snipers. Once a safe path through a strife-ridden neighborhood was clear the "normal" troops would then take control. The process used to create his granite-like skin was so complex and expensive that he was the only one of his genetic line produced. [] Mercury One of the stranger Squeebs to be designed, the Mercury series was developed by the military in conjunction with the Nuclear Regulatory Commission as an "internal" mechanic. His ability to melt into a liquid form was vital to his job. He would be injected into the pipes of a fusion reactor to perform maintenance on the reactor core and internal operating systems. The process used to create the Mercury series was successful on the physical end, but many test subjects couldn't handle their new form and went insane. Mercury was the most stable result of this process, and has taken it upon himself to master several new forms that are well suited to the Final Testing. The characters themselves are all digitized. Most are human actors, but Grok and Mercury are 3-D rendered and SkullCrusher and the Guardian are stop-animation models. Some people cannot believe that BuzzSaw was a human in costume, but indeed he is. Trust me Stimpy, I know what I'm talking about... ;) =-=-=-=-=-=-= //// The Game =-=-=-=-=-=-= The game itself falls under the "two player fighting" genera, but has both unique and "previously used" features never before combined into one package. Imagine the unique styles and character moves/animation's of SF II, merged with the look and speed of MK and you begin to describe what UV looks and plays like. The multi-scrolling action of the backgrounds is very fluid, and the smoothness of the player animation's (i.e. their moves) rivals that of the arcade version of Mortal Kombat II. UV will also support the Voice Modem play, for those with friends in far away places. =-=-=-=-=-=-= //// GamePlay =-=-=-=-=-=-= All of the characters in UV have a variety of standard moves: High & low punches, crouched attacks, kicks, jumping attacks, sweeps, etc. There are a variety of fatalities. They range from knocking characters into "pit" type drops, to taking off their head; watching the blood pump from the body as the head smacks the screen! They also have several techniques that pump up the play factor. You can "short hop" up in the air (1/3rd the distance of a normal jump) to avoid sweeps and other low attacks. You can also jump "back", quickly putting some distance between you and your opponent. Using the Jag controler is not a problem. When standing you can punch, kick, or do "up close" moves automaticly in addition to special attacks. When crouched you can jab, sweep, kick, uppercut, or do special moves. To block simply pull back on the joypad (we don't like using a block button). In the one player game you have to collect pieces of the Vortex Tablet, gaining one piece for every warrior you defeat in battle. When you collect all of the pieces to the tablet you must then summon the Guardian for the Final Test. There are also several endurance matches. These consist of battling through the Shades of the Defeated. You must also defeat your own Shade. The Final Test is a one-shot battle royal against the Guardian himself. Here is where you either destroy the Guardian for good OR get your guts stomped out. (And you thought Goro from MK hit hard....) Here's a list of *some* of the moves each character will have: Lucius: -- 2 different types of Projectiles. -- Ground electricity wave. -- Hawk morph attack. -- Hawk Teleport. DreadLoc: -- Long Stab + Overhead throw. -- Flying Dive Attack. -- Smoke Blow (Dazed & Confused;) BuzzSaw: -- Overhead bolo/chain spin. -- High SawBlade Throw. -- Grinding Headdive. -- Gut Grinder hold 'n punch. -- Low Bolo sweep projectile. SkullCrusher-1: -- Ground blade Roll (multiple hits). -- Flying KlawHammer. -- Microwave Blast. -- Cutting Torch Laser. -- Death Spin multiple attack. Volcana: -- FireRoll. -- Flaming Embrace. -- Teleporting Uppercut. -- Controllable Teleport. -- Ground FireWave. Grok: -- Head Grab + Overhead throw. -- GroundPounder Earthquake. -- Flying morph Boulder Bounce. Mercury: -- Melting Bear hug with Multiple HeadHits. -- Spiked defense Sphere. -- Multiple hit Blade Sweep. -- Flytrapped Uppercut. Each of the 7 characters and bosses are unique in style and concept. Each has their own look, characteristics, and method of playability. All have an array of special moves, attacks/defenses, and several pit-dropping, body-exploding, head-chopping fatalities. *NOTE: HeadChopper annihilations come complete with screams and the dead guy's (or gal's) head scaling up and "bouncing" off of the TV screen. =-=-=-=-=-=-=-=-= //// Backgrounds =-=-=-=-=-=-=-=-= The backgrounds must really be seen to be described. All of the images in Ultra Vortex are photo-realistic objects, textures, ect, "warped" to fit the visions of our artists. All of the backgrounds are animated, some with objects that are close to the full size of the screen. Interactive... 65,000 colors... you'll just have to see them to believe them. It's been said (by some who saw the game at the CES or the new Atari Promo video), that UV has the most mind-bending realistic backgrounds of any fighting game out there. =-=-=-=-=-=-=-=-= //// Music/Voices =-=-=-=-=-=-=-=-= The music comes from several local composer/performers and can loosely be described as Industrial-Grunge-Rap-GrindCore. There's a song for each screen/character and each uses 6 tracks at a time with real sampled instruments that rival any CD-base recording, pushing the DSP chip to the max! The sampled voice of the Guardian is unlike anything you've ever heard before (Imagine Tim Curry in the film "Legend", make his voice twice as evil, and you have an idea of what it sounds like). From his comments, to his laugh when you screw-up a move, the Guardian will hae your hair standing on end. All in all Ultra Vortex is shaping up to be one of the best fighting games on the market. Look for screen-shots and preview information in the new DHGF and EGM. Beyond Games, Inc. P.O. Box 2754 Salt Lake City, UT 84110 Phone: (801)531-8500 Fax: (801)531-1620 --==--==--==--==-- ||| Developing news! ||| Items of interest from TOS platform developers and supporters / | \ ------------------------------------------------------------------- ------------------------------------------------------------------- =-=-=-=-=-=-= //// ACE' 95 April 1-2, 1995 =-=-=-=-=-=-= _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/ _/_/ _/_/_/_/ _/_/_/_/_/ _/_/ _/_/_/_/_/_/ _/_/_/_/_/_/ Software Demos! _/_/ _/_/ _/_/ _/_/ Hardware Demos! _/_/ _/_/_/_/_/_/ _/_/_/_/_/ Membership! _/_/ _/_/_/_/_/_/ _/_/_/_/_/ Phoenix Newsletter! _/_/ _/_/ _/_/ _/_/ 16/32 Bit Library! _/_/ _/_/ _/_/ _/_/ Monthly Meetings! _/_/ _/ _/_/ _/ Flea Market! _/ Seminars! Raffles! BBS! #*#*#*#*#*#*#*#*#*#*#*# Support! GRAPHICS! SPREADSHEETS! DATABASES! #*#*#*#*#*#*#*#*#*#*#*# DESKTOP PUBLISHING! TELECOMMUNICATIONS! MIDI! WORDPROCESSING! MUCH MORE! ~~~ The Toronto Atari Federation ~~~ Largest Atari User Group in North America! ~~~ (416) CALL-TAF (225-5823) ~~~ ~~~ TAF Online BBS (416) 421-8999 ~~~ ******************************************************* NEWS RELEASE: THE TORONTO ATARI FEDERATION PRESENTS.....ACE '95!! ******************************************************* Remember this LOCATION and this DATE ..... >>>>>>>>>>>>> >>>>>>>>>>>>> NORTH YORK CIVIC CENTRE >>>>>>>>>>>>> (MEMORIAL HALL MEETING & EXHIBITION CENTER) >>>>>>>>>>>>> 5110 YONGE ST. @ PARKHOME AVE. >>>>>>>>>>>>> LOWER LEVEL (CONCOURSE) >>>>>>>>>>>>> TORONTO, ONTARIO CANADA >>>>>>>>>>>>> >>>>>>>>>>>>> APRIL 1st & 2nd, 1995 (Saturday and Sunday) >>>>>>>>>>>>> 9 AM to 6 PM & 9 AM to 5 PM >>>>>>>>>>>>> There is a time and place for every great event - and Atari Users are entitled to their share! ACE '95 is IT!!!! WHO WILL BE THERE ================= If you want to see DMC Publishing (Calamus!), GRIBNIF, BRANCH ALWAYS (Gemulator, PCXformer), Clear Thinking (Craig Harvey), Oregon Research, COMPO, Missionware, Scarborough Computers, ABC Solutions, IT'S ALL RELATIVE, cro_Magic, ICD/4Play/Catbox, TOAD, and about 20(!) other fabulous Atari Dealers and Developers ALL IN ONE PLACE ***** CALL US FOR THE LATEST EXHIBITORS LIST .............. ............. ............. ACE '95 IS WHERE THEY'LL BE!! All the developers will be doing lectures and seminars on <<<<<<< their superb software and hardware! <<<<<<< Three daily door prizes! The Saturday and Sunday Grand <<<<<<< Prize Draws! <<<<<<< THE BEST SALE PRICES ON ALL ATARI SOFTWARE AND HARDWARE! <<<<<<< THIS WILL BE THE TIME AND PLACE TO STOCK UP! <<<<<<< The LARGEST gathering of the BEST Atari Dealers and <<<<<<< Developers in YEARS! <<<<<<< Dedicated MIDI area - demos, the latest hardware & <<<<<<< software! <<<<<<< Contests: Look for ENTRY FORMS for the ACE '95 Atari <<<<<<< Creativity Competition! We're REALLY looking forward to <<<<<<< this! Dedicated JAGUAR area - and plenty of Jag Game Developers <<<<<<< on-hand, to answer *ALL* your questions! <<<<<<< MORE ATARI USERS IN ONE PLACE THAN YOU'VE EVER SEEN! <<<<<<< ....... and that's a GOOD thing! <<<<<<< ACE '92 was a *HUGE* success. ACE '95 will be even better. Incredible buys! Incredible demos! Incredible new products! The very finest gathered in one place! April 1st & 2nd, 1995 (Saturday and Sunday), in Toronto. DIRECTIONS ========== Getting to ACE '95 is easy. If you're coming from the United States, cross the border at Detroit, Fort Erie, Buffalo, Kingston, Champlain, Ogdensburg, etc.; get on Highway 401 and head for Toronto. When you get to the Yonge Street Exit (Hwy #11 on some maps), take it and go North for 6 stoplights, to 5110 Yonge St. (at Parkhome Ave.). Turn left and you're there! For those of you who take the QEW Highway from the border (if you cross at Fort Erie or Buffalo, that is), just follow it until you get to either Hwy #403, Hwy #427 or Don Valley Parkway (it's your choice): they all connect with Highway 401. Take the 401 to the Yonge St. Exit (Hwy # 11 on some maps), take it and go North for 6 stoplights and you're there. There is street-level and underground parking. Remember that your local AAA or CAA branch can supply you with a Triptik, Toronto Map & Ontario Road Map too! FOR MORE INFORMATION, PLEASE CALL US AT: >>>>>> <<<<<< >>>>>> 416-752-2744 <<<<<< >>>>>> or <<<<<< >>>>>> 416-225-5823 <<<<<< >>>>>> <<<<<< YOU MAY BOOK ADVANCE TICKETS & HOTELS, BY CALLING EITHER OF THE PHONE NUMBERS. PLEASE LEAVE A NAME A NUMBER WHEN YOU CALL. WE WILL GET BACK TO YOU VERY QUICKLY!! Call SOON .... THE BEST SHOW EVER ================== LLLLLLLLLLLL The MEMORIAL HALL Exhibition Facility is the LLLLLLLLLLLL perfect venue for an ATARI EXHIBITION. The Show LLLLLLLLLLLL will be spread out through 5 Exhibition and Seminar LLLLLLLLLLLL rooms, surrounding a central foyer. Show programs LLLLLLLLLLLL will be available on site. Call either of the LLLLLLLLLLLL numbers listed above for Advance Hotel Bookings LLLLLLLLLLLL (you must have a valid Visa, M/C or Amex card). LLLLLLLLLLLL ACE'95 IS RIGHT SMACK IN THE MIDDLE OF TORONTO! LLLLLLLLLLLL Toronto's famous Yonge Street Strip is right ouside LLLLLLLLLLLL the door; there is endless shopping, theatres, LLLLLLLLLLLL movies, the CN Tower, the Science Center, the Royal LLLLLLLLLLLL Ontario Museum, galleries, restaurants (*lots* of LLLLLLLLLLLL restaurants!), and a whole lot more, in addition to LLLLLLLLLLLL the VERY BEST ATARI SHOPPING AT ACE '95!! ACE'95 ACE'95 ACE'95 * ACE'95 ACE'95 ACE'95 5110 YONGE ST. @ PARKHOME AVE NORTH YORK CIVIC CENTER MEMORIAL HALL MEETING & EXHIBITION CENTER TORONTO, ONTARIO CANADA Saturday April 1, 1995 - 9 AM to 6 PM Sunday April 2, 1995 - 9 AM to 5 PM CALL 416-752-2744 or 416-225-5823 FOR INFORMATION Howard Carson, Chief Organizer, ACE '95 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// The Ultimate Virus Killer Book =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yes! Finally it *will* happen! Over the past few years I've been writing a book called the "Ultimate Virus Killer" book, i.e. the ultimate book for those of you who are interested in the virus phenomenon - or your protection against it. o What to do against viruses. o What viruses can and can't do. o A history of viruses on Atari, MS-DOS, Apple and other systems. o Extensive virus classification described. o All sense and nonsense ever said about Atari viruses outlined. o A full and extended "Ultimate Virus Killer" manual. o A list of all Atari viruses and their symptoms. o The biggest glossary you ever saw. o A total of around 250 pages of know-how. The book is planned to be ready by July 1st 1995, but if you order before May 1st (post mark!) you will get an interesting discount. Please refer to the ordering details, below. IMPORTANT: THE BOOK IS ONLY AVAILABLE FOR A LIMITED PERIOD! ORDERS RECEIVED AFTER DECEMBER 31ST 1995 WILL NO LONGER BE PROCESSED! ----------------------------------------------------------------- Ordering conditions ----------------------------------------------------------------- United Kingdom: 11.99 to be sent as a UK cheque made out to "Mr. Karsmakers". If you order before May 1st, you will get a 2 discount, making the amount 9.99. YOUR CHEQUE WILL NOT BE CASHED IN UNTIL THE BOOK IS SENT OFF TO YOU. This should be in July 1995. If you order after August 1st 1995, please allow up to six weeks for delivery. Please *clearly* state your name and address and send your cheque off to the address below. Nederland / The Netherlands: Hfl 29,95 per Nederlandse cheque op naam van "Dhr. Karsmakers". Indien U voor 1 Mei bestelt (let op: Het boek is in het Engels!) krijgt U 5 gulden korting, dus dan betaald U slechts Hfl 24,95. UW CHEQUE WORDT PAS GEIND WANNEER HET BOEK AAN U WORDT VERSTUURD. Dit gaat gebeuren in Juli 1995. Indien U na 1 Augustus 1995 besteld, houd s.v.p. rekening met een levertijd tot vier weken. Vermeld s.v.p. *duidelijk* Uw naam en adres en stuur Uw cheque naar het hieronder vermelde adres. The rest of the world: US $25 to be transferred via an International Money Order. Absolutely no cheques or cash! When you order before May 1st you will get a discount of US $5, making the amount to be paid a mere US$ 20. YOUR INTERNATIONAL MONEY ORDER WON'T BE CASHED IN UNTIL THE BOOK IS SENT OFF TO YOU. This should be in July 1995. If you order after August 1st 1995, please allow up to six weeks for delivery. Please *clearly* state your name and address and send your IMO off to the address below. ----------------------------------------------------------------- The address to send your stuff to ----------------------------------------------------------------- International: For the Netherlands: Richard Karsmakers Richard Karsmakers P.O.Box 67 Postbus 67 NL-3500 AB Utrecht 3500 AB Utrecht The Netherlands ----------------------------------------------------------------- Important notes ----------------------------------------------------------------- o In case of the Ultimate Virus Killer book not happening at all, your International Money Order or cheque will be destroyed. o If you have an email account and specify it upon ordering, I will let you know when the book is being sent off. o The prices include postage and packaging costs. o Remember: The book won't be available anymore after December 31st 1995! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Toad Computers Internet Services =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Toad Computers is proud to announce online support on the Internet, including a World Wide Web (WWW) homepage, an ftp site, and e-mail for sales and technical support. The World Wide Web homepage allows customers to get product information (like Jaguar game screenshots and availability dates), request a catalog, learn more about Toad Computers, and view Atari- related graphics and animations. Right now, the Toad Homepage even allows online ordering of some products, like clearance games. In addition to resources specific to Toad Computers, the Toad Homepage offers pointers (or hypertext 'hotlinks' as they are called), to other Atari-related resources on the Internet including software archives, newsgroups, and other Atari-oriented WWW homepages. "We believe that the Internet is an important new medium," says Dave Troy of Toad Computers, "and if it helps us to provide better service to our customers, we want to be a part of it." While there is no graphical 'Mosaic'-type WWW browser for the Atari, Toad Computers is very interested in seeing one developed. According to Dave Troy, "Hypertext Markup Language (HTML), the raw text underlying the Web, is extremely straightforward. The tricky part of getting Web access on the Atari is the TCP/IP connection that PC's can get using a program like Trumpet Winsock. Once a PPP (point-to-point protocol) connection can be made reliable, a web browser should be fairly easy to implement." Right now, there are a few packages (such as KA9Q/NOS/STNET/MintNet) which deliver PPP access on the Atari, and ZFC (the makers of Edith Professional) have been talking about writing a graphical browser. It is likely that before the end of the year, software should be available to allow Atari PPP and WWW access through a variety of local Internet access providers. For now, to access the WWW homepage, Atari users will have to use Internetworked PC's or Mac's equipped with a 'Mosaic'-type browser. In addition, America Online (also accessible through Mac's and PC's), will be offering graphical WWW access this winter. "It shouldn't be too hard for someone to find a Mac or PC running Mosaic. Many Atari users use these systems at work, and they can also be found on just about any school campus -- from university to community college, everyone is running Mosaic!," says Troy. An ftp site is also available for Atari users to download files that pertain to Toad Computers, such as our SYSINFO system & modem tester, STraight FAX! support notes, and ordering information. Right now, CompuServe, America Online, and GEnie all offer limited FTP access, so users of these services should have no problem accessing this site. And of course, any machine on the Internet can be used to access this site using a conventional ftp client. The KA9Q PPP package for the Atari includes a built-in ftp client. Toad Computers has always been available through e-mail, but Internet e-mail allows greater flexibility and faster response times. "With our e-mail on GEnie, it has always been a project to read it and respond quickly," says Troy, "and that has been particularly true with the huge volume of mail we received after mailing our most recent catalog." If you have sent e-mail to the 'toad@genie.geis.com' address, please be patient; it will be answered. However, for an immediate response, please direct all e-mail to our new address, 'toad@charm.net'. Toad Computers does not plan to stop visiting the Atari ST/Jaguar Roundtable on GEnie. "GEnie has always been a core part of our online support, and we appreciate the relationship we have developed with customers and developers there. We will continue to post specials and news files on GEnie, and we will also continue to be involved in the Bulletin Board areas," says Troy. And of course, any e-mail received at 'toad@genie.geis.com' will be answered. However, customers are once again reminded that response will be faster if e-mail is sent to 'toad@charm.net'. Toad Computers Internet addresses are as follows: WWW Page: http://www.charm.net/~toad/ Anonymous FTP Site: ftp://ftp.charm.net/pub/home/toad/ (ftp to ftp.charm.net, go to pub/home/toad directory) E-Mail: toad@charm.net E-mail from GEnie: toad@charm.net@INET# (@INET# instructs GEnie to use their Internet e-mail gateway) For more information, Toad Computers may be reached by mail, telephone, or FAX as well. Toad Computers, Inc. 570 Ritchie Highway Severna Park, MD 21146-2925 (800) 448-8623 Orders (410) 544-6943 Information (410) 544-1329 FAX (410) 544-6999 BBS (410) 544-0098 FAXBack Toad Computers is North America's leading supplier of products for the Atari ST, TT, and Falcon computers and also supports the Atari Jaguar, Lynx, Portfolio, and XL/XE computers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// More CDs; It's All Relative =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From the publisher of "Winning Pictures - MPC", totronic of Stuttgart and mediaGlobe of Dusseldorf.... Photo-CD Ireland From totronic of Stuttgart, and E.D.V. CD-ROM of Dusseldorf... Photo-CD Egypt Photo-CD Australia Each CD contains 100 images in Kodak Photo CD format. Images are stored on the CD rom disc in 5 resolutions of Kodak Photo CD ranging from 192 by 128 to a massive 3072 by 2048, all in Kodak's YCC colorspace. Travel the world with your computer. All images are "royalty free" for any use outside of computer photography collections. Each CD has software in Dutch, English, French, German, Italian, Portugese, Spanish, and Swedish for use on CD-I machines or Kodak Portfolio players. Windows viewing software in both English and German (German only on Australia) is the best selling Virtual BookMaker for Windows, Light version. Software for viewing on the Atari STe and Falcon 030 computers is a special demo version of Photo Show Pro and included with each CD. Suggested retail price is $19.99 US. Ask for these new Kodak Photo CD's at your favorite Atari dealer or write: It's All Relative 2233 Keeven Lane Florissant, MO 63031 USA Voice (314) 831-9482 GEnie or Delphi: GREG Internet: GREG@GEnie.geis.com Compuserve 70357,2312 --==--==--==--==-- ||| ||| Shutdown ........................... Power off, EXIT, BYE, Logoff / | \ ----------------------------------------------------------------- We welcome feedback from all of our readers; feedback both positive and negative. Whatever you think of our efforts, we sincerely would like to know. Our EMail addresses are sprinkled throughout each issue - with the new Internet gateway into GEnie, you can reach us through the Internet also. Append "@genie.geis.com" to any of our GEnie addresses. Until the next issue of AEO, I remain, Your Editor Travis Guy Internet: aeo.mag@genie.geis.com --==--==--==--==-- (This issue printed on recycled photons) --==--==--==--==-- DNFTEC --==--==--==--==-- No Inflation Necessary --==--==--==--==-- Sweet As Sugar --==--==--==--==-- Atari Explorer Online Magazine is a bi-weekly publication covering the entire Atari community. Reprint permission is granted, unless otherwise noted at the beginning of the article, to registered Atari user groups and not for profit publications under the following terms only: articles must remain unedited and include the issue number and author at the top of each article reprinted. Other reprints granted upon approval of request. Send requests to <aeo.mag@genie.geis.com>. No issue of Atari Explorer Online Magazine may be included on any commercial media, nor uploaded or transmitted to any commercial online service, in whole or in part, by any agent or means, without the expressed consent or permission from the Editor or Publisher of Atari Explorer Online Magazine. Opinions presented herein are those of the individual authors and do not necessarily reflect those of the staff, or of the publishers. All material herein is believed accurate at the time of publishing. --==--==--==--==-- Atari, ST, Mega ST, STE, Mega STE, TT030, Atari Falcon030, TOS, MultiTOS, NewDesk, BLiTTER, Atari Lynx, ComLynx, Atari Jaguar, Atari Portfolio, and the Atari Fuji Symbol are all trademarks or registered trademarks of Atari Corporation. All other trademarks and identifying marks mentioned in this issue belong to their respective owners. --==--==--==--==-- Atari Explorer Online Magazine "Your Source for Atari News" Copyright (c) 1993-1995, Subspace Publishers * * * * * * * * * * * * * * * :::::::::::::::::::::::::::::: A E O ::::::::::::::::::::::::::::::: :: Volume 4 - Issue 2 ATARI EXPLORER ONLINE 6 February 1995 :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: -- Novell DOS 7.0 and IBM OS/2 user Fred Horvat MultiTOS user, have STacy will travel Free-Net Atari Portfolio Sigop Videogame Trader Newsletter Publisher Atari Classic/LYNX/Jaguar gamer Ask for a free issue! And Let's Not Forget an ADAMite!
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