Delphi's World of Games' Atari Jaguar RTC (Sept.04,1993)

From: Atari SIG (xx004@cleveland.Freenet.Edu)
Date: 02/19/94-09:36:32 PM Z


From: xx004@cleveland.Freenet.Edu (Atari SIG)
Subject: Delphi's World of Games' Atari Jaguar RTC (Sept.04,1993)
Date: Sat Feb 19 21:36:32 1994


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 :: Volume 2 - Issue 15      ATARI EXPLORER ONLINE      4 September 1993 ::
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 |||   Delphi's World of Games' Atari Jaguar RTC
 |||   Courtesy: Delphi
/ | \  -----------------------------------------------------------------
       -----------------------------------------------------------------

On August 25, 1993, a formal Atari conference was held on the Delphi
information service (e-mail to VIDGAMES@DELPHI.COM or
VIDGAMES@NETCOM.COM for signup info). The conference was held to spread
info on the recently announced Atari Jaguar game system. Moderating was
Andy Eddy, former Executive Editor for VideoGames & Computer
Entertainment magazine. Guests were Sam Tramiel, president of Atari,
and Bob Brodie, Atari's director of communcations.

After a lengthy delay of nearly 20 minutes while chaos reigned due to a
temporary bug in Delphi's conference software, the CO started and
attendees got to ask questions of Atari's execs. What follows is a *very*
edited transcript of the questions and answers. The list of attendees
were compiled from /WHO lists taken during the CO and in the
post-formal chatter that followed; apologies to those I may have
forgotten. (This "post-war" CO is in an accompanying file, for those
who are interested.)

Comments to my e-mailboxes, save your flames...

Andy Eddy
VIDGAMES@DELPHI.COM
VIDGAMES@NETCOM.COM
71333,3664 on CompuServe

=-=-=-=-=-=

Formal Atari CO attendees:
16BITTER, ADLEVIN, AEO_MAG:Tim@AEO, ALLEBARAM:Mark, ARNOLDB:Arnie!,
ATARICORP, ATARIMUSIC, ATARIPOWER7, ATARITECH, BACHAND, BMHAL1000,
BOBMATISKA:Bob M., BRIANXAP, BRYEDEWAARD:Bryan, CHRISBEST,
CMILLAR:Chris M., DAVHEBEL, DAVIDSHORR:Dave, DJSAHN, EELIAS:Eric,
EFLY:Fly, EICHER, ENFORCER2, FSDMB3, GAIARES, GENE5320, GREGG43,
GREGRPH, HODOSKO:Jeff H., INNOVATOR:Jared, JAHORN, JEFFTZ, JELLISON,
JES68K, JMILLAR:Jay 030, JMV, JONSEI, JONWOOD, JSCHEPP, KALL,
KEITHFISHER, KKORDES1:Kent@SFT, KRISJOHNSON, LEXICOR:John @ Lexicor,
LINDERDG:Dan The Man, LMCCLURE, LOUC, MARK_SCHEY, MBRADY,
MICKEYANGELL, MOSA, MRBURKLEY:Michael, NOLRAM, NORMW:NormInLA,
OLDGROUCH, PALAZZOL:Frank, PHUNKZIP, PLEFEBVRE:Paul, QUINNGRANFOR,
RDIMICK, RJUNG, ROB_G:Rob, ROM1:Raul, RONALDB1, SAM_RAPP:Sam 030,
SANZA, SBEYER, SCARPAD, SCMMETALS:Jeff, SCOTTGO, SEANSHARP, SEIGH,
SLAVGRID, STEVE677, STEVENBAKER, TACK, TELENUT, THINK, THOMAS345:Tom,
TOMFANN, VGCHRIS, VGJOSHO:Josho, VGZACH:Zach, VIDGAMES:Andy,
VILLARREAL, VILLARREAL:JMV, WHITEW, WUNDERLEYS, YOONK

VIDGAMES:Andy>
  Okay, before we start, I'll apologize for the problems. I think
  Delphi...  has a software bug.

VIDGAMES:Andy>
  I'd like to start by welcoming everyone here tonight. Special thanks
  to Sam Tramiel and Bob Brodie of Atari for taking time out of their
  very busy schedule to answer some questions for us here. Finally,
  I'd like

ATARIPOWER7>
  .... let's <attempt> to be patient and virtueous..... :):):)

VIDGAMES:Andy>
  to welcome any of the Internet crowd for coming by Delphi this
  evening.  I hope you like the system and will join us again.

  As an introduction, you all know that Atari announced the Jaguar
  last Wednesday in a press event at its Sunnyvale offices. Before the
  event, there was skepticism, and since there has been lots of
  speculation. Atari has thrown the gauntlet at 3DO, and tonight Sam
  and Bob will be sharing with you what makes this product so
  exciting.

  Finally, the Jaguar has sparked a flurry of heated debate. With
  that in mind, I'll set the law right now: NO SHENANAGANS (whatever
  they are) WILL BE TOLERATED! We're doing this conference as an
  effort to spread vital game information to the public, and
  disruptions make that impossible.  This is a formal conference, and
  if you don't know the rules for how a formal CO works, you are asked
  to exit the Conference area (/EX twice) and re-read the banner that
  greets you upon entrance. Not abiding will put you in the
  "audience." Thanks in advance for your cooperation.

  Now, while those of you with questions will signal with a ?
  (remember, only one per customer), we'll start by asking Sam and/or
  Bob to open with a statement, then get to the conference...

  Bob and/or Sam? Comment to start?

ATARICORP>
  Good evening everyone.  On behalf of Atari Corporation, I'd like to
  thank you all for attending tonight's conference.  We appreciate the
  opportunity to meet here with you, especially with our good friend
  Andy Eddy!  Andy has been a long time supporter of Atari Corp., even
  preceding his involvement here in the World of Games Forum on
  Delphi, and we're thankful for his long-term support of our company.

  Tonight, we are here to talk to you about the Atari Jaguar, our
  exciting new 64 bit interactive multimedia entertainment system.
  For those of you that haven't seen the specs on the Jaguar yet, here
  they are:

  o   64-bit RISC-based multiprocessing architecture.

  o   A very high speed 106.4 Mbyte/sec 64-bit Data path.

  o   27 MIPs Graphic Processor with 4K bytes of zero wait-state
  internal SRAM that is closely coupled with the Blitter that can
  perform a full range of graphics effects (including shading and
  rotations) at high speed yet is programmable for maximum
  flexibility.

  o   A programmable Object Processor that can act as a variety of
  different video architectures, such as an advanced sprite engine,
  pixel-mapped based systems, character mapped based systems and many
  others.

  o   27 MIPs Digital Signal Processor with 8K bytes of zero
  wait-state internal SRAM for CD quality sound and full stereo
  capabilities.

  o   A Blitter that can perform a full range of logical operations at
  high speed with hardware support for Z-buffering and Gouraud
  shading.

  o   MC68000 CPU clocked at 13.3 MHz as a general purpose control
  processor.

  o   Lifelike quality 32-bit color on NTSC or PAL television screens,
  yielding greater than 16 million colors.

  o   ROM Cartridge capacity to 48 Megabits of compressed or
  uncompressed code. When compressed, equivalent to almost 400
  Megabits.

  o   16 Megabits of fast page-mode DRAM.

  o   An optional double speed CD-ROM drive.

  o   ComLynx I/O for networked multiconsole games.

  o   Two (expandable to literally dozens) enhanced Controller Ports,
  supporting digital and analog interfaces, as well as keyboards,
  lightguns and mice.

  o   High performance, ergonomically designed, Controller with
  Joypad, 3 firebuttons, Pause, Option, and 12-key keypad with
  game-specific overlays.

  o   High speed synchronous serial port for connection to modems,
  cable TV networks and other high performance networks.

  With this Fall's introduction of the Atari Jaguar, the ultimate
  video game system and the nation's first 64-bit interactive
  multimedia entertainment system, comes a plethora of both new and
  familiar game titles. While third party developers and publishers
  are actively designing software for the system, Atari programmers
  overseas and domestically have been developing and fine-tuning
  several titles for the Jaguar for release this year.

  The dramatic use of 3D rendering and 24-bit graphics is most
  prevalent in games seen on the Jaguar system. Scanned and digitized
  character images, as well as detailed texture mapping, lighting and
  shadowing effects and unrestricted motion and speed all contribute
  to the next level of technology apparent in these games. And the
  16-bit stereo capabilities and high fidelity CD quality sound
  combined with the imagery produce extraordinary results.

  Some of the upcoming game titles include:

  Crescent Galaxy - Lifelike three dimensionally rendered and shadowed
  planetary objects and lifeforms prevail in this multi-leveled side
  shooter. You are the young Corporal Trevor McFur of the Circle
  Reserve Core. Returning from a deep space reconnaissance mission,
  you and your shipmate intercept a long-range transmission telling
  you that you are the only hope in saving the galaxy against a
  ruthless creature. The game is visually stunning with full textured
  3D renderings of creatures and planets with nine levels reflecting
  five different worlds. Enemies and allies include: Pop-up Poppies
  which explode when they sense an enemy nearby; Geysers which can
  spurt forth abrupt blasts of nuclear steam erupting from the Planets
  core; and bothersome creatures such as Skeletal Vultures, Scorpions
  and Flying Dinos and dozens more.

  Cybermorph - Surreal landscapes colored in both muted and bright
  tones are the background for this One-Man Rescue Probe sent into an
  interplanetary battlefield to rescue stranded survivors of a dying
  war. The Cybermorph is an adaptable, flexible machine with an outer
  skin programmed to react to its environment. If accelerating, it
  grows streamlined to reduce resistance; when banking, its wings
  extend to give maximum turn; when slowing up, the rear of the craft
  morphs into a cowl to bring the speed down quickly and smoothly. The
  probe flies in a full three dimensional world environment. The
  object is to fly over the surface of each world in a low-altitude,
  high speed craft saving helpless survivors and avoiding surface and
  air attack and alien infestation. You defend yourself by shooting
  anything that moves and avoid being hit yourself or colliding into
  tall landscape features. A holographic face speaks to you giving you
  information.  Following lifeline sensors, you race toward the cries
  for help, saving survivors from all 50 moons to complete the
  mission.

  Raiden - As the ultimate arcade game conversion, the Jaguar version
  is considered the ideal soundalike and lookalike Raiden game. As a
  vertical scroller, you control aircraft flying over enemy territory,
  shooting militaristic tanks and aircraft, avoiding enemy gun fire
  and hidden missiles. This full-featured game makes use of the
  graphic capabilities with complex parallax scrolling and realistic
  and engaging audio quality. This was essentially developed as a
  yardstick for performance, color and sprite comparisons to showcase
  the Jaguar's capabilities. Speed and motion are exceptional with no
  slow down when mass objects are present on the screen. No other
  system comes close to accurately converting this arcade game to a
  home console.

  Evolution-Dino Dudes - Familiar to consumers as Dinolympics? on the
  Lynx or as Humans? on the PC, this title is an Atari-owned property
  which, seen on the Jaguar, utilizes all the graphics and colors
  Jaguar can represent. Vivid colors and creative use of animation
  facilities enhance the overall look of the game, but the 80 levels
  of play make this challenging as well. As a platform puzzle game,
  cavemen characters are taught to survive, by avoiding man-eating
  dinosaurs, discovering the spear, making fire and physically
  running, jumping and climbing their way up the evolutionary ladder.

  Club Drive - The most exciting vacation park in the 21st century is
  the theme for this pulse quickening excursion. At this fantasy
  driving resort, all vehicles are indestructible, and visitors can
  challenge their skills and courage by driving some of the most
  treacherous terrain and returning completely unscathed. Different
  levels are represented by a futuristic city, an old western town, a
  present day world and even a toy car world where you can drive in
  and around your furniture at breakneck speeds as if you were inside
  a toy racing car.  This true 3D polygon environment is completely
  new to the gaming world.

  Checkered Flag II - Jaguar Formula One Racing hits its peak with
  this version using real-time 3D generated action, akin to arcade
  quality racing games. Cars, buildings and roads are rendered in true
  3D, with options to customize your car. The game features 100% true
  sound effects; crashes are realistic in both sound and imagery, with
  parts flying and tires screeching. Racing speed is markedly
  intensified.

  Tiny Toon Adventures - Based on the popular Warner Bros. characters,
  this platform game utilizes the vibrant colors and graphics to the
  utmost. The storyline follows Buster Bunny, Babs Bunny and Plucky
  Duck as they embark on a rescue mission to save the planet Aurica.
  Bad boy Montana Max has a new toy: an Acme TiToonium-Gold Converter.
  The only place to get TiToonium is on the planet Aurica. The removal
  of TiToonium is causing grave ecological damage to Aurica. Armed
  with Acme Crazy Net, our heroes try to shut down the Acme
  TiToonium-Gold Converter. The object is to navigate through each
  level, locate the TiToonium Extractor within each level and pull the
  plug on it. With a transport beam pad, one of our heroes can be
  selected to climb, jump and run through each level so in the end,
  the planet can be saved.

  Alien vs. Predator - Based on two 20th Century Fox feature film
  blockbusters, what would happen if the Alien, the Predator and a
  colonial Marine Corporal were put together? Who would win? You
  select who you will portray and the qualities each possesses is
  incorporated into your strategy. For instance, if you were the
  Alien, you could climb walls; as the Predator, your night vision is
  superior and as the Marine Corporal, you may be able to outwit the
  other two with your computer skills. Placed in realistic texture
  mapped corridors, your movement is put in real-time action. Camera
  speeds race as you're being chased down hallways with a high frame
  rate. Exceptional colors and shadow effects put you right into the
  action.

  Kasumi Ninja - The game is set on the small island of Kasumi in the
  West Pacific rim. The Kasumi Ninja are the world's finest Ninja
  warriors and a mist of invisibility from the Ninja Gods hides Kasumi
  from the world. Kasumi is undetectable, even by radar. The Gods have
  decided to intervene when Gyaku, a strong warrior, kills his family
  and the Gods must find a new strong warrior to battle him. But
  first, this new young Ninja must learn new skills and fight with
  nine other persona, each with unique martial arts abilities and
  special moves.  The game incorporates superior graphics and
  animation with realistic landscapes and backgrounds. Ninja warriors
  utilize 91 different martial arts movements, with all the sound
  effects and audio consistent with this type of fighting.

  Tempest 2000 - This title is familiar to gamers as the favorite
  arcade classic using vector graphics, polygons and rapid fire. Here,
  the Jaguar version incorporates a starfield in the background
  instead of just a black background. CD quality stereo enhances this
  game tenfold as this fast-paced energetic game unfolds. Manipulative
  abilities have been modernized and updated with new features that
  include spins and twists not seen in the 80's, as well as an updated
  version to the year 2000 which takes full advantage of the Jaguar's
  3D graphic polygon capabilities.

  We're very pleased with the reception that the Atari Jaguar has been
  getting from the media, especially the gaming publications!  We
  recently had a media day, where we showed off the Jaguar and it's
  spectacular effects to a standing room audience.  The reception was
  overwhelming, and to say the least, we're gratified!!

  Our plans for the rollout of the Jaguar are for a New York and San
  Francisco release in October, with the rest of the US to follow in
  1994.  From the US, we'll be expanding into Europe, with London,
  Paris, and Frankfurt as the major target cities.

  With that, I thank you for your attention, and we're now happy to
  take any questions that our audience might have, Andy!

VIDGAMES:Andy>
  Whew, nice to have *someone* prepared (hehe). Okay, first question..
  honor go to AEOMAG.

ATARICORP>
  Sorry for some of the formatting...  ga, Tim

AEO_MAG:Tim@AEO>
  OK, can you give a benchmark (maybe aska programmer?) on how fast
  the polygons are?  texturemapped and flat shaded.?  ga

ATARICORP>
  Tim, this is a bit more technical than I had expected, and I don't
  want to hazard a guess. I'll get back to you on that, hopefully
  later on tonight.  Sorry. ga

VIDGAMES:Andy>
  Follow up, Tim?

AEO_MAG:Tim@AEO>
  no, that was my question.
  thanks.

ATARICORP>
  Tim, please be sure to send me email on who the people that are
  interested in VR are, we'll be happy to talk to them.

AEO_MAG:Tim@AEO>
  okeydokey.

VIDGAMES:Andy>
  Okay, on to PHUNKZIP.

PHUNKZIP>
  the Jag may have a 64 bit Graphics processor, but isn't it really
  16 bit machine because of the 68000 CPU?

ATARICORP>
  Tim, we can render 50 million goroud shaded pixels a second.  Hope
  that benchmark helps.

AEO_MAG:Tim@AEO>
  yes it does.

ATARICORP>
  No, the 68000 is a co processor.  And it shares only the lower
  sixteen bits of the 64 bit system bus.

ATARICORP>
  It's a similar situation to the 16 bit ISA bus that you still get
  in 32 bit PCs.  ga

PHUNKZIP>
  so what chip is the CPU of the Jag?

VIDGAMES:Andy>
  Side comment: Isn't it also true that a processor in the Jaguar can
  be moved...  from its "main" usage (like the graphics processor) to
  another task if you chose to?

ATARICORP>
  The Jaguar CPU is a 64 bit custom graphics chip.
  ga

PHUNKZIP>
  last question from me: how can a graphics chip be the CPU?

ATARICORP>
  The 64 bit custom graphics chip is a good general purpose RISC
  unit, but it has been specifically optimized for 3D graphics work.
  ga

PHUNKZIP>
  ok thanks

VIDGAMES:Andy>
  Okay, thanks, Dave. Josh, you're up.

VGJOSHO:Josho>
  Thanks, Andy!  Guys, I'm one of those that felt a bit "burned" by
  the...  promises of third-party LYNX support, that basically never
  materialized...  so I'd like to know which 3rd-party publishers have
  definitely been...  developing for the Jaguar.  GA.

ATARICORP>
  We at Atari made no promises of 3rd party publishers for the Lynx.
  And we are working very hard to attract 3rd party publishers to
  Jaguar.  We will make our first formal announcements as to who has
  signed up in September.  ga

VIDGAMES:Andy>
  Follow-up, Josh?

VGJOSHO:Josho>
  Ah. Okee-dokee. :-(  Yes, one follow-up...
  As you said, you're planning a test market release in October in NY
  and SF...  and I'm wondering when in 1994 you're planning the
  national rollout.  GA.

ATARICORP>
  The NY and SF markets will be shipped product in November and the
  rest of the national rollout will occur in the first quarter of '94
  ga

VIDGAMES:Andy>
  Okay, thanks. RJUNG, you are up. GA

VGJOSHO:Josho>
  Hmmmm...OK, thanks!  Andy, back to you!

RJUNG>
  Hi, guys. Two questions, sorry if this is against protocol. (1)
  What game comes with the Jaguar? (2) How does the Lynx/Jag/ComLynx
  connection work?  Are you talkingh about Lynx and Jag versions of a
  title, a Lynx adaptor, But there are no gasmes planned to be on both
  the Lynx and Jaguar platforms?

ATARICORP>
  We have not decided which game will be packed out.  It will be a
  surprise.  :)  The ComLynx connection is a not a Lynx compatible
  adapter.  The Jaguar will not play Lynx titles.  What the ComLynx
  port will allow, is for software to be developed to allow Lynxes to
  be part of a Jaguar game as controllers.  ga

RJUNG>
  All right. Thanks. GA.

ATARICORP>
  We're not sure what you mean, but we do plan to have some of the
  same titles on both platforms.

VIDGAMES:Andy>
  Okay, WUNDERLEYS is up. Go ahead with your question.

WUNDERLEYS>
  Ok, first off, what is the CD tht you were talking about?  Is it a
  CD-ROM or something?

VIDGAMES:Andy>
  (If you already signaled with a ?, please don't send another one.
  It's confusing. Thanks.)

WUNDERLEYS>
  Ok, and for my final question....  Will you have Fighting games?

ATARICORP>
  We are planning a CD peripheral to be introduced during the 1st
  half of 1994.  It can play CD audio, CD+Graphics, and of course,
  Jaguar CD software.  It's a high performance double speed drive And
  will allow for full motion video in the Jaguar software.

WUNDERLEYS>
  Will you have fighting games?  What basis of games are you going to
  stick to releasing?  ga

VIDGAMES:Andy>
  Side question: How much will the MPEG 2 option cost?

ATARICORP>
  by using compression techniques called "Cine Pak".
  ga

VIDGAMES:Andy>
  Bob/Sam, did you get the question about fighting games?

ATARICORP>
  Next?

WUNDERLEYS>
  Ok, thanx!  I'm finished! GA

VIDGAMES:Andy>
  Sorry, there was a question about fighting games. I thought that
  was..  still being answered.

ATARICORP>
  Of course, we will have a fighting game of all sorts.  Man against
  man, man against animal, animal against animal, Aliens against
  Predators, just like we said in our opening remarks. <grin>  We are
  planning on having all types of games, and hope that 3rd party
  publishers will add a long list of titles.

  Andy, we are not annoucing prices at present.
  ga

VIDGAMES:Andy>
  (hehe) Okay, ARNOLDB. Fire away.

ARNOLDB:Arnie!>
  What language is native game code writen in?

ATARICORP>
  Assembly
  ga

ARNOLDB:Arnie!>
  does the console have hardware scaling and rotating of individual
  sprites?

VIDGAMES:Andy>
  That was easy enough. Follow-up?

ATARICORP>
  Yes, and lots more besides.
  ga

ARNOLDB:Arnie!>
  how many megabits will the average game be

VIDGAMES:Andy>
  Again, easy. DAVHEBEL, you are on.

ARNOLDB:Arnie!>
  and what phisical size are they?

DAVHEBEL>
  Have you considered contacting Beyond Games about porting Battle
  wheels from the Lynx to the jag ?

ARNOLDB:Arnie!>
  asembly as in 68000 chip or that graphics chip?

VIDGAMES:Andy>
  Let's move on to Dave's question so that everyone else has a
  chance. Thanks.  (We still have about 20 people with questions in
  line.)

ATARICORP>
  You cannot compare the megabit size of Jaguar carts to Sega Gensis,
  and SNES.  As Jaguar can compress data much more efficently and
  decompress on the fly.  The general amount of uncompressed data will
  be far larger than anything seen on Genesis and SNES.


VIDGAMES:Andy>
  I'd like to start by welcoming everyone here tonight. Special thanks
  to Sam Tramiel and Bob Brodie of Atari for taking time out of their

ATARICORP>
  True Color graphics and CD quality stereo sound take up a lot of data.
  Regarding Beyond Games, of course we are talking to them.  And as I said
  earlier, we'll announce publishers in mid September.
  ga

VIDGAMES:Andy>
  (oops)

DAVHEBEL>
  thanks ga

VIDGAMES:Andy>
  Follow-up, Dave?

ATARICORP>
  Arnie: ALL the processors are programmed in Assembly.

DAVHEBEL>
  no thanks!

VIDGAMES:Andy>
  Okay, Gene5320 is up. Go ahead with your question.

GENE5320>
  Followup on the 3rd party question.  3rd partys do make the machine,
  look at what Street Fighter II did for SNES.   My question, will
  Atari put the Jaguar on "Tour" (like malls) to show it off and allow
  hands on with it?  ga oops..  redo?

VIDGAMES:Andy>
  Good question.

ATARICORP>
  We are planning heavy duty marketing support, and will have point of
  purchase demostration units available at stores.  At present, we
  don't plan "a tour", but might in the future.  ga

VIDGAMES:Andy>
  Follow up, Gene?

GENE5320>
  all done

VIDGAMES:Andy>
  Okay, JONSEI is in the spotlight.

JONSEI>
  Basically same as josho above: How many 3P's and who. Do you
  anticipate 3P support at launch? Are development systems available.?
  ga

ATARICORP>
  We will have 3rd party publishers developing software at launch. As
  a matter of fact, they are working on software as we speak.  They
  will not be shipping until Q-1. And yes, development systems are of
  course available.  ga

VIDGAMES:Andy>
  Okay, follow-up, JONSEI?

JONSEI>
  no. GA.

VIDGAMES:Andy>
  Okay, let's see if TELENUT is here...
  Nope, on to ATARIPOWER7.

ATARIPOWER7>
  Why the timdity in getting the product out, what with the resources
  IBM has, surely we could have things in full blast already even!
  Bestest and mostest is great, add fastest, and!!!!
  GA followed by  another !?  <3 DOn't, ATARI DOES! :):):).... >
  Sorry, I was almost finished retyping into my text editor... :)

ATARICORP>
  We are limited by the amount of custom chips we can get this year.
  1994 we should not have these limitations.  ga

VIDGAMES:Andy>
  Great, follow up, ATARIPOWER7?

ATARIPOWER7>
  I'll wait in line for the next time....

ATARICORP>
  IBM really does have tremendous manufacturing power. And we really
  do agree that 3DO, don't, and Jaguar Does!

ATARIPOWER7>
  Fair is fair!

VIDGAMES:Andy>
  All right... SAM_RAPP. You are up.

SAM_RAPP:Sam 030>
  Hi Guys!  Thanks for being here!  Thanks for all the wonderful toys!

VIDGAMES:Andy>
  (Thanks, ATARIPOWER7)

SAM_RAPP:Sam 030>
  I hear that there are several development systems for the Jaguar,
  such as TT, PC, and a stand alone system.  Could you briefly
  describe the development environment and list the features of each
  system?  GA

ATARICORP>
  This question is very complicated, but basically we have a TT
  development environment, and a PC development environment.  You can
  use any machine you want for art development.  Of course, you should
  use Atari's for music work.

SAM_RAPP:Sam 030>
  One more thing...  Will you mailorder this year for us Die hards?

ATARICORP>
  All we have time for is three more questions, sorry.

VIDGAMES:Andy>
  Okay, let's move to EELIAS.

EELIAS:Eric>
  Will the Jaguar be modem ready or cable ready?

ATARICORP>
  We do not have a formal reply to this, but we will consider the
  mail order option.

EELIAS:Eric>
  ga

ATARICORP>
  Again, if you are talking about the new, or yet to be available OR
  clearly define {interactive networks}, we do think that Jaguar can
  act as a set top in this environment. ga

VIDGAMES:Andy>
  We'll skip follow-ups so we can get as many people in as possible.
  Sorry.

EELIAS:Eric>
  Thanks. ga

VIDGAMES:Andy>
  RDIMICK... you are on.

RDIMICK>
  Will you be bringing any of the Atari coin ops to the jaguar ? -
  And can you please arrange for some of the initial Jaguars to be
  sold here on Delphi - there has to be a way!!!!  please

ATARICORP>
  Yes, some of the coin op titles will be on Jaguar.  And I already
  answered regarding Mail order. We appreciate your enthusiasm... :)
  ga

VIDGAMES:Andy>
  Okay, EFLY. Go ahead with your question.

EFLY:Fly>
  Could you run the preliminary information again.  I was late.
  Perhaps on the way out.

VIDGAMES:Andy>
  It will be in the transcript. I'll have it up in a day or so.
  Another question?

ATARICORP>
  We'll have a transcript for the library later.

VIDGAMES:Andy>
  (I'll save Bob and Sam from repeating all that.)

EFLY:Fly>
  no thanks.
  ga

VIDGAMES:Andy>
  Okay, Geoff. You can go.

GAIARES>
  Go on to the next person while I get my question ready.
  :)

VIDGAMES:Andy>
  I think they are about out of time. How much more, Bob/Sam?

ATARICORP>
  One more, Andy.

VIDGAMES:Andy>
  Okay, if Geoff isn't quite ready, Telenut is back and hopefully can.

TELENUT>
  I'm ready.

VIDGAMES:Andy>
  GA, TELENUT.

GAIARES>
  As a person who was disappointed in the way the lynx turned out to
  be a pretende the Jag to show us that it is a contender?

GAIARES>
  Oops. GA Dave.

TELENUT>
  How do you see the Jaguar as bieng supiror to the 3DO.  As far as
  overall quality.

ATARICORP>
  We feel that the power of the Jaguar will allow for a quantum leap
  in software experiences.  And we will back this with serious
  marketing dollars.  The Lynx is not dead, and we will advertise it
  in NY and San Francisco along with Jaguar.  There will be 12 new
  Lynx titles delivered this year.

VIDGAMES:Andy>
  Trip Hawkins referred to the Jaguar as the "Betamax" to 3DO's "VHS."
  Any comment?

TELENUT>
  Do you think you can compete with the bulk of software for the 3DO?
  (sorry, that was my follow-up)

ATARICORP>
  Andy, look at the prices, the 3DO is not priced to be a consumer
  product at well over $500.  3DO is simply overpriced.

VIDGAMES:Andy>
  Understand. Unless Bob and Sam can take anymore questions, I'll put
  a close...  to the formal part of the CO. Closing comments, Bob and
  Sam?  And, again, sorry for the glitches that delayed the start.

ATARICORP>
  Thank you all for attending.  On behalf of Atari, we're very
  grateful for your interest in the Jaguar.  We'll be seeing you in
  the message bases here on Delphi.  Please feel to send e-mail to
  BOBBRO here on Delphi, my normal address. Goodnight!

BRYEDEWAARD:Bryan>
  Kick some butt guys! :)

EELIAS:Eric>
  nite!

VIDGAMES:Andy>
  Okay, the transcript will be up in short order, I hope. Thanks one
  and...  all for attending. E-mail to VIDGAMES with comments on the
  CO and future CO...  guests.


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