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Date: 02/26/90-04:03:59 PM Z
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From: aa399 (Len Stys) Subject: News - Undated - V Date: Mon Feb 26 16:03:59 1990 Undated Time Capsule -------------------- Nintendo Is Sued by Atari Atari Sues Federated; Claims... FALCON Software Question & Answers Lawsuits Against Nintendo A Bit of Atari History Secrets of Old Atari Nintendo & Atari-Fierce Competition Nintendo Is Sued By Atari ------------------------- -Article #80 (156 is last): -From: aa399 -Subject: Nintendo Is Sued by Atari -Date: Tue, 15 Aug 89 12:55:32 GMT -From: LEN STYS (aa399) -Indx: 051 Size: 1678 bytes Recopied from: THE NEW YORK TIMES, Thursday, February 2, 1989, D13. Nintendo Is Sued by Atari SAN JOSE, Calif., Feb. 1 (AP) - The Atari Corporation has filed a $250 million lawsuit against the Nintendo Company, accusing the Japanese video game maker of monopolizing the market with restrictions on its licensed game creators. The suit, filed Tuesday in United States Distroict Court, contends that Nintendo forbids its developers to sell adaptions of their games to other video game companies. The restriction causes the creators of video games "to yield to coercion from Nintendo, so that Atari and other manufacturers of video game consoles are unable to obtain many popular games for use on their own systems," the suit says. Atari, based in Sunnyvale, Calif., is seeking to end Nintendo's purported practice of prohibiting game developers from writing video games for anyone else, said Joshua Tropper, Atari's general counsel. The suit, which also names as defendant Nintendo's United States unit, Nintendo of America Inc., is the latest development in a long dispute between nintendo and American makers and distributors of video games over the $2.3 billion annual market. In December, the Atari Games Corporation of Milpitas, Calif., which is not related to the Atari Corporation, filed a $100 million lawsuit against Nintendo, accusing the company of unfair competition. Early last month, Nintendo countersued, accusing the company of making and selling unauthorized cartridges for video games. Len Stys (aa399) Phillip Chow (aa400) Atari SIG-Sysops Atari Sues Federated; Claims... ------------------------------- -Article #81 (156 is last): -From: aa399 -Subject: Atari Sues Federated; Claims... -Date: Tue, 15 Aug 89 12:55:43 GMT -From: LEN STYS (aa399) -Indx: 052 Size: 2504 bytes Atari Sues Federated; Claims Overstatement Of Company Assets PC WEEK, BUSINESS Atari Corp. is back in court. The Sunnyvale, Calif., microcomputer and video-game manufacturer has filed a federal lawsuit against the former management of Federated Group Inc. The lawsuit follows Atari's acquisition last year of Federated, a chain of 62 electronics stores in the Southwest and California. Atari alleges that former Federated executives intentially overstated their company's assets by more than $43 million to lure Atari into the acquisition. A post-acquisition audit uncovered the alleged overstatement, according to Atari, which reported the audit's results in a post merger filing with the Securities and Exchange Commision. The lawsuit, filed Aug. 26 in U.S. District Court in San Jose, Calif., contends that the alleged overstatement violates federal securities laws and federal Racketeer Influenced, Corrupt Organizations Act. Named in the lawsuit are Wilfred Schwartz, Federated's founder and chief executive at the time of the tender offer, and several other former Federated executives and directors. Also named in the lawsuit are Ernst & Whinney, the auditing firm employed by Federated before the acquisition, and Goldman, Sachs & Co., the investment bank for Federated's former management during negotiations with Atari. An Ernst & Whinney spokesman said the accounting firm stands behind its work on the audit. A spokesman for Goldman, Sachs had no comment. Atari paid $6.25 per share for all of Federated's 10.8 million outstanding shares last fall. The lawsuit alleges that Federated's stock "was actually worth much less at the time, and that Atari would not have entered into the merger agreement to pay $6.25 if it had known Federated's true financial condition." Atari fired Federated's management team after raising allegations over Federated's stated assets. Atari anticipates Federated will lose $5 million to $10 million for the year. Financial problems have prompted Atari to lay off nearly 30 percent of Federated's employees and close six stores. A separate lawsuit brought by Atari against Micron Technology Inc. was settled out of court in June. That suit alleged that Micron, a semiconductor firm in Boise, Idaho, had reneged on a contract with Atari. Len Stys (aa399) Phillip Chow (aa400) Atari SIG-Sysops FALCON Software Questions & Answers ----------------------------------- -Article #82 (156 is last): -From: aa399 -Subject: FALCON Software Questions & Answers -Date: Tue, 15 Aug 89 12:55:21 GMT -From: LEN STYS (aa399) -Indx: 050 Size: 2894 bytes COMMON QUESTIONS: FALCON for the Atari ST Q: What are the system requirements for FALCON? A: Atari ST; 512k RAM (Additional features require 1 megabyte RAM); color monitor; joystick optional. Q: Can you make a backup of FALCON? A: Although Disk 1 is copy protected, you can make a backup copy of Disk 2 (which is the disk that saves your pilot's name and score). You can use a copy utility such as ProCopy to make a 10 sector backup. Q: After I load the program, what do I type in when I see the screen with two icons asking for a code? A: After loading the program, you'll next need to enter a password to continue. After the introductory screen has loaded, you'll see a screen asking for a code. using the enclosed code wheel, line up outer icons with the inner icon. Then look on the code wheel for the corresponding key word (such as "Foxtrot") that is shown in the third line called "Window." Look at the cut-out adjacent to the key word, and type in that letter. If the code you enter is incorrect, you'll be given a second chance. If your second attempt is incorrect, however, you'll still be able to preview the game. Q: Even though I'm flying at 1st Lieutenant rank, I still get shot down by invisible missles. A: You need to enter the correct code after the intro screen. Please read the above message. Q: When I insert Disk 2 after the intro screen, I get an error message of "Exception 02" scrolling across the Duty Roster screen. A: All you need to do is make a backup of Disk 2 and then boot with the backup Disk 2 unlocked. Because the first 5,000 copies of Disk 2 were shipped without the Duty Roster and the Sierra Hotel files, the game crashes if you boot with Disk 2 locked. Q: I tried playing FALCON head-to-head over the modem. Even at 2400 baud, the game is very slow. A: We are aware of the speed problem with modem play and hope to improve it in the next version. We recommend playing head-to-head over direct connect (which supports up to a speed of 19.2k baud). Q: Is FALCON compatible with a monochrome monitor? A: No, FALCON requires a color monitor. Q: FALCON's mouse control is very difficult to fly with and control. A: We hope to improve the mouse control in the next version of FALCON. Q: When I quit FALCON and then return to the game, the points for my last mission are not saved. A: This problem will be fixed in the next update of the game. FALCON will save your merit points if you quit from the cockpit, instead of at the Duty Roster or Sierra Hotel screens. Q: Which features are omitted if you have 512k or RAM? A: The communications feature, the Black Box flight recorder, and certain sounds and graphics. Len Stys (aa399) Atari SIG-SysOp Lawsuits Against Nintendo ------------------------- -Article #83 (156 is last): -From: aa400 -Subject: Lawsuits Against Nintendo -Date: Tue, 15 Aug 89 12:55:55 GMT -From: PHILLIP CHOW (aa400) -Indx: 053 Size: 12245 bytes +-------------------------------------+ |Lawsuits Against Nintendo Go to Heart| +-----+of the Way Japan Competes+-----+ +-----+-------------------------+-----+ -Taken from the Los Angeles Times Dateline: March 19, 1989 Its business is games, and its primary customers are adolescent boys. But don't be fooled. Nintendo is treating its market as seriously as NASA orchestrated the first lunar landing. No detail is too small, no issue too trivial. Nothing is left to chance. New games, for example are evaluated on a scale of zero to 40 long before they are selected for publication. All games developed by outside authors are manufactured, along with the in-house titles at Nintendo headquarters in Hapan Toy store shelves are checked weekly to monitor sales and new products are introduced deliberately and in limited supplies to keep business flowing smoothly. "Nintendo is very paternalistic toward the industry...and without that protection, the video game business would already have gone through the same spike and fall that ruined it in the mid 1980s," said Gregory Fischbach, chief executive of Acclaim, a Long Island, N.Y. video game maker. "If Nintendo hadn't provided this marketing control, there would be no business today." Indeed, Nintendo successfully resuscitated the collapsed market for video games in 1985 and patiently nurtured it into a business expected to generate sales of more than $3 billion this year. But now the Japanese game maker, which controls as much as 80% of the market has been slapped by disgruntled California competitors with two million dollar antitrust lawsuits that strike at the heart of Nintendo's approach to reviving the industry. Scheduled to go to trial later this year, the suits have potentially broad implications for personal computer software publishers and other technology concerns. Many technology and legal experts also say the suits challenge some of the basic business tactics Japanese companies have employed to build-and, in many cases, dominate-markets in the United States. The suits, filed separately by Atari Games, and an unrelated company, Atari Corp., over the last three months, accuse Nintendo of monopolistic practices. Atari Games, which has developed three video games for Nintendo, maintains that the Japanese company has competed unfairly in the game market by doing two things: insisting on manufacturing every cassette intended for its players and unilaterally deciding how many cassettes each of its outside licensees will get. Taken together, the suit says, those actions essentially dictate the size of the video game market and leave other game and player developers at the mercy of Nintendo. In the other suit, Atari Corp., the video game maker that dominated the market in the early 1980s, accused Nintendo of monopolizing both the video and player market by preventing game developers from writing versions of Nintendo-authorized games for rival player makers. Analysts say Nintendo's approach to the video game market is tantamount to a computer maker preventing software developers from writing versions of a computer program for competitors' machines. But some U.S. experts also say the company's overall strategy is characteristic of the aggresive yet methodical approach often taken by Japanese comcerns to build their businesses, though perhaps taken to an exterme. "The Japanese are into monopolies," said Jeffery Tarter, publisher of Soft Letter, a software market report, "They really believe you can have orderly markets, and they believe the best way to have these orderly markets is to minimize competition. The notion, accepted in Japan, where the economy is tightly monitored by the government, flies in the face of the free market system, argues Trip Hawkins, founder of Electronics Arts, a San Mateo personal computer game publisher. Nintendo's response has been that the suits are nothing more than "sour grapes" from the companies that let the original video game craze collapse and then failed to jump back quickly enough when it rebounded several years later. "I'd hide under the American flag too, if I were in their shoes," said William White, advertising and marketing director of Nintendo of America, Nintendo Co.'s Redmond, Wash., U.S. subsidiary. Still, White acknowledges that the Japanese do business differently from their American competitors. "American companies don't play hardball like this," he said. "There's more of a sharing of the pie by American companies. In Japan, it's different: Winners win big and losers lose." _Ample_Precedent_ But, as White added, in the United States, the losers also are more than willing to take their case to court. The suit by Atari Games, considered the more far-reaching of the two cases, seeks $100 million based on the claim that Nintendo's insistence on manufacturing all cassettes intended for its players has restricted Atari Games' market. At the crux of the suit is the "lockout" chip that Nintendo installs in each game cassette it manufactures. The special chip allows the games to operate in the Nintendo game players and is designed to prevent all but Nintendo authorized and manufactured games from playing on the system. Nintendo has steadfastly claimed that the security chip is needed to prevent inferior, low-quality games from damaging the market as they did in 1982. Further, it argues that by manufacturing all games with those chips, it ensures that supply does not exceed demand, creating a glut of the ort that also occurred in 1982. But critics charge that the maneuvers are little more than monopolistic practices to prevent a proliferation of copycat games that would cut into Nintendo's chokehold on the market. There is ample predecent for technology firms, such as personal computer markets, to protect their patented and copyrighted inventions from would-be copiers. But Nintendo is the only company in recent years to try to assert control over both the basic machine as well as the material developed by outsiders that is played or run on it. (Record company executives, however, recall that more than three decades ago, rival phonograph makers RCA and CBS tried something similar. RCA made players with a fat hole and 45 r.p.m. records to match it; CBS' players had tiny holes and records made by its in-house manufacturing arm matched that size. Phonograph owners who wanted to use both kinds of records were forced to buy plastic inserts for records or fat tubes for record spindles as standard accessories.) Nintendo, critics charge, leaves little room for choice by game developers, "Nintendo is trying to advance the principle that they must control the software that is played on their hardware, and that's patently ridiculous," said Kenneth Wasch, executive director of the Software Publishers Assn., a trade group supporting the lawsuits. "It's like a manufacturer of compact disc players saying that they must judge the quality of the recording artists. Suddenly we would have one company saying that Madonna was OK, but Prince was out. No one does business that way," Wasch added. _Security_Chip_Used_ If Nintendo's practices are upheld in court, Wasch and others fear that personal computer software publishers could be left without much protecton from huge computer makers. Gary Reback's, a Silicon Valley attorney specializing in patent and copyright protection, says Nintendo's use of a security chip to lock out unauthorized software could be copied by computer makers, as well, to prevent unauthorized software from playing in their machines. "This is a much more important issue to the personal computer business than the game business," Reback said. Wasch added, "Computer software publishers would fight like hell if any hardware manufacturer would even try to do this. I can't imagine a computer maker tring this now, but stranger things have happened." Although the practices may offend some Americans, Yoshihito Sano, president of the US Japan Business News, a weekly Japanese-language newspaper published in Los Angeles, says they are quite common in Japan. "The Japanese are very calculated and planning oriented. That Nintendo wants to control the entire manufacturing process for their products is typical for Japan," he said. "The approach they have taken to the U.S. market is a very Japanese way of doing business. It's just extreme for Americans." The key to Nintendo's success in the United States stems from its accurate assessment of what went wrong with the business in the early 1980s. According to Peter Main, marketing vice president for Nintendo of America, the company dissected the first craze and concluded that it died out because of shoddy games that confused and angered buyers--not because buyers suddenly lost interest in the pastime. Next, the U.S. subsidiary carefully followed the path blazed nearly three years earlier by its Japanese parent, a 99 year-old company that got started making cards for the popular Japanese game Hanafuda. Since introducing the Famicom in Japan in 1982, Nintendo has sold about 13 million systems there, the equivalent of about one for every three households. In the United States, Nintendo has sold about 11 million systems and projects sales of another 8 million units this year alone. Sales of Nintendo-authorized and manufactured game cassettes are expected to reach 50 million this year, about 50% higher than last year's record high. Although growth has been spectacular, Main contends that the key is ensuring the growth rate remains manageable and customers are carefully led through the buying cycle already established in Japan. For example, Main says, the company is preparing to introduce a new, more sophisticated and more powerful version of its game player, possible later this year. The machine could be brought to market sooner, he acknowledged, but "we need to get all we can out of our current product" before introducing its replacement. The company takes the same approach with video games themselves. For example, one of the hottest games on the Japanese market is Super Mario Brothers III. But in the United States, the company only recently intoduced its immediate predecessor, Super Mario Brothers II. Although the game could easily be exported to the United States, Main says it is important to take players through each version in proper order to make sure that the players enjoy their experience and stay in the fold. Further, he argues, the progression from one version to its successor shouldn't be hurried, because the market could become glutted. _Unique_Approach_ By contrast, during the last video craze, manufacturers made millions of copies of popular titles in an attempt to satisfy the hyper-inflated demand. The result was a glut, thousands of inferior products--and the market's almost overnight collapse. Nintendo's approach to quality control also is novel. Rather than enter into multi-year licensing agreements with game developers for a number of products, Nintendo signs agreements covering only a single game. If a developer has a sequel or a new product, it must negotiate a new contract. "The name of the business is selling games, of course. The second sale is based on customers getting satisfaction from the first," said Main. "We're not controlling the market, but we are saying that you can't enjoy some games without having first played earlier versions. It's understanding that kind of progression that makes sense." To Nintendo allies such as Acclaim's Fischbach, Nintendo's approach is nothing other than prudent managing for the long term. "Unless it's grown slowly, the market won't last any longer than it did the first time," he said, adding that he's happy to accept lower sales now in exchange for a more lasting business. ---------------------------------------- Phillip M. Chow_aa400_Atari Co-SIGOp Len J. Stys_aa399_Atari SIGOp Whew... A Bit of Atari History ---------------------- -Article #84 (156 is last): -From: aa399 -Subject: A Bit of Atari History -Date: Tue, 15 Aug 89 12:56:02 GMT -From: LEN STYS (aa399) -Indx: 054 Size: 6361 bytes A BIT OF ATARI HISTORY written: December 7, 1987. By: Joanne Stys With help from: Len Stys What company originally was centered on games, then changed to handle microcomputers as well as the games? If you guess Atari you are right. Atari has been in existence for over a decade with its eye on the consumer needs. Foremost Atari was known for its ever so popular 2600 game system. This fulfilled the consumer's need until the public started looking for a computer. Atari, moving with the flow of society, started producing its computers. This company, young and inexperienced, was nearly destroyed in the home computer price war of 1982-83 (Halhill 30). In 1984, Atari was fighting back. Atari chairman James Morgan emphasizes that Atari's goal is not just to produce computers, but to "enhance consumers' lives through interactive electronics" (Lock 6). At this point in time Atari was just existing between computers and games until Jack Tramiel, along with other investors, bought Atari (Antic 11). Jack Tramiel was formerly heading Commodore until he saw "everyone was sitting around, being very greedy and trying to get as much money as possible" (Antic 11). Tramiel, the man that made Commodore a billion dollar company, had many ideas for his new company--ATARI. He pledged, "When a person buys a computer, he shouldn't be left out in the cold. We'll give him as much support as we can if he needs help." "We give the people what they want. Our work ethic is to constantly strive for improvement," Copland said, echoeing Atari owner Jack Tramiel's philosophy. Tramiel's idea for a computer is "price point between $100 and $1000" aimed at individuals not businesses (Antic 10 and 11). Along with Tramiel, Hartmann moved from Commodore to Atari. He was put in command of Atari's software division. At a computer show he informed the public that Atari will be a microcomputer company with its concentration on computer technology, software, and peripherals (Halfill 32). Tramiel, truly having his eye on the public demands, has increased the computer's memory. At the 1985 Summer Consumer Electronics Show, in which Atari was not going to participate in until given a free booth, the CD-ROM was shown. It had the capacity to hold an entire 20 volume set of encyclopedias with cross references and only taking up about a quarter of the disk. At this show they also showed off their latest 16-32 bit 520 ST computer and computer software (Leyenberger and Pappas 4). In January of 1987 there was a great outlook for the future. "In 1987, we are declaring war on the computer business of the United States," said Atari president Sam Tramiel. Atari Chairman, Jack Tramiel said, "It seems that customers want to buy the right product at the right price. 1986 was a fantastic year and 1987 will be much, much, much better" (Bell 22). They were talking about Mega ST series, laser printer, videogame system and an IBM PC compatible (Bell 22). To start off the wonderful line is the Mega ST series. This series has a choice of 1Mb, 2Mb, or 4Mb memory. It contains a detached keyboard, built-in double density 3 1/2 inch disk drive, a battery-powered real-time clock calendar and "blitter chip" for extaordinary graphics (Bell 23). The laser printer is estimated at $1500. It contains near-typeset quality printing with 300 dots-per-inch resolution. Atari proposes this printer with the 2Mb Mega ST for under $3000 (Bell 23). As for the video game market Atari has released the new 7800 pro-system which is to have better graphics and sound. They have also kept the old 2600 going by repackaging it with a lower price. Atari has done something interesting by constructing a new video game and keeping the old 8-bit computers alive. They have repacked the 8-bit computer and changed it to look like a video game, called the XE Game System. Its design is a small, squarish box with sharp angles and round pastel buttons which give it an unusual, almost art-deco appearance. Though it can easily be transformed back to the standard 8-bit XE computer with its plug-in keyboard and disk drive (Bell 23). The last thing on the Atari line is the Atari IBM PC compatible. There are two versions. One version that is selling for $499 has a detachable keyboard and CPU. The other type is selling for $699 includes the same as the $499 mode with an "EGA monochrome" monitor. Both computers do include standards such as the mouse, mouse ports and a built in disk drive. Sam Tramiel tells that the significance of the PC "is that someone can take it home, open the box, and it's ready to run. You don't have to plug in cards or extra things; you have everything you need, right off the bat" (Bell 24). As for the future, Atari plans on concentrating heavily on sales in the United States, having broader distribution, and introducing several new, exciting products using the most recent technology. The basic principles that Atari attributes to its success now and in the future are: "We offer the latest technology at an affordable price. We believe in in a fair profit for ourselves, our suppliers and our dealers. We sell and buy from the world-we take a global view of the market. We believe in maintaining a horizontal management style and a lean overhead. We sell to the mass not the classes. Business is war." (Tramiel 6) Atari has had a long struggle to be a significant competitor in the computer industry. It has transformed from solely games to a mixture of games and microcomputers. Atari can be considered moderately successful due to Mr. Tramiel's efforts. Bibliography Bell, Jon. "Atari's New Computers." Antic. May 1987:22-24. Halfhill, Tom. "The New Atari: Q & A With Sigmund Hartmann." Compute! February 1987:30-36. Leyenberger, Arthur and Pappas, Lee. "A Visit to Chicago The Summer Consumer Electronics Show." Analog Computing. August 1985:4-5. Lock, Robert. "Editor's Notes" Compute! August 1984:6. Tramiel, Sam. Atari 1986 Annual Report. Antic Magazine Special Report 11/13/84 The New Atari Corp. PP. 10 and 11. Len Stys (aa399) Secrets of Old Atari -------------------- -Article #86 (156 is last): -From: aa384 -Subject: Secrets of the old Atari -Date: Tue, 15 Aug 89 12:56:25 GMT -From: DOUG WOKOUN (aa384) -Indx: 056 Size: 3245 bytes >From ZMagazine #59 10 Secrets of the old Atari 1.) Nolan Bushnell, Atari's founding father, originally named the company Syzygy (the sun, moon, and earth in total eclispse). He renamed it to Atari because another company already owned the name Syzygy. 2.) Bushnell is generally believed to be the author of Pong, Atari's first game. Actually, Magnavox released the Odyssey 100, the first home video game system, which included a game remarkably similar to Pong, several months before Pong's debut in the arcades in 1972. Years later, Bushnell admitted in court that he had seen an Odyssey prototype on display earlier in 1972. The Odyssey 100 was designed by Ralph Baer. 3.) Bally/Midway rejected Bushnell's Pong when he demonstrated the game in its Chicago officed in 1972. Bushnell went back to California and started Atari. 4.) Given a choice between Mappy and Pole Position, two arcade creations by Japanese firm Namco, Bally/Midway amazingly opted for Mappy. Atari had to settle for Pole Position, which went on to become the biggest games of 1983. 5.) Gravitar was one of Atari's worst- selling arcade games. So they took the game out of the cabinets and converted them all to Black Widow. 6.) Mike Hally designed Gravitar. He recently redeemed himself as the project leader for Atari's spectacular Star Wars game. 7.) Rick Mauer never programmed another game for Atari after he did Space Invaders for the VCS. He is said to have earned only $11,000 for a game that grossed more than $100 million. 8.) Todd Fry, on the other hand, has collected close to $1 million in royalties for his widely criticized VCS Pac-Man. 9.) The man for bringing Pac-Man home to Atari-Joe Robbins, former president of coin-op, was severly reprimanded by the chairman of the board Ray Kassar for making the deal with Namco without consulting him. It seems Robbins was in Japan negotiating a lagal matter with Namco at the time, and Namco demanded that Atari buy the home rights to Pac-Man as part of the settlement. Pac-Man had yet to take off, but when it did, Robbin's gutsy decision paid off as Pac-Man went on to become the company's best selling cartridge ever. 10.) The man for bringing E.T. to Atari? None other than Warner Communications chairman, Steve Ross. So convinced was he that E.T. possessed video game star quality, Ross paid Steven Spielberg an enormous sum (did I hear $21 million?) for the rights to the little extraterrestrial bugger. Designed Howie Warshaw spun the game out in four months, only three million cartridges were sold and Atari began to announce million dollar losses. E.T. is now selling for as little as $5 in some stores. |Doug Wokoun|aa384|Atari SigOp| Note: please keep in mind that this was published SEVERAL years ago, which is why some of the information is a little out-of-date... Nintendo & Atari-Fierce Competition ----------------------------------- -Article #87 (156 is last): -From: aa399 -Subject: Nintendo and Atari.. Fierce competition -Date: Tue, 15 Aug 89 12:56:33 GMT -From: LEN STYS (aa399) -Indx: 057 Size: 4025 bytes Atari and Nintendo are at it again! Competition is fierce and it is only getting worse... Nintendo has just recently released their new portable game system here in the United States. It is a handheld, battery-powered video game system. It works with special cartridges the size of a credit card, so you can play many different games on the same machine. It has true stereo sound and comes with ear phones. This remarkable video game system is called the Game Boy. Nintendo promises it to be one of the most popular game systems around and most importantly, you can take it with you, anywhere you go... "In fact, we've seen only one handheld videogame system that outshines the Game Boy - the new Atari Portable Color Entertainment System. It can do anything the Game Boy can, but instead of the Game Boy's 2.5- inch black-and-white LCD screen, the Atari has a 3.5-inch screen in full color. We've played both portables, and the Atari comes closest to duplicating the experience of playing a full-size videogame."1 Yes, Atari is the one thing that is stopping Nintendo from producing another monopolizing video game system. "Nintendo's new handheld videogame machine, the Game Boy, is getting lots of attention this summer. It's due in stores this fall. But while Nintendo is introuducing the Game Boy at the Summer Consumer Electronic Show this June, there was a colorful surprise at the nearby Atari booth - the world's first handheld videogame machine with a full-color screen."2 The Game Boy and the Atari Portable Color Entertainment System are both battery-powered, both can fit into a book bag or briefcase, and both use game cartridges the size of credit cards. But Nintendo only has a 2.5-inch black-and-white LCD screen and Atari has a 3.5-inch LCD capable of dispaying an amazing 4,096 colors! "This Atari game machine was actually developed by Epyx, a software company that employs several people who helped produce the Commodore Amiga personal computer. Atari is marketing the game machine for Epyx, and Epyx (among others) is providing game software."3 Among the great colors, stereo sound, and the large LCD screen, this Atari game machine also includes another great feature. You can hook up to eight machines together so that everyone can play from the same card but each play a different game or play the same game but against each other! "Although at $149.95 the Atari is priced significantly higher than the $89.95 Game Boy, the Nintendo machine does not include a carrying case ($9.95) or AC adaptor ($27.95) - or, of course, a color screen. Atari is clearly hoping that avid game players are willing to pay more for the extra features."4 Not only is Atari and Nintendo competing highly in the portable video game market but they are also competing highly in the 16-bit game market. Sega is the first of the three major video game manufactures to produce the 16-bit video game system but Atari and Nintendo are not far behind. Rumors have it that both companies are trying to come up with something that will out do the other. All three will have stereo sound, quality graphics and impressive features. Sega is hoping that modem games will pull their system to the top of the other 16-bits. But both Nintendo and Atari are keeping everything a secret. Atari is expected to be the better of the machines since they have been producing 16-bit computers for a long time and have much more experience with them. Nintendo, however, still controls 80% of the market with their current 8-bit entertainment system. 1. Nintendo News, p.26, GAME PLAYER'S, Vol.1, No.3. 2. Atari Safari, p.41, GAME PLAYER'S, Vol.1, No.3. 3. Atari Safari, p.41, GAME PLAYER'S, Vol.1, No.3. 4. Atari Safari, p.41, GAME PLAYER's, Vol.1, No.3. Len Stys (aa399) Atari SIG - Operator ____-______-______-______-______-______ This Time Capsule file was produced by Len Stys. It may only be reposted with the following information included: REPOSTED FROM: The Cleveland Free-Net Atari-SIG (216)/368-3888 type 'Go Atari' at any menu (C.A.I.N.) ____-______-______-______-______-______ --
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