Atari Explorer Online: 9-Oct-94 #0312
From: Bruce D. Nelson (aa789@cleveland.Freenet.Edu)
Date: 10/12/94-04:31:57 PM Z
From: aa789@cleveland.Freenet.Edu (Bruce D. Nelson)
Subject: Atari Explorer Online: 9-Oct-94 #0312
Date: Wed Oct 12 16:31:57 1994
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Volume 3, Issue 12 ATARI EXPLORER ONLINE 9 October 1994 ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: ::
:: ATARI .............. News, reviews, & solutions ............ ATARI ::
:: EXPLORER ............ for the online Atari .......... EXPLORER ::
:: ONLINE ................. Community .............. ONLINE ::
:: ::
:: Published and Copyright (c) 1993-1994 by Subspace Publishers ::
:: All Rights Reserved ::
:: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" ::
:: Publisher ........................... Michael Lindsay EXPLORER ::
:: Editor .................................. Travis Guy AEO.MAG ::
:: Assistant Editor GEnie................ Ron Robinson EXPLORER.1 ::
:: Assistant Editor CompuServe.......... Albert Dayes AEO.1 ::
:: Assistant Editor Delphi......... Andreas Barbiero AEO.2 ::
:: Assistant Editor Internet........ Timothy Wilson AEO.8 ::
:: Atari Asylum ... [Closed] ...... Gregg Anderson AEO.7 ::
:: Unabashed Atariophile ..... Michael R. Burkley AEO.4 ::
:: Atari Artist ................... Peter Donoso EXPLORER.2 ::
:: User Group Coordinator ......... Ron Whittam EXPLORER.4 ::
:: Jaguar Editor .......... Dimitri M. LaBarge AEO.6 ::
:: UK Correspondent ............. Lea Anthony ::
:: ::
:: Contributors: ::
:: """"""""""""" ::
:: Stuart Denman, Matija Grabnar, 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://bert.cs.byu.edu/~jaguar/ ::
:: ::
:: 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 ..................................... Floods and floods.
* Digital Briefs ....................... Computer, high-tech and videogame
industry news.
* Rare Gems ......................................... Quotes worth quoting.
* Jaguar Tackboard .................... IAJD, Jag mailing list, FAQ info -
Development list - KN move list -
Aircars - Jag dustcovers.
* Surfin' the Jagged Edge ............... AEO's new Jaguar Editor launches
his column of Jaguar news.
* Jaguar Review: Alien Vs. Predator ........ Tim Wilson takes the Edge off
of the wait for AvP with this
review of the golden version.
* Hard & Soft's Screen Resolution Enhancer ....... Speed up your Falcon030
with this hardware mod
from Germany.
* "From a Saved Backup..." .................. Cyberspace: the meeting room
inside your own home.
* Advanced Speed of Light ............ The author of this advanced picture
display utility shows us some
of its color handling power.
* The Unabashed Atariophile ................... PD and Shareware files for
_your_ Atari computer.
* Delphi Atari Advantage News .................. New features on the Atari
computer SIG on Delphi.
* Developing News ................... Compo Announces Screenblaster II
STraight FAX Upgrade
Towers II - PLIGHT OF THE STARGAZER
New CDs from IAR
New Horizons' TT RAM Offer
Flash II - Version 2.21
ExtenDOS Pro from Anodyne
DMC's New Calamus Modules & Upgrades
* Shutdown ............................ Around the world and up your block.
--==--==--==--==--
||| From the Editors ....... Atari Explorer Online: The Next Generation
||| Travis Guy
/ | \ GEnie: AEO.MAG Delphi: AEO_MAG Internet: aeo.mag@genie.geis.com
-------------------------------------------------------------------
"Third time's the charm" or so the saying goes. Well, here at AEO
Central, we've had three floods due to tropical weather systems this
season. (We've just sloshed out from the third one last week.)
It seems that we're getting the floods instead of Jaguar owners - who
are still waiting for titles to appear. I'm happy to say that the end
of the long Jaguar title drought appears to be in sight. AvP, which
went into production several weeks ago is being promoted by a barrage
of television ads proclaiming its arrival on October 21st. A solid
date, at last.
More titles are about to leave beta test Real Soon Now, and the
oft-hoped for 30-50 games by Christmas looks to be attainable. If it's
not, it won't be for a lack of trying, and it won't be missed by much.
Welcome to the latest issue of Atari Explorer Online, your window on
events in the World Atari. In this issue, the big item is a review of
the final version of Alien Vs. Predator by our own Tim Wilson. Tim had
the chance to spend a lot of time playing AvP last week, and his
report on the game only scratches the surface of what I feel looks to
be the system seller we've all been hearing about for a year now.
As a matter of fact, the public's reaction to the dealer video that's
only been out for a few weeks has been nothing less than totally
positive. Former Jaguar bashers are taking a look at the low system
price and the titles to come and (while not giving in totally) picking
up a Jag of their own.
In other Jaguar events, Sega's settlement with Atari boosted ATC
prices up for several days, showing that the short sellers can't be
right all of the time. With the $90 million cash influx, Atari is in
the best position that it has been in for years: dynamite product,
anxious customers, money to push the product with.... Even Veronica is
starting to think that Atari will reemerge in strength.
Before I let you go, a staff item of note. Tal Funke-Bilu has been
moved into the testing department at Atari. Besides settling into his
new realm, Tal has had to drop his AEO post of Jaguar Junkie. (Atari
has this policy about members of the press having access to too many
confidential items, you see.)
So to take up the post of AEO Jaguar Editor, I'm happy to bring
onboard Dimitri LaBarge, Net surfer. Dimitri's enthusiasm in locating,
sifting and reporting items of Jaguarian interest should fit in quite
well here. Look for his column, "Surfing the Jagged Edge" in this
issue.
Showers are still around, but hopefully y'all will be getting a share
of the next flood that strikes these parts. A welcome share of titles
indeed, that will make the "fourth time the charm."
See you next time.
--==--==--==--==--
||| Digital Briefs - Industry News
||| By: Albert Dayes
/ | \ CIS: 70007,3615 GEnie: AEO.1
-----------------------------------------------------------------
=-=-=-=-=-=-=-=
//// Atari News
=-=-=-=-=-=-=-=
//// Atari & Williams Join Forces
Contact: Ron Beltramo Marivi Lerdo Terry King
Atari Edelman Williams Entertainment
408/745-8852 415/433-5381 903/874-2683
For Immediate Release
ATARI AND WILLIAMS ENTERTAINMENT TO CREATE 64-BIT VERSIONS OF POPULAR
ARCADE GAMES
Innovative Deal Brings Hot Games To Both Jaguar Fans and PC Game
Players
SUNNYVALE, CA (September 26, 1994) -- Atari and Williams
Entertainment have agreed to work together to bring vastly enhanced
versions of Williams' popular, classic arcade games to the Atari
64-bit Jaguar system and high performance PCs.
According to the licensing agreement, Atari will exploit the Jaguar
system's 64-bit power to create new versions of such Williams' hits as
Joust, Defender, and Robotron. These new games will offer features
such as first-person perspectives in a realistic, three-dimensional
environment. Atari then will market these games for its Jaguar
system, while Williams will license the new versions to market them
for high performance PCs. "64-bit power will make our best games even
better by creating a compelling, immersive, experience for players,"
said Byron Cook, president of Williams Entertainment. "We are very
excited about the Atari Jaguar 64-bit platform and are happy to
support it with our finest titles."
This is not the first cooperative venture between Williams and Atari.
Williams and Atari have been promoting the Jaguar 64-bit system with
Williams' Troy Aikman NFL Football through radio promotions in 25 top
markets nationwide. Williams will make the game available in November
on the Jaguar. Williams also is publishing a Jaguar version of its
popular game Double Dragon Five, which also will be available in
November.
Williams Entertainment Inc. is the new home video subsidiary of WMS
Industries, the company that created Mortal Kombat and NBA Jam video
games.
Since its release in November 93 Atari's Jaguar game system has been
named the industry's Best New Game System (Video Games Magazine), Best
New Hardware Systems (Game Informer) and 1993 Technical Achievement of
the Year (Die Hard Game Fan). Jaguar, the world's first 64-bit video
game system, retails for $249.00 and is the only video game system
manufactured in the United States.
Atari Corporation, based in Sunnyvale Calif., designs and markets
64-bit interactive multimedia entertainment systems and video games.
###
Jaguar is a trademark for Atari Corporation. Atari is a registered
trademark of Atari Corporation. Other products named may be trademarks
or registered trademarks of their owning companies.
//// Sega Follows Nintendo's Lead
Contact: Sega Enterprises. Ltd. Atari Corporation
Richard Brudvik-Lindner Sam Tramiel
(415) 802-3657 (408) 745-8824
August Liguori
(408) 745-2069
Manning, Selvage & Lee (for Sega)
Brenda Lynch
(818) 509-1840
SEGA AND ATARI ANNOUNCE LONG-TERM LICENSING AGREEMENTS, EQUITY
INVESTMENT, AND RESOLUTlON OF DISPUTES
SUNNYVALE, Calif. (September 28, 1994) -- Sega Enterprises, Ltd., and
Atari Corporation (AMEX:ATC) announced today an affiliation that
includes several agreements designed to serve as the basis of future
working arrangements between the two video game manufacturers.
Under the terms of the agreements:
- Sega will receive worldwide, non-exclusive rights with certain
exceptions to Atari's extensive library of patents, a number of which
extend beyond the turn of the century. The agreement covers Sega, its
subsidiaries, its licensees, and its customers for more than 70 U.S.
patents and applications, for a fully prepaid royalty to Atari
covering the remaining 7 years of certain patents, amortized at
approximately $7 million per year. Atari will therefore receive a
total of $50 million, less Atari's contingent attorney fees and costs.
- Sega will purchase approximately 4.7 million shares of Atari
common stock for a total price of $40 million.
- Both companies will enter into software license agreements for a
specified number of games that would be made available on each
company's present and future platforms.
- Atari will dismiss its legal proceedings against Sega, and each
company will release all claims against the other.
The agreements are subject to approval by the United States Department
of Justice and the Federal Trade Commission under Hart-Scott-Rodino
and to certain other conditions.
"We are extremely pleased with this relationship that has potential
long-term benefits for both companies," said David Rosen, Co-Chairman
of Sega of America.
"We at Atari are very pleased with this new affiliation. The increased
cash position will be used among other things to enhance our marketing
position this fall," said Sam Tramiel, President, CEO of Atari Corp.
Atari designs and markets interactive multimedia entertainment systems
and is located in Sunnyvale, California.
Sega Enterprises, Ltd., Tokyo, is a nearly $4 billion company,
recognized as a leader in interactive digital entertainment media with
operations on five continents.
//// AvP Announced for Jaguar
Contact: Laura Paden/Patrick Toland
Edelman Public Relations
(415) 433-5381
ALIEN VS. PREDATOR COMES ALIVE ON 64-BIT ATARI JAGUAR
Video Game Magazine Reviewers Raving about Jaguar's "Best Game to
Date"
SUNNYVALE, Calif. (October 3, 1994) -- Move over Mortal Kombat II, on
October 21 the most sought-after video game will arrive in stores
across the country. The advanced first-person perspective version of
Alien Vs. Predator, available only on the award-winning 64-bit Jaguar
system by Atari, is already being considered one of the best game
titles in video game history by people "in the know" -- the video game
reviewers.
"Alien Vs. Predator is the best 3-D action game that I have ever
played -- the graphics and game play are second to none," claimed
Editor-in-Chief Dave Halverson of Die Hard Game Fan. "If you own a
Jaguar, you must own this game, and if you don't own a Jag, well, it's
time to get one. More games are on the way!"
Roaring into stores on October 21 at a suggested retail price of
$69.99, Alien Vs. Predator for the 64-bit Jaguar blows away prior
versions of the game with the most realistic graphics available,
amazing digitized sound effects and increased play variety. Alien Vs.
Predator is a Twentieth Century Fox licensed property based on the
films of the same names. Gamers can choose the Predator, Alien or the
Colonial Marine as they battle through different theaters of combat
including the Predator Ship, the Marine Training Base and the Alien
Ship, enjoying hours of different types of play.
"I was overwhelmed by the cutting-edge graphics and the innovative
game play of Alien Vs. Predator -- no question, it's the best Jaguar
game to date," said Paul Anderson of Game Informer. "The sheer size of
Alien Vs. Predator is amazing -- I've already spent 40-plus hours
playing as the Marine and haven't even tried the Alien or Predator
assignments. Alien Vs. Predator will keep the attention of even the
most seasoned game players."
"The sophisticated technology of the Jaguar platform allows for the
best in stop-motion animation, giving each character smooth, realistic
movements, and digitized sound effects that provide a dynamic audio
environment," said software developer Purple Hampton. "Alien Vs.
Predator is the best demonstration to date of what 64-bit technology
can provide in terms of sophisticated graphics, sound quality and game
play."
Atari's Jaguar game system has approximately 30 software titles
planned for release before the holiday season. Popular titles in the
works include Dragon - The Bruce Lee Story, Doom, Rayman, Troy Aikman
Football, and Kasumi Ninja.
"We believe that Alien Vs. Predator has true mega-hit potential," said
Atari Corporation President Sam Tramiel. "This is a great example of
Atari developing new games that use the full technological capacity of
the 64-bit Jaguar and taking home video games above and beyond where
they've been to date."
In support of this landmark game and the Jaguar system, Atari has
launched an aggressive, multi-million dollar advertising campaign that
includes a specific television ad for Alien Vs. Predator. The
advertising schedule includes national cable advertising in addition
to programming in 19 of the top spot markets that will deliver more
than 300 million targeted media impressions.
Since its release in November 1993, Atari's Jaguar game system has
been named the industry's "Best New Game System" (Video Games
Magazine), "Best New Hardware System" (Game Informer) and "1993
Technical Achievement of the Year" (DieHard GameFan). The Jaguar is
the only video game system manufactured in the United States.
Atari Corporation markets interactive multimedia entertainment
systems, including Jaguar, the world's only 64-bit system, and the
only video game system manufactured in the United States. Atari is
headquartered at 1196 Borregas Avenue, Sunnyvale, California 94089.
# # #
Jaguar is a trademark of Atari Corporation. Atari is a registered
trademark of Atari Corporation. Other products named may be trademarks
or registered trademarks of their owning companies.
ALIEN(tm) and PREDATOR(tm) are trademarks of Twentieth Century Fox
Film Corporation and used under sublicense from Activision.
=-=-=-=-=-=-=-=-=-=
//// Computer News
=-=-=-=-=-=-=-=-=-=
//// Apple loses legal fight - Apple lost its $5.5 billion lawsuit
"""""""""""""""""""""""""""" with Microsoft and Hewlett-Packard.
Apple claimed that Microsoft and HP violated Apple's copyright/patent
by creating MS Windows GUI based software. The appellate court said
that licensing agreement between MS and Apple removed most of the
problems in the area of violation. Also that certain items like trash
cans could not be protected. Apple can appeal this decision if it
wishes to continue this legal battle.
//// Ultra SPARK - Sun Microsystems unveiled UltraSPARC, the
"""""""""""""""" company's next-generation superscalar RISC
(reduced-instruction set computing) microprocessor that will be
presented at the upcoming Microprocessor Forum.
Critical to supporting the networking needs of the global enterprise,
the 64-bit UltraSPARC is the industry's first processor with on-chip
multimedia support for desktop videoconferencing, real-time MPEG-2
decompression, video effects and texture-mapped triangle rendering.
The company estimates the multi-member UltraSPARC family's SPECint92
values to range from 200 to 400 with SPECfp92 values from 250 to 500
- the highest values in the industry.
//// Compact Crays - Cray Research announced the CRAY J916 system, the
"""""""""""""""""" first in a new series of low-cost, compact
supercomputers designed to operate as powerful simulation servers for
large problems that challenge or exhaust the capabilities of
workstations. The company said the new series is fully compatible with
Cray Research's entire line of parallel/vector supercomputers and is
expected to provide up to 12 times the price- performance of Cray
Research's successful CRAY EL90 compact systems.
=-=-=-=-=-=-=-=-=-=-=-=
//// Technology update
=-=-=-=-=-=-=-=-=-=-=-=
//// Symbolic Times - Symbol Technologies a leader in bar code-based
""""""""""""""""""" data transaction systems, announced that
PDF417, the two-dimensional symbology developed by Symbol, has gained
the approval of and specification by AIM USA.
AIM, an accredited ANSI (American National Standards Institute)
Standards Developing Organization, recently announced the final
approval and publication of the new automatic data collection
technical specification for PDF417. It is called "Uniform Symbology
Specification - PDF417" and is available to organizations
incorporating PDF417 into their data-collection systems.
PDF417 is the two-dimensional symbology that encodes more than a
kilobyte of data in a single machine-readable symbol printed on paper.
With 100 times the information capacity of a traditional linear bar
code of the same size, PDF417 functions as a high-density,
high-capacity "portable data file" to provide low-cost access to large
amounts of information without referencing an external database.
While traditional bar codes, in use as early as 1973, function as
"keys" that access external databases, PDF417 stores the entire data
file in the code itself.
PDF417 serves as a paper-based communications protocol for
transferring data between computer systems without keying. The
symbology encodes full ASCII, numeric or binary data and uses
sophisticated error-correction algorithms to keep intact 100 percent
of the data even on damaged or poorly printed symbols. PDF417 is
unique in that it can be decoded by all existing bar code reading
technologies, including both CCD and laser scanners.
//// AT&T From Home - Most AT&T telecommuters believe they are more
""""""""""""""""""" productive working at home than at the office,
and almost two-thirds of their managers are enthusiastic about
telecommuting, according to a survey taken by the company. The poll
was part of "Telecommuting Day, "AT&T's first attempt to encourage a
company wide work-at-home day." About 22,500 AT&T people telecommute
regularly and about 2,500 tried it for the first time on September 20.
That morning, more than 7,300 telecommuters responded to a phone
survey, which covered these areas:
[] 23 percent had formal telecommuting agreements with their
management.
[] 76 percent of the experienced telecommuters felt they accomplish
more when they work at home.
[] When asked what they do with the time they save, 32 percent said
they spend more time with their families; 29 percent said they
use the time to do even more work; 21 percent use it to run
errands; 6 percent use it for more fun and 12 percent said they
don't know where the "extra time" goes.
[] 63 percent said their managers support telecommuting; 18 percent
said their bosses are neutral; 12 percent said their managers
have reservations about it, while 5 percent said they don't know.
Less than 2 percent said their boss is opposed.
[] When asked what method they prefer to cut back on driving their
cars to work, 61 percent said telecommuting; 28 percent said a
shortened work week (with longer hours); 7 percent said car or
van pooling; 3 percent said mass transit, and 1 percent preferred
to walk, jog or bike to the office.
Based on AT&T surveys, a typical telecommuter avoids generating 43
pounds of pollution, saves two gallons of gasoline and 41 miles of
travel a day by working at home. The average round-trip commute for an
AT&T worker is 70 minutes. The company has 123,000 U.S. managers and
expects half to experience "teleworking" by the end of the century.
AT&T has a total of 300,800 employees, including 53,900 outside the
U.S.A.
//// Private Satellite Bridges the Rim - TRW's Space & Electronics
"""""""""""""""""""""""""""""""""""""" Group has signed an agreement
with International Telecom Japan (ITJ) which establishes the first
digital video circuit between the United States and Japan using a
private satellite system.
The new service, which uses a C-band transponder aboard a NASA-owned
Tracking and Data Relay Satellite (TDRS) stationed over the Pacific,
will allow ITJ to receive digitally compressed TV news and current
events programming from the United States on a 24-hour basis.
//// MPEG, the Second Generation - LSI Logic announced it has
"""""""""""""""""""""""""""""""" developed the industry's first
single-chip, MPEG-2 audio/video decoder in an unprecedented five month
design cycle. The new product, called L64002, receives simultaneous
audio and video signals in compressed digital format and decompresses
them back into analog signals for television viewing and listening.
The L64002 will be used for cable, satellite and wireless interactive
digital video to transmit up to 500 television channels.
//// Chemical fingerprints - Lawrence Livermore scientists Brian
"""""""""""""""""""""""""" Andresen and Walt Martin of the Lab's
Forensic Science Center have created a software package that
facilitates automated comparisons of chemical samples. The computer
program allows scientists to compare precisely the chemical
"fingerprints" of samples obtained from gas chromatography and mass
spectrometry. The software is adaptable to a host of clinical,
environmental and chemical applications.
//// Very High Speed Rocks In Space - Rockwell Aerospace has
""""""""""""""""""""""""""""""""""" successfully tested an
anti-satellite (ASAT) prototype kinetic kill vehicle (KKV) at its
laboratory in California, moving a step closer to a space-flight
technology demonstration two years from now if funding is made
available.
A KKV is an autonomous projectile that destroys its target through
direct impact at hypersonic velocity. The test, conducted by a
Rockwell team, proved the vehicle's ability to track a moving target
as its divert and attitude-control engines fired in response to
commands provided via its avionics seeker subsystem. The vehicle was
rigidly attached to its test stand, and its thrusters went through a
normal firing procedure during the demonstration.
The KKV is a fully integrated interceptor, which includes a visible
light seeker for target acquisition and tracking, a computer processor
that serves as the "brain" to direct KKV functions, and a multiengine
propulsion system that positions the vehicle for high-speed collision
with the target.
//// Security Canon - The newest weapon in the security industry is
""""""""""""""""""" the credit card-sized Optical Card from Canon.
The Optical Card is a convenient, durable and reliable means of
ensuring positive identification, protecting privacy and
confidentiality, and providing effective countermeasures against fraud
and impersonation.
The Optical Card delivers tamper-proof data storage to accommodate,
for example, a digital image of the card holder; biometric templates;
access, entry and exit logs; permits, visas, entitlements, eligibility
data, etc. This information is stored securely and cannot be changed
or deleted.
In addition, the Canon Optical Card is immune to the effects of
magnetic fields, radio frequency emissions and static electricity
discharge. These forces, which are commonly found, for example, in
industrial environments, hospitals and airports, can corrupt or
obliterate data which is stored on cards using electronic or magnetic
data storage media.
//// CD Verbatim - Verbatim Corporation and Sanyo Laser Products
"""""""""""""""" announced that they have signed a letter of intent
to form a joint venture that will become one of the largest
independent CD-ROM and audio producers in North America.
"Our facility already has significant capacity to produce both CD
audio and CD-ROM products," says Hidetaka Iijima, president of Sanyo
Laser Products. "An immediate expansion will allow the joint venture
to produce 50 million units of CD audio and CD-ROM discs annually. We
expect to increase the annual capacity to 100 million units within two
years."
=-=-=-=-=-=-=-=-=
//// Video Games
=-=-=-=-=-=-=-=-=
//// Terror Acts Up - James Adams, leading news correspondent, and spy
""""""""""""""""""" thrillers author specializing in international
intelligence and terrorism operations, has joined with Activision to
write the first in a dramatic new series of interactive multimedia spy
adventures to be developed over the next three years. Adams joins
William Colby, former director of the C.I.A, to work with the
company's production team to provide a realistic and breathtaking
interpretation of real-life, post-cold war covert operations.
"Adams' latest non-fiction best-seller, 'New Spies -- Intelligence
after the Cold War,' initially caught our attention with its dramatic
insight into post-cold war intelligence. The book's basic premise
reflects the innovative approach we were looking for in developing a
groundbreaking, realistic, interactive spy-game series," notes Alan
Gershenfeld, Activision's vice president of Creative Affairs. "Adams'
in-depth knowledge, gathered during research for his overwhelmingly
successful non-fiction books and novels, and his first-hand tenure as
news correspondent on American politics, international relations and
intelligence matters, makes him the perfect candidate to script what
will be the start of a whole new genre of blockbuster espionage-based
entertainment."
--==--==--==--==--
||| Rare Gems
||| Compiled by: David A. Wright
/ | \ GEnie: DAVE.WRIGHT
----------------------------------------------------------------
The following are the "Rare Gems (sm)" selections for September 11
to 17, 1994. "Rare Gems" is a service mark (sm) of Rare Breed Noninc.
and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation
copyright 1994 by same. All Wright's rights reserved. Each weekly or
monthly collection may be distributed freely as long as this notice is
retained. Multiple collections, such as CD-ROM, print, electronic, and
other publications, may not be distributed without further
authorization. All quotes covered by "fair use" of copyright law.
Inspected by Number 6. --:Dave
===
There is something wrong with everything that is popular.
--Charles Fort
Security is mostly a superstition. It does not exist in nature...
Life is either a daring adventure or nothing. --Helen Keller
If an animal does something, they call it instinct. If we do
exactly the same thing for the same reason, they call it
intelligence. --Will Cuppy
It is the wretchedness of being rich that you have to live with
rich people. --Logan Pearsall Smith
It is better to live rich than to die rich. --Samuel Johnson
Some folks are wise and some are otherwise. --Tobias Smollett
Purrverse: Poem about a strange kitty. --Unknown
The following are the "Rare Gems (sm)" selections for September 18
to 24, 1994. "Rare Gems" is a service mark (sm) of Rare Breed Noninc.
and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM) Compilation
copyright 1994 by same. All Wright's rights reserved. Each weekly or
monthly collection may be distributed freely as long as this notice is
retained. Multiple collections, such as CD-ROM, print, electronic, and
other publications, may not be distributed without further
authorization. All quotes covered by "fair use" of copyright law. Line
noise courtesy of Southern New England Telephone. -- :Dave
===
What one beholds of a woman is the least part of her. --Ovid
"BIGFOOT!" "I prefer the term Yeti-American." --Unknown
Change is legitimate and inevitable, for our language is a mighty
river, picking up silt and flotsam here and discarding it there,
but growing ever wider and richer. --Robert MacNeil
By working faithfully eight hours a day you may eventually get to
be a boss and work 12 hours a day. --Robert Frost
October 12, the Discovery. It was wonderful to find America, but
it would have been more wonderful to miss it. --Mark Twain
What I like in a good author is not what he says, but what he
whispers. --Logan Pearsall Smith
If you bring forth what is within you, what you bring forth will
save you. If you do not bring forth what is within you, what you do
not bring forth will destroy you. --Jesus Christ, the Gnostic
Gospels
The following are the "Rare Gems (sm)" selections for September 25
to October 1, 1994. "Rare Gems" is a service mark (sm) of Rare Breed
Noninc. and David Alan Wright. (Internet: CENTAUR@HARTFORD.COM)
Compilation copyright 1994 by same. All Wright's rights reserved. Each
weekly or monthly collection may be distributed freely as long as this
notice is retained. Multiple collections, such as CD-ROM, print,
electronic, and other publications, may not be distributed without
further authorization. All quotes covered by "fair use" of copyright
law. This disclaimer will self-destruct in 3 s --:Dave
===
Any man not busy being born is busy dying. --Bob Dylan
Anyone who says he can see through women is missing a lot.
--Groucho Marx
If you aim for the moon and miss, you end up in the stars; if you
aim for the barn door and miss, what you'll end up in isn't
stardust. --Robert Hutchings Goddard
When missionaries came to Africa they had the Bibles and we had
the land. They said, "Let us pray." We closed our eyes. When we
opened them we had the Bible and they had the land.
--Bishop Desmond Tutu
It is not the writer's task to answer questions but to question
answers. To be impertinent, and, if necessary, subversive.
--Edward Abbey
A man is only as good as what he loves. --Saul Bellow
There is a good deal too strange to be believed, nothing is too
strange to have happened. --Thomas Hardy
--==--==--==--==--
||| 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Developer / Game List 1.16
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Editor: The following developers, licensees and game titles have
been confirmed to the best of AEO's ability as of October 7, 1994.
Entries in the "S"tatus column reflects any "e"rrors, "u"pdates, "n"ew
titles, new "d"evelopers, or "?"uestionable listings since the last
AEO list. Titles in brackets (e.g. [Cybermorph]) have been completed
and are available in the US.
Expected dates are dates that have been provided by the developer.
Expected Date
or Titles
S Developer/Licensee Rating under development
" """""""""""""""""" """""" """""""""""""""""
20th Centrury Fox
Interactive
21st Century Software Q4/94 Pinball Dreams
3D Games - Rainbow Warrior
- MORE
4Play - StarBattle
Accent Media Productions - Varuna's Forces CD-ROM
Accolade - Al Michaels Announces Hardball
- Brett Hull Hockey
- Charles Barkley's Shut Up and Jam
Acid Software
Activision - Return to Zork CD-ROM
Alfaro Corporation
Limited
All Systems Go Q1/95 Hosenose and Booger CD-ROM
Q1/95 Video Jukebox (cart multiplexer)
- BIOS Fear CD-ROM
- (IR controller station)
American Laser Games - Mad Dog McCree
Anco Software Ltd. - Kick Off 3 (for Imagineer)
- World Cup
Anthill Industries
Argonaut Software - Creature Shock CD-ROM (For Virgin)
Atari Corp. - Battlezone 2000
- Chaos Agenda CD-ROM
- Club Drive
*5* [Crescent Galaxy]
- Highlander
- MPEG 1 and 2 carts
- Space War (was Star Raiders 2000)
- Tiny Toons Adventures
- VR Helmet
MORE
Atari Games Corp. - Arcade Games Using Jaguar
Attention to Detail - Battlemorph: Cybermorph 2 CD-ROM
- Blue Lightning CD-ROM
*7* [Cybermorph]
(For Atari)
Audio-Visual Magic
B.S.A.
Bando Svenska AB
Beris
Bethesda Softworks
u Beyond Games Inc. 1995 Battlewheels
Q4/94 Ultra Vortex
BitMotion Software
Bizzare Computing
Black Scorpion Software
Borta & Associates
Brainstorm - [x86 Jaguar Development System]
Brandlewood Computers
Ltd.
Bullfrog Productions Ltd. Q4/94 Syndicate (For Ocean)
Q4/94 Theme Park (For Ocean)
Cannonball Software
Celebrity Systems Inc.
Clearwater Software
Computer Music Consulting
Condor Software
Cross Products Ltd. - [Jaguar Development System]
Cybervision
CyberWare
DAP
Data Design
Delta Music Systems Inc. - Nanoterror
- Droppings
Denton Designs Ltd.
Dimension Technologies
Diskimage
Domark Group Ltd. - F1 Racer
DTMC - Lester the Unlikely
- Mountain Sports
- (Miniature Golf)
u Eclipse Q4/94 Iron Soldier (For Atari)
Electro Brain Corp.
Electrom
Elite
E-On
Eurosoft
Extreme
EZ Score Software Inc.
Factor 5
Flair Software Ltd.
Frankenstein Software
Funcom Productions a/s
GameTek Inc.
u Genus Microprogramming
Inc.
Gremlin Graphics Ltd. Q4/94 Zool 2
- UNKNOWN TITLE (racing) - MORE?
H2O Design Corp.
u Hand Made Software Q4/94 Kasumi Ninja (For Atari)
Q4/94 Jack Nicholas Cyber Golf CD-ROM
(For Atari through Accolade)
High Voltage Software - White Men Can't Jump (for Trimark)
- Ruiner (pinball)
Hisoft
Human Soft Ltd.
ICD Inc. - Cat Box (AV & comm expansion box)
u id Software Q4/94 Doom: Evil Unleashed
*8* [Wolfenstein 3D]
i-Space
iThink - (3D simulation)
Imagineer Company Ltd.
Imagitec Design Inc. *6* [Evolution Dino-Dudes]
*6* [Raiden]
- Freelancer 2120 CD-ROM
u Q4/94 Bubsy in Clawed Encounters
of the Furried Kind (For Accolade)
- Dino Dudes 2
Interplay - BattleChess CD-ROM - MORE?
Jaleco - Cisco Heat
- Bases Loaded
- MORE CD-ROM
JVC Musical Industries - Valus Force
Krisalis Software Ltd. - Soccer Kid
Kungariket Multimedia
Limelight Media Inc.
LlamaSoft *10* [Tempest 2000] (For Atari)
u 1Q/96 Defender 2000 (!!!!! :-) (For Atari)
- MORE MINTER!
Loricel S.A.
Lost in Time Software
Malibu Interactive
Manley & Associates Inc.
Maxis Software
Media Technology Scandinavia
Merit Industries Inc.
Michton Inc.
Microids 1995 Evidence
12/94 Commando
Microprose - Gunship 2000
- MORE SIMULATIONS
u MidNite Entertainment Q4/94 Aircars
u Q4/94 Dungeon Depths
Q1/95 Assault
Millenium/Teque *7* [Brutal Sports Football] (For Telegames)
Miracle Designs
Nebulous Games
Neon-Buttner
Network 23 Software
NMS Software Ltd.
Ocean Software Ltd. 12/94 Apeshi- (working title)
1995 Lobo CD-ROM
Odyssey Software Inc.
-unnamed- - -unnamed-
Photosurrealism - Galactic Gladiators
Phobyx
Pixel Satori
PIXIS Interactive - Neurodancer CD-ROM
Rage Software Ltd. - Rally
Rainmaker Software Inc. - Nerves of Steel
- Virtual Warriors
ReadySoft Incorporated - Dragon's Lair CD-ROM
- Dragon's Lair II CD-ROM
- Space Ace CD-ROM
u Rebellion Software Ltd. *9* Alien vs. Predator (For Atari)
(October 21, US - October 23, UK)
u Q4/94 Checkered Flag II (For Atari)
- Legions of the Undead (For Atari)
- Hammerhead
Rest Energy
Riedel Software Prod.
Scangames Interactive
Sculptured Software Inc.
Selgus Limited
Shadowsoft Inc.
Sigma Designs Q4/94 "Jaguar on a PC" PC card
Silmarils Q4/94 Robinson's Requiem CD-ROM
Sinister Developments
Soft Enterprises
Softgold Gmbh
Software 2000
Software Creations
Software Development Systems
Spaceball Technologies Inc.
Steinberg Soft-und-
Hardware Gmbh
Tantalus Entertainment
Tantalus Incorporated
Team Infinity
Team 17 Software Ltd.
Tecnation Digital World
Techtonics
Telegames - Casino Royale
- European Soccer Challenge
Q4/94 Ultimate Brain Games
- Super Off-Road
- World Class Cricket
Teque London Ltd.
Thrustmaster
Tiertex Ltd. - Flashback (for U.S. Gold)
Time-Warner Interactive - Rise of the Robots
Titus
Trimark Interactive
Twlight
U.S. Gold Ltd.
u UBI Soft International Q4/94 RayMan
- MORE (American Football)
V-Reel Productions - Arena Football
- Horrorscope
Virgin Interactive
Entertainment Ltd. - Cannon Fodder
- Dragon
- Demolition Man
Virtual Artistry, Inc.
Virtual Xperience - Indiana Jags
- Zzyorxx II
- Burn Out
Visual Concepts
n Visual Impact - Hyper Force
Wave Quest Inc.
Williams Brothers
Williams Entertainment 11/94 Troy Aikman NFL Football
Q4/94 Double Dragon 5: The Shadow Falls
WMS Industries
Zeppelin Games - Center Court Tennis
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Kasumi Ninja Moves List
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// The Orange Ninja: Habaki
Special Moves:
Ninja Fireball, Whirlwind Kick, Ninja Teleport
Death Move:
Power Head Smash
//// Chagi: The Kickboxer
Special Moves:
Knee to the Crotch, Hammer Kick, Fireball, Flying Eagle Kick
Death Move:
Slams knee into crotch, buckling opponent over, then shoves foot through
the opponent's chest.
//// Alaric, King of the Goths
Special moves:
The Goth Hammer, The Power Slide, Exploding Bamboo Stick,
Lunging punch
Death Move:
Exploding Bamboo In opponents mouth
//// Thundra, The Amazon Queen
Special Moves:
Flying lunge, Thunder Uppercut, Teleport, Bite opponent
Death Move:
Fly through opponents upper body.
//// Danja, The Urban Gang Leader
Special Moves:
Exploding Bolas, Side Teleport, Crotch Grab, Throat spike
Death Move
Exploding Bolas
//// Pakawa: The Comanche Indian Warrior
Special Moves:
Buffalo Punch, Throw Knife, Head Butt, Buffalo Jump
Death Move:
Scalp opponent
//// The Green Ninja: Senzo
Special Moves:
Ninja Fireball, Whirlwind Kick, Ninja Teleport.
Death Move:
Lift Opponent, and punch through Stomach
//// Angus McGreggor: The Scottish Brawler
Special Moves:
Fireball, Caber Toss, Head Butt
Death Move:
The head Pummel
//// Gyaku: No Information
=-=-=-=-=-=-=-=
//// Aircars PR
=-=-=-=-=-=-=-=
MidNite Entertainment Group proudly presents:
AIRCARS
CATEGORY: 3D Science Fiction/Simulator
SYSTEM: Atari Jaguar 64-bit Interactive Multimedia
System
NO.OF PLAYERS: 1 to 8
DESCRIPTION: You are in a Post-holocaust era. A highly
technical organization has emerged to
re-organize society as they see fit, E.vil
B.ureaucratic N.uclear E.codestructious
R.ebellion S.ociety. You have been given
the responsibility to defend this new threat
to a decimated Earth. The only weapon that
can do the job is a prototype AIRCAR.
Capable of traveling over all terrain in any
conditions, this is more than an off-road
toy. Sophisticated electronic systems allow
this vehicle to install improved weaponry
and armour. Now you must go and kick some
E.B.N.E.R.S. butts!
HIGHLIGHTS: Fast paced action through a variety of
terrain and climates.
Upgrade your AIRCAR with weapons and armour
by scavenging wrecks, destroyed buildings,
and finding ancient treasures.
Battle various enemies to include tanks,
turrets, and other AIRCARS.
Up to eight players can play together on
separate Jaguars, through serial port
connection. (Possibly with the use of the
Catbox.)
For a realistic feel, AIRCARS uses 3D, stereo
16-bit sound, Gouraud shading with light
source and atmospheric effects to all objects
and terrain.
Suggested retail price at this time $54.99
Street date end of November - 1st week December
Any and all of the above subject to change.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Jag Dustcover Proposal
=-=-=-=-=-=-=-=-=-=-=-=-=-=
[Editor: This message was recently posted in the GEnie ST/Jaguar
RoundTable, and is copyright GEnie. Please note that the author, Rod
Martin of Network 23, is asking for EMails of INTENT. Anyone desiring
more information from Rod through the Internet should direct their
EMails to <r.martin22@genie.geis.com>.]
I'm now gathering information in the form of advanced orders, to see
what interest there is here.
The JagCover is sleek black nylon. Designed specifically for the
Jaguar, the JagCover hugs the contours of your cat and allows space
in the back for cables to remain connected. The edges are stitched
and bound for a high-quality feel that all your friends will envy!
The JagCover also sports the blood-red Jaguar logo.
I'm proposing a special GEnie early-bird price of $7.00+S/H until an
as-of-yet-undetermied date. After that date, the price will go up to
$10.99+S/H. DO NOT SEND MONEY NOW! I'm basically wanting to collect
intents right now.
If you have been desiring a cool dustcover for the world's most
powerful game system, please e-mail Network 23 at R.MARTIN22,
stating your name, address, phone number, and your intent to
purchase this fine piece of Jaguar merchandise.
Once I see there is sufficient interest, the JagCover will go into
production. I'm also looking into producing special covers for the
Jag+CD-ROM and a carrying case.
--==--==--==--==--
||| Surfing the Jagged Edge
||| By: Dimitri Mark LaBarge
/ | \ GEnie: AEO.6 CIS: 71501,3353 AOL: dimitril
-----------------------------------------------------------------
What's new in the Jaguar world? Well, for starters... I am!
My name is Dimitri LaBarge, and I'm the new Jaguar editor here at AEO.
Before we start summing up a couple of weeks of interesting, and even
stunning, virtual commentary and news flashes, let me take a moment to
get you aquainted with who I am. I'm a 25-year old screenwriter, a
recent transplant to Nashville from sunny Central California. When I'm
not writing scripts (SF and various dramatic film projects - for those
wondering, no, I've not been produced yet), I also run a little
desktop publishing operation on the side. I live with my wonderful
girlfriend Katie, nine cats who are affectionate in the most startling
ways, a big hunk of a dog named Zack (part pit-bull and part Jack
Russell Terrier), and of course, a Lynx and a Jaguar. Don't worry,
they're all tamed....
How does Atari connect with me? Well, they've been part of my life for
about as long as I can remember. Oddly enough, I never had a 2600 or
any of the early game machines; my experience began with an adoration
of my best friend's Atari 800 (and to be frank, endless hours of Star
Raiders, Rescue on Fractalus and numerous Infocom games). But my
association with Atari didn't really begin until I brought my first
520 ST into the house - and oh, what a machine it was! On it, I did
all my first graphics, I typed my first spec scripts on that machine
(for Star Trek: The Next Generation; alas, I never made my name there)
- I even used it to put together a high school news program for cable
television, using nothing more than WP 4.2 and Degas Elite). It was a
wonderful time, and it sealed my loyalty to Atari. Not long after, I
found myself spending hours on my Lynx, and now my Jaguar. I have a
fondness for the Fuji that I hope will continue for a long time.
But enough of this one-time-only swooning interlude... you're here for
Jag stuff!
=-=-=-=-=-=-=-=
//// JAGDoooom
=-=-=-=-=-=-=-=
Let's start with a post that originated with Id's John Carmack and
found its way all across the 'net - a first-hand report on Doom, as
well as his impressions of the Jag.
DOOM is allllmost done. Music and modem code is about all that's
left. Its good.
To address the two main topics of discussion:
Is the Jaguar doomed?:
This christmas will tell. If atari sells close to their estimates,
they will be a serious market target for next year.
I really don't think 3DO will bury the jag. Its too expensive, and
it doesn't have a technical edge to make up for it.
The sega 32x is a nice machine, and they are shipping good numbers
for christmas. It is less powerfull than the jaguar is when really
pushed, but it is easier to get things going at a decent speed.
The sony psx and the sega saturn will both cost $100 to $200 more
than the jaguar (CD machines). They are both more powerfull (to a
greater or lesser degree), but neither one will have a wealth of
games when they debut.
The ultra-64 is over a year away. It will probably be damn good,
but a year is a long time.
3D engines:
For 24 bit parallax scrolling graphics, the jag will outperform a
pentium, but it is only about as powerful as a low end 486 for
texture mapped games. Its not really an apples to apples comparison
because of the parallel nature of the jag, but that is a fair
aproximation.
The jaguar CANNOT make a fully textured, full screen, full
resolution game that runs at 30 fps. The bus will simply not take
that many accesses. The 64 bit bus will let you do really fast
shaded polygons, but texture mapping is done a single pixel at a
time.
DOOM had to be significantly reworked to get good performance, but
it wasn't designed from the ground up to take advantage of the
Jaguar. If I was designing a game from scratch for the Jag (I'm
not), I would target 20 fps with a 256*180 view window in 16 bit
color as a reachable goal. Doom runs 15 fps at 160*180 because the
basic design is non-optimal for the jag's characteristics. I wrote
it for the pc.
There are a lot of tradeoffs you can choose. AVP made very
different choices than I did. They have a lot more pixels on the
screen, but it runs slower (about 12 fps) and the engine is a lot
more limited. The engine is essentially the level of Shadowcaster
on the pc (90 degree walls, transparent segments, floor/ceiling
texture mapping, strictly diminishing lighting and a rear clipping
plane). They chose to use higher resolution bitmaps, so they have
less variety.
So what does all this mean? Let's take it apart piecemeal.
First, we have a real perspective on what Doom's going to be like on
the Jag. Because of the nature of the game - NOT Jag-specific - we're
probably not going to wind up with, speedwise, a version of a game
comparable with one running on a 33MHz 486 - albeit with vastly
improved 64K color and light banding (take a close look at the
256-color light-banding on your PC version when you're up close to the
walls, real close. It ain't purty, pardner). Advantages to the Jag
version, then? Well, Id's taking this opportunity to revise a lot of
the levels that they didn't like, so we're not getting a clone of the
PC version, but a sort of Doom Plus. Yes, there will be Jag-specific
mazes, and supposedly, a few surprises. There's no word on whether
that this is another one of the games that was upped to 4 megs, but it
sounds like that's what happened.
Carmack then talks about the prospects of the Jag, a Christmas
scenario that a lot of us agreed with. But in a great example of the
law of Funny How Things Can Change, I think Jag advocates and
naysayers will be doing some serious positive rethinking based on
recent events. But more on that, later.
As we speak, Id is now completing the connectibility portion of
JagDoom and is in final testing. Shawn Green reports that it's running
at about 20 fps now, the voicemodem option has been shelved, and Doom
may go to the masters soon.
Now for the most controversial portion of John Carmack's message - the
capabilities of the Jag. Are his facts accurate? Well, I don't think
it's that simple. As he speaks right now, yes, he probably is on
target. But the nature of the Jag is that we don't know what the
machine is capable of producing with hotshot coders. Many developers
have already described the internals of the Jag of having the kind of
open-ended expandability that the 2600 had (for those of you late to
that game, developers were able to find ways to tweak and spin around
the supposed capabilities of that machine for some amazing technical
results. For the time, of course). Even Jeff Minter has expressed
astonishment at the coding of a game like Iron Soldier, which came out
of nowhere and blew people away at SCES. All it took was one hot
programmer and a lot of enthusiasm. From this columnist's perspective,
that's where we stand on the debate about what the Jag can do.
(Incidentally, while of lot of the tech specs on AvP are probably
accurate, there's been no verification if John Carmack had gotten into
the final version of AvP. So his comments should be respected, but
with a question mark.)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// The Gamesmaster/EDGE Debate
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Well, we were waiting for some kind of word from reviewers on AvP;
last week we got it, and it wasn't good. A UK television show,
Gamesmaster, gave Alien vs. Predator a middling 83% rating. Two UK
magazines, Games World (75%) and EDGE (4/10) have also panned AvP,
while UK magazine Gamesmaster (95%) loved it.
Many Jaguarians were stunned. "What's going on?" they've asked.
Sadly, it seems that some British reviewers have either gone off
half-cocked with a half-finished version of AvP, or never bothered
playing enough of the game to get a feel for it. Here's an excerpt
from a post by Rebellion Software:
Gamesmaster [the television program] is produced about three months
ahead of time - so the version they were reviewing then was three
months old. What they had at that time was a pre-alpha version of
the game. We told them what else was going to be put into the game,
but the reviewers were, for some reason, not given this information
by the people who run Gamesmaster.
In fact, large areas of the map were not populated at that time;
the game was only two meg rather than four, so the majority of the
samples were absent. Worth bearing in mind that the testers at
Atari US kept on playing the game even when it'd been released as
they enjoyed it that much.
The review in Gamesmaster the magazine is, basically, completely
independant of the TV review; the magazine review was only about a
month ago, and so bears far more resemblance to the final game.
(though that was only two meg).
We are, as a company, not particularly happy with Gamesmaster.
Atari UK elaborated on this. Generally speaking, reviewers must obtain
permission to assume that the version of a game that they had was the
final version. Gamesmaster was NOT authorized to make that assumption,
but trumpeted it as the complete game. Unfortunately, there's not a
lot to protect any company from that happening to them. 3DO owners
faced the same affliction when EGM magazine reviewed an early version
of Way of the Warrior and smashed it. Now, GamesWorld seems to be
following the same sorry suit.
To put things in perspective: the -final- version of AvP has only been
available to reviewers for three, four weeks at most. Any magazine
will, by its nature, have at least a month of lag time or so - usually
closer to three. So these British magazines simply can't have a
version anywhere close to the final product. Some of their comments -
like complaints about an absence of enemies to kill - have to do with
the fact that creature population was one of the last things put in.
(Rebellion speaks of many enemies per level.) Knowing that
Atari/Rebellion told them of the changes to come (a standard practice
in shipping beta copies of games for review) makes this a sad
situation, really.
To strengthen their case, Atari UK distributed a list of quotes from
some early European and US reviews:
"The best action game ever issued on console......For the first
time a console game recreates the tension and atmosphere of a
movie" MEGA HIT 95% Console + Magazine (France)
"The finished result is stunning, the combination of the fluidity
of movement, eery sound samples and stunning visuals make AvP a
completely engrossing experience" 5/5 Movies, Games & Videos
Magazine. (UK)
"This is one compelling and addictive in your face title. You'd
have to be Rhino-scrubbingly mad not to enjoy this game" 95%
Gamesmaster magazine. (UK)
"Alien vs Predator is the best 3-D action game that I have ever
played - the graphics and gameplay are second to none". Die Hard
Game Fan magazine. (USA)
"I was overwhelmed by the cutting edge graphics and the innovative
gameplay" Game Informer Magazine. (USA)
"Fantastic graphics that recreate the feel of the Aliens movie
help make this one of the most addictive games ever" Sunday Mirror
(UK)
As this column was going to press, Rebellion added another statement
on the AvP review situation, this time regarding The Edge. While they
apparently did not have an unfinished version (or just barely
unfinished), this report may speak to their review process:
Firstly, we should point out to clear things up that the Edge did
in fact see a final version of AvP; at least, final minus possibly
a few days to a month. Gamesmaster, the TV programme, saw a
version dated around SCES or so.
Secondly, the guy who reviewed AvP apparently (and this, as with
the below, is hearsay, ect, ect, ect) may not have been the ideal
choice of reviewer;
Jason, MD here at Rebellion, sez:
"I recently heard that the guy who reviewed AvP for the Edge has
now left the organisation to take up his chosen profession as a
professional footballer. Apparently he gave AvP a 4 minute try out
and didn't know that there was a strategic element to it at all.
This is of course all heresay as I have no first-hand knowledge of
this guy at all - so don't believe what you read unless you want
to."
Gossip over, AvP was also (this from Jason Brookes, editor of
Edge) being reviewed immediately after Doom II (running on a
486DX2/66, which is apparently their yardstick for computing
power; and the Jag is, basically, not as fast as that -- Doom-like
games definitely benefit from throwing more raw CPU at them), and
the reviewer is reputedly a fanatical Doom fan, so AvP could well
have come off badly simply for not being Doom.
My point of view, personally; some of the points he makes are fair
-- for instance, the decompression does take a noticeable amount
of time. On the other hand, some of the things that he seems to
believe are disasterous are things that we put in there
deliberately; no ingame music, for instance, to add to the tension
so that when there /is/ a sound, it's that much more noticeable.
If what you're looking for is Doom, then fair enough, AvP is not
that. It's not meant to be, however, and that doesn't come across
at all in the review.
It's good to see a little logic come back in the face of ugly rumors
and cheapshots.
(BTW, UK television's "Bad Influence" is scheduled to take a look at
several Jaguar games in a week or so. Watch for it!)
What this all comes down to is this: if you're tired of this kind of
hackwork, don't stand for it. Voice your displeasure to the editor.
Write them a letter telling them to be honest when they're reviewing
unfinished versions. If this really bothers you, don't buy their
product and put change in their pockets, unless they support a
reasonable standard of accuracy. We are not juveniles and we will not
lap up whatever drivel they choose to shovel out to make a cheap buck.
Okay, my soapbox ranting is done. You can stop grimacing now....
=-=-=-=-=-=-=-=-=-=-=-=
//// REAL AvP reviews!
=-=-=-=-=-=-=-=-=-=-=-=
But not all was glum in the world of AvP reviews this week. Zach
Meston, author of the upcoming Jaguar hints book and reviewer of AvP
for VideoGames review, was the guest at an IRC recently. Here are some
excerpts from the conversation, detailing his experience with the
FINAL version of AvP, which he's finished. [Summation written by our
own Travis Guy, who attended the IRC.]
In an IRC (Internet Relay Chat) with Zach Meston (writer for
VideoGames, etc.) Monday night, he said that VideoGames magazine
will be giving AvP an overall rating of 9. (Nine.) Graphics were
great, with the animation the major thing he found fault with.
(Good, but not as smooth as he expected.)
About the frame rate, "The frame rate in AvP depends on the
character you're using. The Alien can move FAST, while the Marine
kind of hobbles along. There's no slowdown even with large groups
of aliens coming at you from every direction. :)"
Zach said that the Alien & Predator games would more appeal to the
Doom crowd (shoot-em-up), with the Marine game being more for the
"deep thinkers."
Gamers can be a fickle lot, and when asked if he thought there
would be a post-release letdown in reaction to the hype that has
surrounded AvP (there was somewhat of a letdown following the
release of Way of the Warrior for 3DO), Zach replied that he didn't
think so, and remarked on the quality of AvP in comparison.
He was very pleased with the game. While he doesn't think that it
has the undefinable "Oomph" to be a system seller, he said it was
excellent. (In Zach's opinion, Iron Soldier qualifies more as a
system seller for Jaguar, as blowing up buildings grabs peoples'
attention easier.)
Near to the end of the IRC, Zach was asked if AvP was "terrifying
enough". His response, "Damn straight it was.... At least until I
got the motion tracker and knew where the friggin' Aliens were
coming from."
Not much to add to that. However, we have another note from a writer
for a German magazine called "Video Games". They have also gotten a
near final copy of AvP, and here are their impressions:
We had a 0.99 version of AvP her in our office for three days, and
about the only thing that was missing was the battery back-up. The
game is as fast as it needs to be. The graphics are incredible and
the gameplay superb. Especially the sound keeps on your toes at all
times, at least if you connect it to your Hifi-system. We couldnt
stop playing mainly because the games keeps you in suspense with
the scary sound effects. There is no non stop action in the game,
its more like the first Alien movie, where you are afraid all the
time of what might happen next.
I think the reason for the bad review is that the market for mags
in the Uk is very tough and everybody tries to be first with
reviews and previews and so they will review anything they can get
their hands on. I can assure you that AvP is a brilliant game and
we will give it around 90% which is extremely high for German mags.
If you have any more questions regarding the game, go right ahead.
So as Dana Carvey's George Bush would put it, "Early, unfinished
version - BAD. Final, finished version - GOOD."
But you probably knew that.
Oh by the way, to check out our review of the absolutely final version
of Alien Vs. Predator, stay tuned - it follows this column!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Highlander - The Animated Series
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Though the upcoming Jag CD-ROM game based on this new USA animated
series has generated some buzz, not much is known about it. So I took
a few minutes one Sunday morning to watch one of the early episodes of
this show as a preview to this upcoming series of CD-ROMs.
I won't go into the central concepts of Highlander, since a lot of you
are already familiar with them. This animated version is an extremely
frustrating extension of the movie and TV versions, a strange amalgam
of surprising sophistication and toned-down kidification. Death does
exist in this universe (as exibited by a flashback from the lead
character, carrot-topped teenager Quentin MacLeod, a sort of
Highlander-in-training; and yes, they do use the line, "There can be
only one"), and there is some swordplay, but other parts display signs
of intensely corny compromise. In addition to Quentin's mentor
Ramirez, they're accompanied by a little girl and a creature best
described as a cuddly warthog. The voice acting is hopelessly broad
and American, in the most Filmationesque Masters-of-the-Universe
style, as are the thickly drawn character styles. The series
ultimately grates not because of its shortcomings, but because of the
real potential hidden within. If the producers had more of a respect
for more adult-oriented forms of the art such as anime, undoubtedly
they would have come much closer to the kernal of promise this show
still holds.
Now, how will this show tie-in with the JagCD game? First, we know the
game is going to be a kind of spiced-up, smoother and more colorful
Out of This World, with lots of swordplay. The backgrounds are taken
directly from the animated series, and that's where we start to find
some serious positives. Examining the backgrounds closely, we find
gorgeous color palettes and a fine stylization that should give the
game a fabulous, unique look. If they have based their character
designs on those in the show, then it should also work fine. It's much
easier to take the character designs in a broad action form, rather
than any kind of character interaction. All in all, what has come
across in my viewing of this show is the development of fine concepts
fine for a video game; but as a work of drama, it has managed that
dubious feat of undermining its own ambition.
=-=-=-=-=-=-=-=-=-=-=-=-=
//// Williams Makes Nice!
=-=-=-=-=-=-=-=-=-=-=-=-=
One of the more encouraging developments of the last couple of weeks
was a press release regarding a new agreement between Williams and
Atari: Williams and Atari have agreed to bring classic new versions of
games such as (but not limited to) Joust, Robotron and Defender to the
Jaguar. These versions will be dramatic 64-bit enhancements to the
original games, with such new goodies as first-person perspectives,
dynamic CD-quality soundtracks and mind blowing graphic upgrades,
while still maintaining the feel and spirit of the original game.
So what's coming? Well, Jeff Minter has announced that he's going to
start work on Defender 2000 this month. Not one to violate the
original concept of Eugene Jarvis, Jeff will maintain the original
side-scrolling concept, focusing on enhancements such as superior
graphics and snazzy new creatures; there also may be a first-person
bonus round added. (Incidentally, Jeff is moving to Sunnyvale in
November to facilitate his work for Atari. An early welcome to you,
Jeff!) Another game, 'Dactyl 2000, is due next spring from Atari -
this one is slated to be an exciting first-person rethinking of the
original Joust. A lot of enthusiasm has been expressed for this one,
and we'll forward to you the latest information as soon as it becomes
available.
So to what does all this add up? Well, if Activision does bring its
collection of classic 2600 games to the Jag as well as to the PC (and
the Jag is very prominent in their future plans, it should be noted),
adding to those being brought over from Williams, Atari will be in the
shining position in having an impressive library fueled by both
reinvigorated classics and exciting new concepts. In short, it has an
ace up its sleeve that no other company can really call upon - a rich
history.
So what games would -you- like to see culled from the Williams
archives? This columnist gives a somewhat impassioned plea for the
unparalleled Sinistar...
=-=-=-=-=-=-=-=-=-=-=
//// Other Game News
=-=-=-=-=-=-=-=-=-=-=
First, a little bummer... Rise of the Robots, being programmed for
the Jag by ArtData, will -not- be out this year, says Atari's Bill
Rehbock. However, it's a go for early next year. In a similar vein,
Beyond Games' Battlewheels is also scheduled for early next year.
But as with all good howevers, the sunny side: Battlewheels is not
going to be any cheap port, but a fully rethought, JagNetwork and
modem compatible game to serve all cheap desires of demolition. Right
now, Beyond Games is deciding between a number of approaches to take
with the game, trying to find out which will best use the Jag's
fantastic capabilities to the max.
And for the other Beyond Games product, a little something called
UltraVortex - toss what you've seen on your AEO SCES tapes, because
it's been 110% changed and enhanced since then. You won't find many
stronger Jag proponents than Beyond Games, which describe the Jag as
their "machine of choice" which lets them best fulfill their game
vision.
Also in game news, a report has now surfaced that two Ocean games,
Syndicate and Theme Park may now be in production! As always, we'll
get you confirmation as soon as it's available....
=-=-=-=-=-=-=-=-=-=-=-=
//// Sam Tramiel Speaks
=-=-=-=-=-=-=-=-=-=-=-=
This next item is a press report that in any other week, would've
been seen as a decidedly mixed report. During this week, though, it
was almost significant. From a Reuter's story, September 29th:
Atari Corp chief executive officer Sam Tramiel said in an interview
that the company expects to sell more than 200,000 Jaguar video game
units this year, compared with a current target of 300,000.
The story went on to say that Mr. Tramiel thinks Atari and Sega have
the best chances of survivng in the currently crowded video game
marketplace. The report ends with Tramiel dismissing Nintendo's Ultra
64 system as "extremely far behind", Sony's Playstation as arriving
too late, and a prediction that strong holiday sales would help boost
Atari past 3DO.
=-=-=-=-=-=-=-=-=-=-=-=-=
//// Sega Knuckles Under?
=-=-=-=-=-=-=-=-=-=-=-=-=
But all this has -not- been the real news this week - which was a
bowshot that rocked the videogame industry and sent Atari stock
soaring over 20% in a single day. Yes, I'm referring to the
settlement Atari reached with rival Sega. You can find the press
release elsewhere in this issue, so let me add a perspective reported
in the San Jose Mercury News:
"Sega gets something for its money and doesn't run the risk of
losing a costly legal fight and emerging with nothing," said Andy
Eddy, senior editor of GamePro Magazine in San Mateo, publisher of a
magazine geared to video game players.
The whole Mercury News piece was quite a glowing report. So, what does
this mean in a practical sense? Sam Tramiel said that the $90 million
will be used to help expand and speed up development, which we have
all hoped would happen. A juiced-up advertising presence may also find
its way forward with this spare change. The consumer will probably
most notice the agreement's effects with the arrival of the Jag titles
(which, Mr. Tramiel has said, will begin porting shortly and are due
in the second half of '95). No Sonic (and I think we're all getting a
little sick of the rodent, anyway), but a Jag Daytona USA? Star Wars
Arcade? World Series Baseball? It's within grasp now.
That's the dish for this ish! Stay tuned....
--==--==--==--==--
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||| Jaguar Review: Alien Vs. Predator
||| By: Timothy Wilson
/ | \ GEnie: AEO.8 Internet: wilsont@rahul.net
----------------------------------------------------------------
Here it is, a review of the release version of Alien vs Predator (AvP)
for the Jaguar. The ROMs weren't in a case yet, but I did get a
manual. (Lots thicker than the previous games.) First up, it was the
release version, and I spent several hours playing it, everyone got
that? Good.
I'll let you know now that I'm an avid Doom fan, but I didn't like
Wolfenstein 3D. I've played System Shock & Blake Stone too, all of
the same genre: texturemapped rooms with beasties in them. Okay,
that's a generalization but it's supposed to be, it's the same genre
that Jaguar AvP is in. Don't expect this to be an "Oh Gosh!" nothing-
but-praise review.
If you haven't seen any of these games, I'll describe how they're
played. Basically, you view the world through your character's eyes.
The world is populated with objects residing in rooms made up of
texturemapped floors and ceilings and walls - meaning that, instead
of flat polygons or dull colors, the walls look more "real", since
photographic quality "textures" or images are mapped into the 3rd
dimension onto those surfaces. Also, your movements are not
constricted to 90 degree turns and 10 foot lunges - in AvP, the view
can be rotated smoothly around, and you move freely within the game.
If done right, the end result is amazing - you actually feel that
you're -in- the game. Things can come at you from any angle, so you
have to constantly look around and check for beasties. Again, if done
properly, this type of game can really pull you into the gaming drama.
So by now, I hope you've figured out that this isn't like the other
Alien vs. Predator games out there, namely Activision's SNES cartridge
and Capcom's arcade game, both which are side scrolling beat-em-ups.
Also, AvP is not a Doom wannabe, AvP is a slower paced game, so I
suggest those people who want a Doom-like game... well... buy Doom
when it comes for the Jag. I saw it the same day I played AvP - it's
running very fast, and the sounds are great.
Atari Jaguar Alien Vs. Predator is a total rush - the best ever
adaptation of a movie concept to the video game world. As you get to
play three different characters: the Marine, Predator, and Alien, you
get to use all of their gizmos, weapons and tenacity however you see
fit. I'll start with a run down of the characters, and why they're
on ROM.
=-=-=-=-=-=-=-=-=-=-=-=
//// Species Roll-Call
=-=-=-=-=-=-=-=-=-=-=-=
//// The Alien (Xenomorph)
This is a game of species survival. Your queen has been lost to the
Predators, and it's up to the Xenomorph soliders to get her back. Your
claw, tail, second mouth, and unearthly speed are your weapons. Unable
to heal yourself like the other races on the station, you have to
cocoon Marines to be impregnated with a Xenomorph egg. (This basically
"buys" you a new life after you die.) You may have up to three
gestating eggs at one time, but at least one must be full grown in
order for them to be of use. If you die with a fully gestated egg at
the ready, you'll start life again where you cocooned your victim.
You have free reign of the airducts, so it's easy to hide and wait for
your eggs to grow. This is probably the most challenging character to
play.
//// Predator
His is a game of sport, Predator style. The Predator in question is a
greenhorn, sent to prove himself in battle by eventually killing the
Queen Xenomorph to claim her skull. The only weapon availible at first
is the wrist claw. While the Predator does have the whole shebang -
wrist claw, "Combi-stick" (telescoping spear), killer discs, shoulder-
mounted plasma gun, medi-kit, and the cloak - the weapons are
activated as you gain honor points. You gain use of the Combi-stick at
150,000, the disc at 350,000, while the plasma gun is up somewhere
around 750,000. You get 5000 points killing a Marine with the stick or
claw, and 10,000 for an Alien. The catch is that you must kill while
uncloaked! Otherwise you -lose- honor points when you kill something.
(Sometimes, you get in a situation where you feel you have to play it
chicken and attack while cloaked. Don't get too caught up in playing
it safe though - after all, you're a Predator aren't you?)
With the cloak comes the Pred-o-vision, with 5 different filters
availible to you. Some are useful, and some can be inhibiting,
depending on your surroundings. The idea at the start of the game is
to single out a Marine (they like to travel in packs, but you can
catch one alone if you wait), uncloak near him (you can do so from
behind), gut him with your claw, then immediately cloak again. The
cloak is useless against Xenomorphs, and if you're not careful,
Marines can get a good idea of your presence.
//// Colonial Marine
The Marine's game is one of personal survival. Being the only human
alive on an infested space station (you've just been released from a
90-day brig sentence during which separate Alien & Predator invasions
of your station happened), you must gather clues from the various
computer consoles to figure out what occurred, and what you need to do
to save yourself. Hints gleaned from the data logs guide you to new
weapons and security cards. The cards are used to open certain doors,
or access certain computers. The weapons you gain help keep you alive
by allowing you do waste the aliens more effectively. They include: a
pump shotgun, a pulse rifle, flame thrower, and the best of them all,
the "smart gun". The motion tracker is around there too, but it has to
be found just like the rest. The Marine's job is to get enough
security level passes to set the base's self-destruct, and leave on
the escape pod. No easy task, since that requires searching 5 levels
(plus airducts) and 2 alien ships!
Yes, you will have to travel through the Alien-infested airduct
system, and retrieve items from both ships. Good luck, soldier.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//// Details, Glorious Details
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Each character has their own overlay for the keypad, and their own
Heads Up Display (HUD), the HUD is a ghosty image that can be
brightened or dimmed if need be. The Alien HUD shows the status of
your eggs to the left, and your three attacks and their readiness to
the right. Using a claw constantly will reduce its effectiveness.
Waiting between blows allows for the "pull back" of a big swipe to
happen. The Predator HUD has a sound oscilliscope and his medi-kit to
the left, and weapons active on the right. (The oscilloscope reacts to
nearby enemies, but I heard things better instead of watching this
readout.) The Marine's motion tracker (if found) is on the left,
weapons and ammo on the right. All scores are at the top of the HUD.
Each weapon has a number or letter by it, as a reminder of which
button is used to select it. All characters can bring up an automap
that is overlayed in the middle of the screen. The map rotates as you
do, so "up" is always the way you face. The map fills in as you move
along, but it is lost as you move between levels - which brings up a
good point, as you play, you are free to go anywhere you want, there
isn't some lame-o "boss monster" guarding the elevators or guarding
anything in fact. Zero boss monsters in this game, HOORAY!
The controls are similar for each. For the Marine & Predator, "A" is
use, "B" is fire, and "C" (in combination with Left and Right) is
"strafe", or side step. The number keys select weapons, "8" is the map
on/off, "7" and "9" are alternate "strafe left" and "strafe right"
keys. Pause/Option brings up the HUD brightness control and Save game
menu. "6" changes the vision filter for the Predator, and Option
toggles the cloak. The Predator can use Marine food and medi-kits, but
they are stored/ converted in the Predator kit, which is then
activated by pressing "5". This lets you heal when needed, and as much
as you need. The Marine will use up all of a medical kit, even if its
not all needed.
The Alien is a bit different though, "A" is claw/open door, "B" is
mouth, and "C" is tail. In order to Cocoon a Marine for impregnation,
you hit the Marine with a claw, a tail, and a claw. This brings up a
message saying "Cocoon the enemy!" as you walk over the Marine, you
hear a nice painful, gurgling sound, and the Marine is cocooned.
Most sound in the game is straight from the movies. The one to listen
out for is that characteristic Predator snarl if it's nearby (which is
always un-nerving, as Predators are deadly). The Predator also laughs
when a new weapon is aquired. (Billy's laugh from Predator 1.) The
Aliens squeal when wounded, and doors open up with that unique winch
sound.
The Marine mainly just "ooofs" and "arrghs", but they added a bit of
"cheese" to the Marine in that any time he gets a weapon or gadget, he
says something inane. For instance, while grabbing the shotgun from
the body outside his cell, you hear, "What on Earth got ahold of this
guy?" Upon getting the pulse rifle, the Marine busts out with,
"Alright! Bug soup!" Probably the cheesiest comment occurs when you
get the motion tracker, "You can run but you can't hide". The voice is
one of those Hell's Angels-whiskey-and-cigarettes gravely voices that
doesn't really match the Marine's face on the HUD. Thankfully, these
are few and far between, but they do peg the cornball meter.
There is no music apart from the title sequence. (Which uses
beautiful 24-bit rendered graphics.) During the game you hear the
humming of the life support or the thrum of the Predator equipment.
During a good fight (as the Predator), gun shots and flame thrower
exaust were all around as I quickly found myself outnumbered by about
ten Marines. It's a toss-up on whether music should have been in the
game. I would have accepted some original Aliens or Predator music
myself, but the lack of game music didn't annoy me though.
=-=-=-=-=-=-=
//// The Good
=-=-=-=-=-=-=
Jaguar AvP can be an intense game. The save game feature is a godsend,
and there are 3 places to save your game at, so it's not like you have
to play your way through the game in one setting. Rebellion did a
great job on getting the atmosphere right: you have to wait for
airlocks to pressurize; changing vision filters sounds just like it
did in Predator 2; Aliens gather speed as they run; and their acid
blood splashes on you (causing damage) at close range. Scampering
facehuggers and Alien eggs that open when you near them are great
touches. (Open eggs produce face huggers so beware.) The textures used
are low contrast, so putting your face in the wall doesn't give that
big chunky pixel effect. There are windows in walls to look through,
and some doors as well. There's lots to explore, the levels are vast,
and I think it'll be a while before they are all mapped out in your
head.
One other good thing is that unlike Wolfenstein 3D, when you -know-
there's an officer or a guard waiting behind a certain door each time
you play, Jaguar AvP randomizes a lot of its enemies and items in the
station. This greatly enhances the game's replay value, as in each
game, you'll never really know what's waiting for you....
The game was a challenge, I don't believe I'd tire of it quickly. A
particularly heart-pounding moment occured once when I got a pulse
rifle - suddenly a Predator decloaked right in front of me. I let
loose on the trigger while the Predator cloaked again. Green blood was
still visible as I unloaded a good 3 seconds of pulse rifle ammo into
him. Finally, he decloaked and died. Whew! These Predators are tough
fighters, and will often stalk a hapless Marine.
(Just wait until you're playing the Marine and walking down an empty
corridor only to hear a voice come out of nowhere and whisper, "Over
here...". You'll learn to scoot pretty fast.)
=-=-=-=-=-=-=-=-=-=-=
//// The Not so Good
=-=-=-=-=-=-=-=-=-=-=
The Alien bodies on the floor continue to hurt you when you walk over
them. I recall from the movies that the acid ate through floors and
stopped after about 3 minutes. Having just killed a bunch of Aliens,
and then having to walk through the remains all kinda grated on my
nerves, but you'd have to walk through a lot of acid to die.
Restoring a game resurrects all of the bad guys, so don't save in a
room where you just killed 10 Marines. (Like I did.) I would say a
good place to save would be in the elevator. (Or in an airduct, if
you're playing the Alien.) Restoring a game also resets the ammo and
medi-kits too.
Corellating the computer map with your map is difficult, since there
isn't a "north" or "up" on your personal map. It took me a while to
track down the various rooms I was supposed to go into.
Once I was playing the Predator and came across a Marine and an Alien
in the same room. This bothered me. Interestingly enough, I entered
the room and side stepped while watching the Alien. Suddenly, a flame
thrower burst came from behind me and wasted the Alien. Thanks, buddy.
The Marines are trigger happy to the point of stupidity. I lined up
about 5 Marines in a doorway and watched the guys in back torch the
guys in front. Maybe it's supposed to represent panic, but it's a
little too much.
=-=-=-=-=-=-=
//// Overall
=-=-=-=-=-=-=
"The Edge" magazine gave this game a 4/10, and said something about
lack of anything to do. Well, that's bullshit. It's true that it isn't
a shooter, but I got my butt kicked many-a-time playing each of the
characters. I'd say if you want a real killing spree, play the
Predator. Suspense? Play the Marine. And the real challenge of the
game is being the Alien. The -game- here is great, I had an excellent
sense of being the characters, and hey, the audio and graphics are
good too. I'm gonna buy this one.
=-=-=-=-=-=-=-=-=-=
//// Final Ratings
=-=-=-=-=-=-=-=-=-=
Title: Alien Vs Predator JagNet: No
Design: Rebellion Players: One
Published by: Atari Corp. Available: October 21 (US)
Price: $69US October 23 (UK)
Here's the summary ratings:
"*" is a whole
"+" is a half
5 stars maximum
Control: **** Strafing is slow, but most moves are similar
between characters. No way of customizing.
Gameplay: ***** Lots of variety and freedom. I felt like I was
playing a movie!
Graphics: ***+ Better than Wolf3D and its clones, but it's still all
orthagonal. Great textures and a lack of chunky
pixelated walls.
Sound: ****+ Clean samples, very atmospheric, with only title
screen music. I miss the pulse rifle sound from the
movie.
Overall: ****+ It's gonna get a place in my library. We've gotten
what we were promised. I really hope Atari makes
this a pack-in.
What they mean:
***** Oh wow! Forget work! This is AMAZING!
**** Hey. Uh huhuhuh, this is cool. Uh-yeah! Cool! Hehheheh.
*** Well, it's better than watching TV.
** My, that OJ Simpson thing sure is interesting.
* Where's my sledge hammer!?
--==--==--==--==--
||| Hard & Soft's Speed Resolution Enhancer
||| By: Matija Grabnar
/ | \ Internet: matija.grabnar@ijs.si
----------------------------------------------------------------
Speed in computers is like money: You can never have too much. As soon
as the Falcon came out, there were rumours of speeders for it, with
names like Mighty Sonic and Skunk, and lately Overscan has been
raising a lot of eyebrows with its advertisements for its Afterburner
040.
Naturally then, when the Slovenian Atari representative offered to
install Hard&Soft's Speed Resolution Enhancer in my machine, I was
immediately interested.
The package contains two booklets, the first explaining the software
configuration (mainly for the screen resolution drivers) and the
second explains the installation of the hardware. The package also
contains a PCB, a 19 pin monitor adapter, various electronic
components to be installed on the motherboard, screws, a switch, a
small ventilator, and a floppy with the driver software. Everything
you need is in the package, all you need is a set of tools and some
solder.
DO NOT attempt installation of this speeder if you are not quite
confident of your soldering iron skills. Also, make sure the manual is
in a language you understand well (I don't know if Hard&Soft has a
non-German version). Even though my Atari representative knew what he
was doing (it was not the first speeder he was installing), the
installation took several hours. With me watching anxiously over his
shoulder, he soldered some wires to the motherboard, bent chip legs,
soldered in components and at last put in the speeder PCB.
Because Speed Resolution Enhancer can drive the video chip with as
much as 70MHz, it needs extra cooling. To achieve this, the internal
hard disk bracket is removed and replaced with one housing a
ventilator. The ventilator's leads hook up to the power supply without
soldering, and the hard disk gets fixed to the ventilator housing
instead of to the bracket.
A hole needs to be made in the housing to accommodate a small switch.
This switch is flipped to determine whether the processor's clock is
double that of the bus or not. The jumpers on PCB determine the
computer's bus speed after being turned on. You can select 16, 18 or
20MHz bus speed.
After a while you can tell from the memory test's speed what bus speed
is currently selected. I wouldn't have thought the difference between
16 and 20 MHz would be visible in the speed of the dashes, but it is.
After getting used to 20MHz booting, booting at a normal bus speed
seems to barely creep along.
Why is the top bus speed limited to 20MHz? According to people from
BlowUp (who certainly know their way inside the Falcon), while other
components have no problems with higher bus speeds, 20MHz is the most
that the blitter can handle. Anything more and the machine freezes as
soon as the blitter tries to draw the Atari symbol in the upper left
corner. Changing the bus speed with the machine running seems
infeasible: To change bus speed Hard & Soft supplies a simple
accessory, which forces a reset immediately after changing the bus
speed, thus ensuring a consistent processor state. Clock doubling
seems to be a less dramatic matter: You can usually toggle the
clock-doubling switch in the desktop without undue effects, but such a
switch causes some programs to throw random bombs and freeze the
machine. The bus speed setting survives all resets, including
CTRL-ALT-RSHIFT-DEL and reset-button hard reset. The jumper selected
speed is set only at power-up. This makes it possible to use backward
as usual, with the exception that you first have to switch to 16MHz.
Practically no utility programs seem to mind the higher bus and clock
speeds, with one important exception: the timing of transfers between
the CPU and the DSP when in 20/40 mode is disrupted enough that the
communication no longer works. If you need to use the DSP, you should
switch clock doubling off and use the 20/20 mode.
Just for comparison, I tested how long it takes to view a 640 x 497
JPEG using a registered version of GemView 3.03 set to variance-based
colourmap, with or without a DSP JPEG decoder at various clock-speeds.
The fastest, at 35.0 seconds is 20x20 mode, with a DSP decoder. DSP
decoder at normal Falcon speeds clocks in at 45.7 seconds, and just
slightly slower is non-DSP mode at 20/40, with 46 seconds. The normal
mode without DSP comes in last and takes 1:12.0 seconds. Of course,
viewing in monochrome mode would considerably faster, due to smaller
bus load and less complicated colour translation.
In general, the largest part of the speed-up is gained by the higher
bus speed, and not with clock-doubling, which is not surprising given
the lack of external cache on the CPU.
In addition to the speed increase, the board and software implement a
resolution enhancer, similar in concept to BlowUp. There are, however,
some significant differences.
The configuration program for the resolution enhancer seems seriously
concerned with your monitor and requires you to either select a
monitor from the list or to enter its data (maximum and minimum
horizontal and vertical frequencies). These limits are strictly
enforced. The user interface of the configuration program is more
fidgety than BlowUp's and I missed BlowUp's handy UNDO. Resolution
Enhancer, confident that it can't damage your monitor, is far less
willing to reset to the original settings, except when it calculates
that you have exceeded the factory limits of your monitor. However,
the state the configuration program returns to and the one displayed
on the sliders are not always the same. For best results, make sure
the screen driver is NOT running when you are configuring new
resolutions.
While the resolution driver lacks some of BlowUp's more advanced
features, like having 78Hz update in compatibility (ST) modes or like
sliding the sync frequency slowly, to draw the most out of marginal
monitors, it makes good use of the speed enhancement. Some of the most
dramatic resolutions come only when the bus speed is 20MHz, because in
those resolutions the problem is bus bandwidth and not monitor
capability. While I was unimpressed with the increased resolutions in
the monochrome area (where the limitation seems to be the quality of
the monitor), I was impressed with being able to coax out a 640x480
resolution in TC! In this resolution the screen takes up 600KB,
however, so I guess I will have to look into some memory expansions.
I was very concerned about the heating problems which might come from
the increased operating frequencies. However, I was pleasantly
surprised when I found that despite this summer's high temperatures
(32-35C), the machine did not get too hot even after several hours
working at 20/40 MHz, with the machine in its original case, not in a
tower.
The price of the speed up in Germany (and In Slovenia) is 400 DEM for
the kit and 100 DEM for the installation.
For the lovers of numbers, here are some more. To lha compress 29
files containing 4877077 bytes, it took me 10:55 at 16/16 and 7:15 at
20/40 - a 166% speed increase.
Last but not least, here is the GemBench result for my favourite
working resolution:
GEM Bench v3.40 Ofir Gal 14.1.94
============================================
Falcon 030 TOS 4.04, MiNT not present
Blitter Enabled, NVDI not present
Video Mode = 640 * 480 * 2 Colours
FPU not present
Run and Malloc from STRAM
Ref = F030, 640*480*2
Speed enhancement 20/40
============================================
GEM Dialog Box: 2.955 131%
VDI Text: 2.900 132%
VDI Text Effects: 5.935 139%
VDI Small Text: 3.210 132%
VDI Graphics: 5.600 165%
GEM Window: 1.170 130%
Integer Division: 1.235 250%
Float Math: 3.830 139%
RAM Access: 1.385 158%
ROM Access: 1.490 155%
Blitting: 0.890 129%
VDI Scroll: 2.180 130%
Justified Text: 2.750 131%
VDI Enquire: 1.295 132%
New Dialogs: 3.475 134%
============================================
Graphics: 135%
CPU: 175%
Average: 145%
With NVDI, results are screen: 423%
CPU: 98% at 16/16
and screen 599%,
CPU:171% for the 20/40 mode.
--==--==--==--==--
||| "From a saved backup...."
||| By: Ron Whittam
/ | \ GEnie: EXPLORER.4
-----------------------------------------------------------------
//// Atari Users in Cyberspace.
In this column I hope to foster communication and support for 8-bit
and ST computer owners... presenting a positive and directive
approach. This will help to strengthen the users group base and
encourage the executive element.
If you have a question you would like me to answer, or a topic you
would like to see covered; send me EMail!
What would it be like if you could talk to an Atari Developer in the
comfort of your own home. "Impossible," you might say. You might live
miles from a dealer, Atari show, or even another Atari owner. This is
often the case for many Atari computer owners - not so any longer. The
miracle of telecommunication brings most anyone into your home. Do you
need something to spark your users group meetings. For less then what
it could cost you to attend a show, you could gather enough
information to fill your next meeting. While there are a few providers
that offer similar service, I am only familar with GEnie's "Real Time
Conference" or RTC. For the price of the connect time you could spend
two or three hours with Atari developers and retailers in one of these
conferences.
In the world of Atari: Computer owners, dealers, and developers are
not often near each other. Owners, dealers, and developers are few and
far between. However, "few" is a relative term. There are many, many
Atari owners using Atari computers. Its just a rare moment to see more
then 15 to 20 in one location. But the other day, I had the
opportunity to meet a developer face to face. I was in a room with
this developer and a host of Atari computer owners located all across
America in both the USA and Canada. Most amazingly, they all met in my
home....
The room was quiet. I had arrived early. I took a moment to look
around. Two others had arrived before me. The room was quite large
with one huge round table in the center. It looked like it could seat
200 people with standing room against the wall. The walls were lined
with doors. It seemed to me that there was one door for each chair at
the table. I stepped forward and took my seat. My name tag had my name
on it; but I was given a marker to write in an alternate name to be
known by during this session. I changed my name tag to reflect my
first name and then greeted the others who were in the room. More had
arrived while I was getting adjusted and I told them hello as well. A
few more arrived. I took a moment to go to out to the kitchen and get
a couple of pieces of pizza to munch on while I listened. I grabbed a
Coke as well. I settled back down in my seat and looked around again.
Seems that even more had arrived and the special speaker was here,
too. The room was no longer quiet.
The virtual reality of cyberspace brought this conference room into my
home, and me into the home of each person at the table. This amazing
feat of technology was made possible by General Electric's Information
Service; called GEnie. Connecting my Atari ST to the phone system at
2400 baud and using the "ST Aladdin" communication program for GEnie I
was able to interface with a large number of other Atari ST users.
This real time conference, or RTC for short, was called to order by
Lou, the moderator. He introduced the guest speaker and set up the
agenda. First the guest speaker would have an opportunity to talk
about his new product, then each person at the table would be given an
opportunity to ask him questions during the Q&A session. After that,
Lou would have some prizes to give away. Sounded great.
The guest speaker was an active developer on the Atari computer
platform. Ralf Doewich of Cybercube Research Limited. One of his
claims to fame is the CaTTamaram board that was developed for the
Atari Graphics Workstation, the Atari TT030. They have made some
improvements, enhancing the product and making it more compact. The
most impressive of its improvements was the increase in CPU speed,
48MHz. Running a MC68030 at 48MHz is screaming fast. The speaker
provided users with some handouts, here is copy of the spec sheet:
<CYBERCUBE> Here is a short list of the CyReL CaTTamaran features:
- Works with all TT motherboard revisions. Simple solderless plug-
and-play installation for the newer boards.
- Our highly acclaimed RUN-ME-FIRST Interactive Installation Program
features a graphical installation tutorial guiding the user through
all the installation steps.
- Increases the performance of your TT030 up to 150%!
- Easy-to-use CyReL Dashboard Utility to control the CaTTamaran speed
switching functions. Switch anywhere, anytime!
- Excellent compatibility with all existing software programs.
- Another reliable quality product from Cybercube.
- Best value for your money: revitalize your system for a little over
$2 per MHz! A great deal for just US $99!
<ST.LOU> Whew! Congratulations! Can you give us some test results?
<[Ralf] CYBERCUBE> Hmmm... I think I got some here... Here are some
benchmarks to show the kind of performance figures you can expect when
using the CaTTamaran in _COMBINATION_ with any TT-FastRAM board, a
ROM relocator and a replacement VDI driver like WARP9 or NVDI:
Integer TT030 ########## 100%
TT030 + CaTT ############### 150%
Float TT030 ########## 100%
TT030 + CaTT ################ 160%
ROM TT030 ########## 100%
TT030 + CaTT ################# 170%
RAM TT030 ########## 100%
TT030 + CaTT ###################### 220%
Averages:
Graphics: TT030 ##### 100%
TT030 + CaTT ################################## 681%
CPU: TT030 ##### 100%
TT030 + CaTT ######### 172%
Overall: TT030 ##### 100%
TT030 + CaTT ########################### 545%
As the meeting came to a close, people said their goodbyes and
retreated back through the doors from where they came. A few hanger-
ons sat around chatting about this or that. I could easily hear their
quiet conversations. Finally, I decided to leave as well. I said my
goodbye and was told "so long" by those who were left. I paused for a
moment before closing the door. I realized that I had chatted with
some of the best people on earth in the comfort of my own home. It was
a satisfying thought. I shut the door. And my life would go on;
somehow more enriched then before.
Ron Whittam is a Customer Support Specialist for a small software firm
in Boise, Idaho; and the President of the Atari Boise Users Group.
He can be contacted on GEnie (EXPLORER.4), on the Internet at
<r.whittam@genie.geis.com>, or on ApC BBS (208-362-1790).
--==--==--==--==--
---------------------------------------------------------------------------
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-- --
-- 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 --
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--==--==--==--==--
||| ADVANCED SPEED OF LIGHT 3.x - Tips and Tricks
||| By: Stuart Denman
/ | \ Internet: sdenman@cs.washington.edu
------------------------------------------------------------------
PART I: Color
(c) Copyright 1994, Stuart Denman. All rights reserved.
This is the first in a two part series on how to change and enhance
images with Speed of Light Image Processor. I will assume that you
have obtained a registered or demonstration shareware copy of at least
version 3.3 (version 3.5 is the newest as of this writing.) I will
also assume that you have read the manual and understand the basics of
Speed of Light (SOL). Since I am the author, I have had many hours of
experience using and playing with the program. So as you can imagine,
I have come across quite a few interresting ways to change the look of
your images. In this first intallment, I will take a look at some of
the ways in which you can use SOL's color manipulation techniques to
enhance or do really weird things to your image's colors. In part II,
I will show you how to physically manipulate your images using
filtering (the most confusing, but powerful tool in SOL), warping, and
other tools.
//// The Color Manipulation Tools
Speed of Light has three basic color altering areas, and I will
discuss how to make the most of each:
1. Color Selection. This is controlled on the Options Dialog via the
color contrast and color selection method (and color rankings). Since
SOL stores the original image in memory, you can immediately see a
change in these settings without reloading the image. As of version
3.5, you can also specify how colors are selected from truecolor JPEGs
as well.
2. Color Transformations. These are also controlled from the Options
Dialog. Complex color transformations (histograms) are applied to the
colors in the original image before selection occurs. Additive color
transformations (the three slider bars that appear when "COMPLEX" is
not highlighted) are simply added or subtracted from the colors after
color selection occurs.
3. The Color Editor. This dialog allows you to edit individual colors
in your image. You can only edit the colors after selection occurs.
Once you edit them, you can either have SOL attempt to match the
image's colors to the new ones you created, or you can just alter them
as they appear in the image without matching.
//// Color Selection
This is the most important section to pay attention to if you have
less than a 256 color display (i.e. 16 color Low Resolution ST). I
will give values below with the assumption that you have only 16
colors. The better you undertand how SOL reacts to your settings, the
better your image will look. I almost always use "Frequency" as a
color selection method, so this is what I will focus on.
Images vary in what their ideal color contrast value is. To find it, I
usually set the three contrast slider bars at around 30 (40 on systems
with a palette of only 512 colors.) Then, I make sure that SOL alerts
me when it throws out too many colors during selection due to a high
contrast (this can be turned on in the Preferences.) Next I display
the image. If I get an alert box saying that colors were lost, I
reduce the color contrast down to 24 or so. I keep reducing until I no
longer get an alert box. This ensures that your colors are spread
evenly (as far as their relative contrasts) over the image. This may
sound like more trouble than it is worth, but if you really need to
have an image look good, this kind of fine user control is the only
way to go and is usually better than an automated approach.
Next, color contrast settings can be used for spreading out the colors
in the image in a more representative manor. In other words, if your
image has small areas of blue (shaded from dark blue to light blue)
and large areas of red (shaded from dark red to light red), you would
want more of your 16 colors used for the shades of red than for blue.
To force SOL to select the colors in this way, you would increase the
blue color contrast slightly (forcing the blues to be farther apart in
brightness) and decrease the red contrast slightly. Using the
contrast histograms (by selecting "COMPLEX" above the slider bars)
would allow even more fine control by allowing you to set the contrast
for each color depending on its intensity of red, green, and blue.
//// Color Transformations
Color transformations can be used both with greyscale and with color
modes. In greyscale modes, additive color transformations can be used
to add or subtract red, green, and blue from the grey shades. If I
want to make a rough change in the images colors, I will often use the
additive color settings:
-=> To make your image brighter or darker, change the three slider
bars to the same value (you can do this by moving one slider bar to
the value you want and then double-clicking on that slider to set the
other two to the same value).
-=> To create a warmer image, increase the red value a little, or
darken green and blue.
-=> You can also add blue, green, or combinations of the RGB colors to
the image to produce weird and interresting effects.
The Complex Histogram Transformations are much more interresting. As
each color is made up of Red, Green, and Blue (RGB) components, three
color transformation histograms are used. Each histogram takes the
value of a color and transforms it to a new color. For example, say
the color intensities range from 0 to 255. A color with RGB
intensities of R 0, G 255, and B 127 fed through a histogram that
looked like this:
255 HI|\
| \
| \
| \
0 LO+----
LO HI
0 255
would produce a new value of R 255, G 0, and B 127. This is because
the low values (0) map to the high values (255) and the high values
map to the low values. The values in the middle tend to map to
themselves (127 to 127). This histogram effectively carries out the
calculation Vnew = 255 - Vold. This is known as an inverting
histogram, and it can be used for simple, but interresting effects.
To get an inverting histogram, edit a color transformation histogram
and generate a 1-to-1 histogram. You can do this by loading the file
1_TO_1.HST included with SOL 3.x or create a Gamma preset histogram
with a value of 1. Then, Invert or Flip the histogram to get the
inverted form. You can also use the red arrow above the three
histograms in the Options Dialog to set all of them to 1-to-1, then
edit one of them and click on Flip to invert it. Inverting one, some,
or all of the RGB histograms can produce some neat effects:
[] The "Green People" effect. Inverting the red histogram makes black
into red, and colors with red in them revert to their blue and green
components. Since flesh tones are made up of mostly red, inverting
just the red will leave green and a little blue left over; hence the
"Green People" effect.
[] The "Neon" effect. Inverting the green histogram makes reds into
yellows, and dark colors into green, producing a brighter, glowing
neon effect.
[] The "Pastel" effect. Inverting the blue histogram produces subtle
blues and yellows in the image.
[] If two of the three histograms are inverted (any two) then it
produces effects of varying colors similar to the "neon" effect above
except that there is more of an inversion in the intensities (dark to
light and light to dark.)
[] Inversion of all three produces a "photo negative" effect. This is
what is known as a full inversion of the palette.
Brightening or darkening the red, green, or blue planes of the color
palette can be accomplished with the additive color transformations,
but can be more accurately be done using gamma correction histograms.
This is done by using Gamma presets with a value greater than 1 for
brightening, and less than 1 for darkening. Use a darkening gamma
correction on green and blue (leave red at 1-to-1) to produce a warmer
image in much the same way as was done with the additive color
transformations.
Contrast can be applied to single color planes (R, G, or B) to produce
interresting results as well. The files CONTRSTx.HST included with SOL
3.x can be loaded in for a varying degree of contrast. Using a
contrast histogram on green will bring out the reds, blues, and
purples in the darker and lighter colors. This is often a more subtle
effect than with using gamma correction.
Starting with these simple but interesting effects, you can learn to
draw custom histograms that fit your needs. If even more control over
your colors is needed, you can move on to the color editor.
//// The Color Editor
The Color Editor can be used to alter the existing colors in your
image, or to create new colors to draw the image from. Changing the
existing colors is straight-forward; just pick the color you want to
change from the image using "Select" from the color editor, then
change it. Make sure "Match" is NOT highlighted so that your changes
appear in the image when you display it.
Suppose that you are programming a game and you found a cool GIF that
would look great as a background. The problem is that the GIF has 256
colors but your game has 16 and you already know what those 16 colors
are going to be. Speed of Light can use your color palette to display
the GIF in the best way possible. So how do you get your game's
palette into SOL? There are two ways:
1) Create the colors by hand using the editor. Be sure to make any
unused colors the same as the first color (SOL will not use a
duplicate color). Creating them by hand can be a pain because you need
to know what all your colors are and where they are located in the
palette order. Versions before 3.5 ordered the palette in DEVICE order
(see below), but 3.5 allows you to edit the colors in VDI order (this
is the same order as the control panel.) Be sure you know what order
you are using. XBIOS(7,...) palette setting command sets the colors in
DEVICE order, whereas vs_color() sets them in VDI order.
2) Create your own .PAL file using a program. A .PAL file is composed
of one byte that tells how many colors are in the file (minus 1),
followed by a set of colors defined by 3 bytes each. The first of the
three bytes is red, then green, then blue. Another 3 bytes for the
next color follows, and so on. SOL loads in however many colors are in
the file, starting with color zero. A .PAL file is saved in whatever
order the palette was in when you saved it. Depending on your use, you
can switch to a different ordering before loading in a palette. The
following table shows how to convert from VDI to DEVICE order
(although Speed of Light will do all this work for you.)
VDI Color 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
DEVICE Color 0 15 1 2 4 6 3 5 7 8 9 10 12 14 11 13
This is for 16 colors. For 256 colors, entries 16-254 are the same for
DEVICE as for VDI, but VDI 255 goes to DEVICE 15 and VDI 1 goes to
DEVICE 255.
Once you have created or loaded in the palette, highlight "Match" so
that SOL will try to match the created palette to the GIF. Click on
"Display" to show it. Tinker with the settings to get the best picture
(add dithering, etc). If you go back to the color editor, you can see
the results of SOL's attempts to match the image to your palette.
Colors that SOL does not use in the image will be marked with a small
X. This means that SOL found other colors that were closer to the
original colors than this one.
This is just a short example to get you started. I often like to use
the "Gradient" tool to create shades of different colors that I think
would match the image nicely. I then display it (with "Match"
highlighted) and then go back to the Editor. From this point, I can
easily change a set of colors to something else, then view the image
again with "Match" NOT highlighted to see my changes. Say you have an
image of a red car, but you want it blue. Just use the editor to
change all the reds to the same intensity of blue, then redisplay the
image, making sure "Match" is off. If you leave "Match" highlighted,
SOL will try to find those red shades again, but since you changed
them to blue, SOL will use some other colors instead and your blue
colors will most likely be marked with X's when you return to the
Editor.
//// Closing Remarks
With some experimenting, you can easily find other color effects that
are not obvious at first. SOL provides a lot of tools; the key is to
know which ones to use, what your options are, and how the program
will react to your settings. I hope this has given you some insite
into SOL's color features. Next time, I'll give you some insite into