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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <09><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [Pred 94]
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<20>۲ <20>۲ ۲<>۲ <20>۲<EFBFBD>۲<EFBFBD><DBB2> <20>۲ <20>۲ <20>۲ <20>۲ <20>۲ ۲
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<20>۲ <20>۲ <20>۲<EFBFBD>۲ <20>۲<EFBFBD>۲ <20> <20>۲ <20>۲ <20>۲ <20>۲ <20>۲ <20>۲
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<20>۱ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۱ <20>۱<EFBFBD>۱ <20><><EFBFBD>۱ <20>۱ <20>۱ <20><><EFBFBD>۱<EFBFBD><DBB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20>۱ <20>۱ <20>۱ <20>۱ <20>۱<EFBFBD>۱ <20><>۱ <20>۱ <20>۱ <20>۱ <20>۱ <20>۱
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<20>۰ <20>۰ <20>۰ <20><><EFBFBD> <20>۱ <20>۰ <20><>۰ <20>۰ <20>۰ <20>۰ <20>۰ <20>۰
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<20>۰ <20>۰ <20>۰ <20><><EFBFBD><EFBFBD><EFBFBD> <09>۰ <20>۰ <20>۰ <20>۰ <20><><EFBFBD><EFBFBD>۰ް <20>۰
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C O N S O L E M A G A Z i N E
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FRoNTiER magazine is (c) copyright 1994
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May 1994
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EDiTOR: Gordon Craick
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3Do <20> Jaguar <09> Genesis <20> CD-i <20> CD32 <20> GenesisCD <20> Super Nintendo
|
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and all other consoles
|
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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iNDeX TO iSSuE 3
|
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*******/\*******
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|||
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Welcome
|
|||
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Updates
|
|||
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Changes
|
|||
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Feedback
|
|||
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|
|||
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News:
|
|||
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* Wolfenstein for Jaguar release
|
|||
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* Midway signs licensing deal with Nintendo
|
|||
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* Acclaim severed from Midway
|
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|||
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Features:
|
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* The inside specs on Panasonic's 3DO
|
|||
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* The Asian Connection - Part 2
|
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* Jaguar developers list
|
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|
|||
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Editorial/Opinion:
|
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* Saturn in perspective
|
|||
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|
|||
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Reviews:
|
|||
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* Jurassic Park (SNES)
|
|||
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* Super Metroid (SNES)
|
|||
|
* Lawnmower Man (SNES)
|
|||
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|
|||
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The Cheater's Den
|
|||
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Trading
|
|||
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|
|||
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Support sites/distribution
|
|||
|
How *YOU* too can help out Frontier
|
|||
|
How to contact Frontier
|
|||
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Credits/Thanx
|
|||
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|
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2>
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<20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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THiRD issue of Frontier, and we're already starting to drop behind
|
|||
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the monthly deadline. While it is disappointing to me, and readers
|
|||
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no doubt, there isn't much I can do to prevent it - often I am busy
|
|||
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with other things (such as studying) and the end of last month just
|
|||
|
happened to be one of these times. Next month is exam month for me,
|
|||
|
so this may cause other delays - though I'll try as hard as I can
|
|||
|
to get an issue 4 out next month. Just bear with us, Frontier will
|
|||
|
eventually become closer to a set deadline as more people make some
|
|||
|
contributions in the coming issues. I'd much rather spend the extra
|
|||
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time, rather than rushing an issue just to meet a deadline.
|
|||
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|
|||
|
While feedback to the magazine so far has been _excellent_ to
|
|||
|
say the least, Frontier is desperately looking for those who can in
|
|||
|
some way help with the magazine. If this just involves one article,
|
|||
|
one review or one cheat or so each month that is all we are after.
|
|||
|
Half an hour out of your time surely won't be a problem and it
|
|||
|
allows _your_ views to be expressed to hundreds around the world.
|
|||
|
Please contact me if you can provide this! we need much more
|
|||
|
coverage for systems such as the CD32, Genesis, and others
|
|||
|
presently not covered in the capacity I'd like them to be. This
|
|||
|
goes also to those who contacted me before issue one promising
|
|||
|
material, and who I have never heard back from - were you not
|
|||
|
interested, not have enough time, mail was lost or....?
|
|||
|
|
|||
|
April brought quite a few developments in the console scene, with
|
|||
|
Jaguar, 3DO, Sega and Nintendo becoming a little more public in
|
|||
|
their plans and projections for the next couple of years. Saturn
|
|||
|
looks as though it is going to be _very_ hot, so check out my
|
|||
|
comments on the matter in this month's opinion section. Frontier
|
|||
|
would also like your opinion to be published on the Saturn or
|
|||
|
Project Reality also, so send them in people! A little of the
|
|||
|
information in this issue may have become a little dated by the
|
|||
|
time you read this (due to the fact that most of the news was
|
|||
|
completed two weeks ago), though most of it still should be
|
|||
|
accurate, unless things have changed drastically in the last while.
|
|||
|
Everything looks hotting up for a _big_ showdown never before seen
|
|||
|
in the entertainment industry occurring before Christmas, and it
|
|||
|
should be an exciting one too. Saturn, Jaguar, 3DO, CD32 should be
|
|||
|
in full production with many games to sell the machines - it will
|
|||
|
be a matter of who can offer the goods at the cheapest and most
|
|||
|
attractive prices at this time to be successful. There is also some
|
|||
|
more news on other developments on many different consoles which
|
|||
|
I've had to hold over to next issue, so look out for a big news
|
|||
|
list in issue 4....
|
|||
|
|
|||
|
I suppose this is not *really* the place the mention this, though
|
|||
|
of course that doesn't mean I can't :) The last month has been a
|
|||
|
bad one for the many thousands of fans of two people. First of all,
|
|||
|
the not so unexpected, but senseless death of Kurt Cobain, grunge
|
|||
|
rock legend from Nirvana. The next was the tragic death of champion
|
|||
|
driver Ayrton Senner, who died in the recent San Marino Formula One
|
|||
|
race. Both of these icons will be missed by many thousands around
|
|||
|
the world...which includes me. Rest in Peace guys.
|
|||
|
|
|||
|
Gordon Craick (Editor -> FRONTiER magazine)
|
|||
|
< May 10th, 1994 >
|
|||
|
|
|||
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|||
|
|
|||
|
UPDATES
|
|||
|
***/\**
|
|||
|
ALTHOUGH Frontier aims to make fewer mistakes than some other
|
|||
|
magazines, it would be naive to think there wouldn't be any. In
|
|||
|
issue one several people have pointed out some inaccuracies or
|
|||
|
clear mistakes. Thanks to those people who did so, if I don't know
|
|||
|
about it - I can't correct it :)
|
|||
|
|
|||
|
- In issue 2 it was stated that CD-i was a 32 bit machine. Thanks
|
|||
|
to the reader that pointed out that Philip's CD-i is in fact two
|
|||
|
16 bit processors in parallel, which does _not_ constitute 32 bit
|
|||
|
machine.
|
|||
|
|
|||
|
- Super Turrican is in fact a 4 meg game, not 12 as stated.
|
|||
|
Apparently the game uses a high degree of compression to squash
|
|||
|
such a good game into such a small cartridge
|
|||
|
|
|||
|
CHANGES
|
|||
|
***/\**
|
|||
|
Frontier aims to provide what readers want, and as a result of
|
|||
|
feedback after the last two issues, a few changes have been made as
|
|||
|
requested.
|
|||
|
|
|||
|
- Frontier will now implement the _word_ use to highlight a word or
|
|||
|
stress a point. Consider this as a form of underline to overcome
|
|||
|
some of the problems expressing other printed characters normally
|
|||
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associated with a paper text.
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
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<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <09><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><>
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<20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۲<EFBFBD><DBB2>
|
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
FRONTIER has been very grateful to the readers who have taken their time
|
|||
|
to write to the magazine and express some ideas and opinions. I'm
|
|||
|
_always_ after any sort of feedback, so whether you like everything, or
|
|||
|
something really annoys you let me know. If you're willing to express
|
|||
|
and opinion that you wouldn't mind publishing (maybe you've been
|
|||
|
expressing an opinion in some of the console newsgroups) here's your
|
|||
|
chance to let everybody else know what _you_ think.
|
|||
|
If you feel like a conversation on the console industry (or in fact
|
|||
|
anything!) send my some email, the best ones will be published in
|
|||
|
Frontier for others to join in on.
|
|||
|
Some of these have been repeated from previous issues that are of
|
|||
|
importance, so bear with them if you've been keeping up with previous
|
|||
|
issues of Frontier.
|
|||
|
|
|||
|
Q: Can I be added to the Frontier mailing list? Can you send me
|
|||
|
Frontier via email? I don't have FTP access, can you please send me
|
|||
|
issue one?
|
|||
|
|
|||
|
A: The answer to that is unfortunately no. At present there is *no*
|
|||
|
Frontier mailing list, though I have been posting for people
|
|||
|
prepared to set one up adamantly. My site does not have the
|
|||
|
facilities to set up such a mail-server to send issues via email,
|
|||
|
so that support must come from an external source.
|
|||
|
I have however been recording all email addresses sent to me so
|
|||
|
that when somebody can offer to set one up they will be sent each
|
|||
|
issue. True other electronic magazines have this feature, but then
|
|||
|
again they have been going for a while longer than Frontier
|
|||
|
|
|||
|
C: Part 2 of the article on shopping in the Asian markets was never
|
|||
|
included in issue 2 although promised and in the index! Where did
|
|||
|
it disappear to?
|
|||
|
|
|||
|
R: This has been quite a big embarrassment to Frontier I can
|
|||
|
certainly say! The reason for this most likely came about after
|
|||
|
compiling all of the separate articles into the final magazine
|
|||
|
format. That article must have skipped over my cutting and pasting
|
|||
|
tools (ie: text editor). There's not much more I can say other than
|
|||
|
to apologise to all of those who were looking out for it. This
|
|||
|
issue _definitely_ includes the afore-mentioned article for those
|
|||
|
interested (I double checked this time! :) ). Thanks to those who
|
|||
|
_didn't_ bother pointing it out until several weeks after release
|
|||
|
:)
|
|||
|
|
|||
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|
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|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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<20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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|||
|
WOLFENSTEIN FOR JAGUAR RELEASE
|
|||
|
*************/\***************
|
|||
|
Probably in a surprise move to many, ID software has decided to
|
|||
|
release a Jaguar enhanced version of the PC hit that appeared back
|
|||
|
a few years ago. While the SNES version was a _decent_ version,
|
|||
|
many of the graphics and features has been taken out to please
|
|||
|
Nintendo - really making it a fair way behind the original. The
|
|||
|
Jaguar provides ID with a format that provides no censorship or
|
|||
|
big-brother attitude that the SNES does, basically letting them
|
|||
|
convert them Wolfenstein as it first appeared, with Nazi
|
|||
|
references, Hitler and plenty of gore and blood.
|
|||
|
Rather than a straight port, Jaguar Wolfenstein should include
|
|||
|
many new features such as automapping, greater and smoother texture
|
|||
|
mapping, a faster frame rate plus lighting, etc. While retaining
|
|||
|
much of the same features of the original, it will be much more
|
|||
|
familiar to players of Doom than anything else. The possibly of
|
|||
|
also turning the game into a multi-player link-up game has also be
|
|||
|
considered by Id software - we can only hope!
|
|||
|
According to reports, it only took a few days to port Wolf from
|
|||
|
development stations to the Jaguar due to the machines RISC
|
|||
|
architecture - which can only be good reports for other interested
|
|||
|
Jaguar developers (and owners).
|
|||
|
While Doom is still well on the way to be released sometime next
|
|||
|
month, Wolfenstein will be released soon afterwards. This gives the
|
|||
|
Jaguar two more brilliant first-person titles in the next few
|
|||
|
months to help boost Jaguar sales. Next in ID's lineup for PC
|
|||
|
release is the sequel to Doom, Evil Unleashed which will appear
|
|||
|
later on this year. Given Doom's quick port, a Jaguar version
|
|||
|
shouldn't be far behind!
|
|||
|
|
|||
|
MiDWAY SiGNS LICENSiNG DEAL WITH NiNTENDO
|
|||
|
******************/\*********************
|
|||
|
MIDWAY, designer of the popular arcade games such as Mortal Kombat,
|
|||
|
NBA Jam, and others has formally signed a large deal with Nintendo
|
|||
|
to market and distribute its products. The deal, expected to be in
|
|||
|
the region of several million dollars looks likely to boost both
|
|||
|
Midway's and Nintendo's profits with the new mutual agreement
|
|||
|
between the two video game forces. Like any agreement, the exact
|
|||
|
details are for them to know and us to try and find out :)
|
|||
|
|
|||
|
Some of the effects and results of this union include:
|
|||
|
|
|||
|
* Nintendo will market and sell Midway products using its Project
|
|||
|
Reality machine (a co-product between Nintendo and Silicon
|
|||
|
Graphics) which will go into operating in mid to late 1995 in the
|
|||
|
arcades. All future Midway arcade games will use Project Reality
|
|||
|
technology/consoles.
|
|||
|
|
|||
|
* Nintendo jointly owns the rights to any games released by
|
|||
|
Midway/Nintendo and hence has a sole license to sell and
|
|||
|
distribute Midway games on its own machine(s). This will mean
|
|||
|
that we will be seeing almost direct ports from the PR arcade
|
|||
|
machines to home formats in 1996, when PR comes onto the home
|
|||
|
market.
|
|||
|
|
|||
|
* Midway has left their marketing options open by allowing a
|
|||
|
off-shoot of the company, Midway WMS to produce titles for other
|
|||
|
platforms independently of the Nintendo deal. This means that
|
|||
|
Midway titles will still likely appear on other machines, more
|
|||
|
specifically the Jaguar (which they are a listed developer) and
|
|||
|
Saturn.
|
|||
|
|
|||
|
* Mortal Kombat 3 will most likely appear as the first product of
|
|||
|
this new union between Nintendo/Midway in mid 1995.
|
|||
|
|
|||
|
ACCLAiM SEVERED FROM MIDWAY
|
|||
|
************/\*************
|
|||
|
Due to the new deal between Nintendo and Midway, Acclaim has
|
|||
|
largely been left out on its own. Rights to market and distribute
|
|||
|
Midway games in the arcades expires close to the end of the year.
|
|||
|
While it is likely that Acclaim will continue to market its own or
|
|||
|
other companies software in the arcade market, future marketing of
|
|||
|
games such as Mortal Kombat, and NBA Jam (two of the most popular
|
|||
|
arcade games on the market today incidentally) under the
|
|||
|
Acclaim/Midway agreement will cease.
|
|||
|
This also means that promised ports of Mortal Kombat (1 or 2)
|
|||
|
and NBA Jam have been withdrawn from Jaguar/3DO release - which
|
|||
|
will be a disappointment to many fans. Although this news may seem
|
|||
|
bad to many observers, it should be pointed out that the only
|
|||
|
reason that Acclaim was associated with Midway was to
|
|||
|
market/distribute Midway's games in the arcade market. Acclaim had
|
|||
|
very little (if any) say in the production in Midway's games.
|
|||
|
Mortal Kombat and NBA Jam were the property of Midway, and will
|
|||
|
continue to be so.
|
|||
|
|
|||
|
OTHER NEWS
|
|||
|
****/\****
|
|||
|
Crystal Dynamics is now distributing fixed versions of its Horde
|
|||
|
software. This correction will fix the problems with save games
|
|||
|
overwriting others, by imposing a three save game limit. Owners of
|
|||
|
the Horde can take their disc of the Horde and obtain the new
|
|||
|
version from their local distributor.
|
|||
|
|
|||
|
The 3DO has been taken favourably in Japan, and probably better
|
|||
|
than the US release from initial indications. Toshiba, an even
|
|||
|
larger firm in Japan that elsewhere overseas has also signed up to
|
|||
|
become a 3DO hardware producer. This will mean that will see a
|
|||
|
Toshiba 3DO player, along with the Sanyo and AT&T machines by the
|
|||
|
end of the year.
|
|||
|
|
|||
|
The future of Commodore (makers of Amiga computers and CD32
|
|||
|
machines) does not look too promising to many observers. After
|
|||
|
posting a net loss last year of several million dollars, Commodore
|
|||
|
may be forced to downscale operations in a bid to keep afloat.
|
|||
|
While Commodore sales in Europe/UK are still exceptional, sales
|
|||
|
elsewhere have been steadily declining. Commodore may recover with
|
|||
|
the release of the CD32, so we'll just have to wait and see what
|
|||
|
happens.
|
|||
|
|
|||
|
The list of formal Jaguar developers has passed the hundred mark.
|
|||
|
Atari has gone on the record saying that around 50 Jaguar titles
|
|||
|
will be released before the end of 1994 (only another 45 to go :)
|
|||
|
). Jaguar units are still hard to obtain, many stores taking orders
|
|||
|
several weeks in advance - though they are available for those keen
|
|||
|
enough. The problem lies in manufacturing, there simply aren't yet
|
|||
|
enough Jaguar machines for the people who are after them. When this
|
|||
|
problem is sorted out, Jaguar software should really take off, and
|
|||
|
also pave the way for full release in places such as Europe/UK and
|
|||
|
Australia.
|
|||
|
|
|||
|
The latest development that has come out in Asia for the illegal
|
|||
|
copying of console software is a new CD-ROM interface. Plugging
|
|||
|
into the SNES, it gives the user access to virtually the entire
|
|||
|
SNES library on one CD disc. The player is too expensive for most
|
|||
|
though, coming in at a whopping $2000! That's a mighty big number of
|
|||
|
purchased (25!) software for that price.
|
|||
|
|
|||
|
While it looks as though it is definite that Mortal Kombat will be
|
|||
|
now _not_ be converted to the Jaguar, Kasumi Ninja looks like being
|
|||
|
its equal. Similar in style (a two player beat em up), Kasumi Ninja
|
|||
|
looks like being just as violent as MK, and from some indications
|
|||
|
even more so. Definitely not for the squeamish if decapitation and
|
|||
|
disembowelment offend you. Up to 9 different characters will be
|
|||
|
available in the game, plus the addition of several secret ones.
|
|||
|
|
|||
|
From recent indications, it appears as if most Jaguar titles will
|
|||
|
use a resolution of 384x240 (or 384x280 for PAL) for games. Both
|
|||
|
Tempest 2000, Doom and Wolfenstein use this mode so it appears as
|
|||
|
though this is going to become the standard in future.
|
|||
|
|
|||
|
Horrorscope, a "unique" new beat 'em up will appear on the Jaguar
|
|||
|
late this year. Based around the characters of the zodiac, it
|
|||
|
involves much the same two player action as SF2 or MK.
|
|||
|
|
|||
|
For internet users, the CD32 newsgroup that was stated as being in
|
|||
|
production is now operating. Simply choose rec.games.video.cd32
|
|||
|
from your favourite Usenet reader to access the area and start
|
|||
|
writing!
|
|||
|
|
|||
|
RUMOURS
|
|||
|
***/\**
|
|||
|
Again, remember that this section is nothing more than it
|
|||
|
indicates, and simply rumours from other magazines, talk, media
|
|||
|
sources and the internet newsgroups. It is up to you how seriously
|
|||
|
you take these rumours.
|
|||
|
|
|||
|
- There is still a lot of controversy surrounding the new addon
|
|||
|
module for the Genesis - some saying one things, others disagreeing
|
|||
|
with equally credible opinions. Many have been saying that it is a
|
|||
|
addon to the Genesis that will be a new console format for Sega
|
|||
|
(not being compatible with anything else) which will give increased
|
|||
|
specifications and putting it in front of the SNES technically. The
|
|||
|
other view(s) expressed is that this new addon is actually the
|
|||
|
Saturn adaptor which will allow users to play Saturn software
|
|||
|
through their Genesis adaptor. Frontier is unable to decide either
|
|||
|
way, so if you have anything to prove or disprove any of these
|
|||
|
theories send them in.
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2>
|
|||
|
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|
|||
|
<20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
The INSiDE SPECS ON THE PANASONIC 3DO
|
|||
|
*****************/\******************
|
|||
|
YOU'VE heard all of the hype given to the machine, and you've
|
|||
|
probably seen and played the machine by now. Now you can learn all
|
|||
|
about how well it actually shapes up the other consoles.
|
|||
|
This article is covering the Panasonic R.E.A.L player (to give
|
|||
|
its full title) as it is the current 3DO player on the market,
|
|||
|
though with 3DO being a standard, the majority of this information
|
|||
|
will be equally as accurate for other manufacturer's player. You
|
|||
|
might encounter some visual differences, however all other players
|
|||
|
should feel and play much the same as Panasonic's
|
|||
|
|
|||
|
MANUFACTURER/APPEARANCE:
|
|||
|
|
|||
|
In 1992/early 1993 the 3DO company was formed in the United States.
|
|||
|
Headed by Rick Tompane and Trip Hawkins, the company aimed to
|
|||
|
provide a high tech and at the same time adaptable console for the
|
|||
|
home markets that they hoped (well, still hope) would become _the_
|
|||
|
standard for home video game machines.
|
|||
|
After approaching several major companies on the idea (Frontier
|
|||
|
wouldn't be surprised if these weren't Sega and Nintendo
|
|||
|
initially), the 3DO standard gained widespread support. Matsushita
|
|||
|
(a large Japanese Electronic firm), Panasonic, AT&T (a large US
|
|||
|
telephone and communications carrier), Sanyo and most recently
|
|||
|
Toshiba and Samsung all have committed themselves to developing a
|
|||
|
3DO compatible machine of their own. Creative Technologies (makers
|
|||
|
of the popular Soundblaster sound cards) has also obtained a
|
|||
|
license to release an add-on card for PC's and compatibles. A large
|
|||
|
commitment to developing software for the machine has also been
|
|||
|
made by large companies such as Electronic Arts, Crystal Dynamics
|
|||
|
and hundreds of other well known developers.
|
|||
|
Unlike other consoles, 3DO is a standard rather than the actual
|
|||
|
console itself. 3DO itself is really just a series of
|
|||
|
specifications written down on paper. To meet the 3DO specifications,
|
|||
|
all machines must follow the same specifications to remain
|
|||
|
compatible with 3DO software. The first player onto the market was
|
|||
|
that made by Panasonic, which was released in the US at the end of
|
|||
|
1993. Others are set to follow in mid to later 1994
|
|||
|
|
|||
|
The FZ-1 R.E.A.L player it is unimaginatively called, is a stocky and
|
|||
|
slightly ugly unit in itself. Approximately 40cmx30 cm, the machine
|
|||
|
is slightly smaller than your average VCR machine. The disadvantage
|
|||
|
of this design is that the machine isn't going to neatly sit on
|
|||
|
your floor and probably not even fit on top of your television. For
|
|||
|
this reason alone, it may be even worth waiting for other companies
|
|||
|
players which will most likely be a lot less bulky.
|
|||
|
The front of the machine in some respects looks like a front
|
|||
|
loading video player. A small buttons sets off the tray mechanism,
|
|||
|
which opens up, similar to most CD players. The tray itself is
|
|||
|
slightly flimsy, so there may be problems after continued use.
|
|||
|
At the rear of the machine are the array of external ports and
|
|||
|
extension ports. The 3DO includes just about every port which it
|
|||
|
will need off the shelf and in future, which is a big advantage.
|
|||
|
This includes a twin composite stereo connector, NTSC television
|
|||
|
connector (this is of course a PAL connection in some other
|
|||
|
countries), video in (useful for video titling, overlaying of
|
|||
|
software over video), video out (for outputting the results, or
|
|||
|
your 3DO picture), and a SVHS connector (for greater resolutions on
|
|||
|
some televisions and VCR's). Cables for all of these are included.
|
|||
|
Most importantly for 3DO owners, is the expansion/MPEG port,
|
|||
|
allowing the connection of either the MPEG cartridge or other
|
|||
|
additional hardware add-ons. The only slight disadvantage with all
|
|||
|
of these ports is that some are a little crammed together when
|
|||
|
everything is plugged in.
|
|||
|
|
|||
|
For your $499 RRP you also get a game (Crash and Burn), a sample
|
|||
|
disc (with demos, video, information, etc), the machine and all
|
|||
|
required cables. You also get a pretty decent instruction manual to
|
|||
|
go along with the unit. The price is definitely not cheap, but you
|
|||
|
are playing for quality components and for die-hard game fans the
|
|||
|
price probably won't be a concern (well not too much anyway!).
|
|||
|
Considering a 486 PC that doesn't have all the custom chips of the
|
|||
|
3DO for sophisticated games costs approximately $1300, you aren't
|
|||
|
doing _too_ badly at all.
|
|||
|
|
|||
|
CONTROLLER:
|
|||
|
|
|||
|
Panasonic's control pad is quite different to what you may have
|
|||
|
been used to with other consoles. About the closest comparison can
|
|||
|
be drawn between it and the older Genesis control-pads. Slightly
|
|||
|
square, it can become quite uncomfortable after a long degree of
|
|||
|
play.
|
|||
|
Three 'action' buttons are implemented, as well as a 4 way
|
|||
|
directional keypad. A start and pause button is also included. At
|
|||
|
the top of the controller is a small cap that hides the
|
|||
|
multi-player connector. Through this, a cable can be daisy chained
|
|||
|
between yours and other 3DO players (up to eight) to allow
|
|||
|
multi-player games. If you're starting to think that this would add
|
|||
|
to the price of the controller, you are right - expect to shell out
|
|||
|
$40 for a replacement or additional controller! This is much too
|
|||
|
much when it could have been just as easily been included on the
|
|||
|
main unit itself.
|
|||
|
Probably one of the only noticeably good things about the
|
|||
|
controller is that a headphone socket and volume controller are
|
|||
|
included _on_ the control pad itself. This makes it much easier to
|
|||
|
play the machine from a distance (ie: back on your sofa, etc).
|
|||
|
|
|||
|
Along with its slightly uncomfortable feel is the frustrating
|
|||
|
fact that it isn't nowhere near as responsive as you would want it
|
|||
|
to be. Often you'll have to press the directional controller far to
|
|||
|
the right to get even a little movement. Even more frustrating is
|
|||
|
attempting diagonals, which are even harder to execute. There is a
|
|||
|
quick fix for this (though I didn't have the opportunity to try
|
|||
|
this on a demonstration machine), involving losening the screws at
|
|||
|
the bottom of the controller to increase the rate of movement.
|
|||
|
Quite simple, and apparently it works. A big negative for the
|
|||
|
machine is the controller, though with third party controllers this
|
|||
|
can be rectified.
|
|||
|
|
|||
|
PROCESSOR/OPERATION:
|
|||
|
|
|||
|
The most important part in any system is its central processor,
|
|||
|
which largely limits the capabilities of other functions. In the
|
|||
|
3DO's case, this the 32 bit ARM60 RISC chip running at a clock
|
|||
|
speed of 12.5mhz. While not as powerful as the Jaguar's processor
|
|||
|
(though more powerful than the CD32), it is more than enough for
|
|||
|
most processor-intensive games.
|
|||
|
Able to operate independently of the main processor, are two
|
|||
|
separate video processors. Each are CISC (which is not the optimum
|
|||
|
for graphics) operate at 25mhz and can produce such effects as
|
|||
|
transparency, palette manipulation, real time shading, texture
|
|||
|
mapping (though only onto a four sided plane) and most other
|
|||
|
special effects found in other consoles. An interesting feature of
|
|||
|
the 3DO is that it actually contains two main data buses, one for
|
|||
|
the video and the other for the main register bus. The reason for
|
|||
|
this is that MPEG FMV (off CD or other medium) can be piped
|
|||
|
straight through the video bus without external intervention,
|
|||
|
taking the load off the DSP and main processor. This allows for FMV
|
|||
|
display independently of the rest of the system, making possible
|
|||
|
video titling, video editing, overlaying of graphics over FMV
|
|||
|
without extra processing power, plus other useful features.
|
|||
|
While the 3DO is essentially a games machine, a dedicated
|
|||
|
maths co-processor allows fairly complex mathematical calculations
|
|||
|
to be carried out in the machine. This is _also_ in addition to the
|
|||
|
internal floating-point operation of the main processor.
|
|||
|
All of the separate internal operations are routed through the
|
|||
|
internal DMA controller before being outputted to the screen, to
|
|||
|
audio, etc.
|
|||
|
|
|||
|
Just a small footnote: Since the release of Panasonic's machine,
|
|||
|
3DO has been optimising the cost of the 3DO, and they have come up
|
|||
|
with a more cost effective dual chip design for use in future
|
|||
|
players (Sanyo and AT&T's player will use this design). They have
|
|||
|
also been looking into the possibility of using PowerPC RISC
|
|||
|
processors for its future designs, decreasing costs and at the same
|
|||
|
time increasing performance. The only problem with this is that
|
|||
|
there may exist some compatibility problems between the current 3DO
|
|||
|
and any new design 3DO, so may ultimately not be viable.
|
|||
|
|
|||
|
GRAPHICS:
|
|||
|
|
|||
|
Graphical manipulation is all done through the 3DO's 'CEL' chipset.
|
|||
|
Display graphics for the 3DO can either be in 24 bit or 16 bit
|
|||
|
colours per pixel. The machine also uses a interpolling technique
|
|||
|
(addition of pixels to give a smooth result) to give a maximum
|
|||
|
_output_ resolution of 640x480, while the _internal_ resolution
|
|||
|
(that actually are used by the processors) is only 320x480.
|
|||
|
Resolutions beyond this are not really possible, which may be a
|
|||
|
disadvantage when HDTV (High definition television) becomes more
|
|||
|
popular in the coming years. Now standard techniques such as
|
|||
|
texture mapping, background rotation, sprite manipulation and
|
|||
|
special effects are built into the machine. Dedicated video VRAM (1
|
|||
|
megabyte) also helps speed up the machine's graphics capabilities,
|
|||
|
while also doubling as general RAM for some operations.
|
|||
|
|
|||
|
SOUND:
|
|||
|
|
|||
|
Sound is handled by the internal DSP (digital signal processor),
|
|||
|
which operates at 25mhz. The custom DSP allows specialised audio
|
|||
|
functions such as sound mixing (from an external source), special
|
|||
|
effects (such as reverb, echo, waver, etc), smoothing, and fully
|
|||
|
implemented Dolby Surround sound. This basically gives the 3DO
|
|||
|
theatre quality sound from any game, which is a definitive
|
|||
|
experience! CD quality sound is spooled directly from CD at the
|
|||
|
standard 16 bit rate.
|
|||
|
|
|||
|
EXPANSION/PORTS:
|
|||
|
|
|||
|
Ports include SVHS, audio out, video/audio in, RCF (NTSC or PAL),
|
|||
|
composite output, and two peripheral ports. All of these are passed
|
|||
|
through the internal DMA.
|
|||
|
Through the control pad connections, other devices such as
|
|||
|
3D-glasses, mice, keyboards, etc are possible. Many of these are
|
|||
|
already in production for release some time year.
|
|||
|
Expansion is possible through a 68 pin expansion port (for MPEG
|
|||
|
1 or type 2 adaptors) and also through an extra 30 pin expansion
|
|||
|
port. According to 3DO, both of these ports can upgrade or improve
|
|||
|
internal components - allowing for future speed or other
|
|||
|
enhancements.
|
|||
|
|
|||
|
OPERATING SYSTEM:
|
|||
|
|
|||
|
The 3DO is the first system to include its own custom and dedicated
|
|||
|
operating system built from scratch. This system takes care of
|
|||
|
things such as diagnostics, multi-tasking, bootup, decompression,
|
|||
|
peripheral management and other operations as well as providing an
|
|||
|
interface for loading of files from disc. It also provides the
|
|||
|
opportunity for further storage devices in much the same as a
|
|||
|
computer.
|
|||
|
One of the primary reasons for this operating system is to allow
|
|||
|
backwards-compatibility with later generation 3DO specifications
|
|||
|
by translating system calls.
|
|||
|
All software _must_ use this operating system for operation, and
|
|||
|
no low-level programming or fine manipulation of hardware is
|
|||
|
possible. Whether this is simply because 3DO wants to keep software
|
|||
|
compatible with different manufacturer's machines or it is actually
|
|||
|
true is another matter.
|
|||
|
The 3DO "Portfolio" software is separate from the system
|
|||
|
architecture, and unlike other systems (such as the CD32) each copy
|
|||
|
of the operating system is loaded off each CD. This means that
|
|||
|
_each_ copy of a game or software must include the operating system
|
|||
|
to operate.
|
|||
|
|
|||
|
While the software might be an advantage to existing computer
|
|||
|
developers who may not be so expert at programming in a low-level
|
|||
|
language, for expert developers the operating system can only get
|
|||
|
in the way of operations. Usually by programming directly to the
|
|||
|
hardware special techniques and often an increase in speed is
|
|||
|
possible - with 3DO this can't be the case.
|
|||
|
|
|||
|
STORAGE/MEMORY:
|
|||
|
|
|||
|
The primary and just about only storage medium for the 3DO is from
|
|||
|
CD. Compression and decompression can be done on the fly through
|
|||
|
the 3DO's architecture during run time. Approximately 540 megabytes
|
|||
|
of uncompressed data can be squeezed onto one disc.
|
|||
|
Because CD is read-only, the 3DO includes a 32kbyte internal
|
|||
|
SRAM for battery-backed saving of high scores, positions, etc.
|
|||
|
While the first 3DO releases (eg: the Horde) suffered some problems
|
|||
|
by overwriting previous saved games, this has been fixed by an
|
|||
|
update in the 3DO operating system to manage things better. 32kbyte
|
|||
|
is not a lot, though used effectively by developers it should be
|
|||
|
enough to store 4-5 games worth of save games.
|
|||
|
One megabyte of VRAM (video RAM) is included for fast display of
|
|||
|
graphics, which can also store additional information if required.
|
|||
|
Main memory consists of two megabytes of high-speed DRAM, which is
|
|||
|
used for storing of game data during play. One megabyte of ROM is
|
|||
|
used to control internal operations.
|
|||
|
|
|||
|
MPEG1 MODULE:
|
|||
|
|
|||
|
To be released at any time now should be the MPEG-1 expansion
|
|||
|
module. This module will give about 74 minutes of compressed video
|
|||
|
from a single CD. MPEG is implemented in several systems now,
|
|||
|
including the CD32 so it shouldn't be long before we see movies,
|
|||
|
etc coming out on MPEG format. A MPEG-2 cartridge (which offers
|
|||
|
better detail, at the expense of space) will also be available some
|
|||
|
time next year.
|
|||
|
|
|||
|
RELEASE: UK/Europe - March/April 1994
|
|||
|
Japan - April 1994
|
|||
|
United States - October 1993
|
|||
|
|
|||
|
SUMMARY -
|
|||
|
|
|||
|
PROCESSOR(S):
|
|||
|
- ARM60 RISC processor
|
|||
|
- Clock speed of 12.5mhz
|
|||
|
- 32 bit at a reported 6 MIPS (Millions Instructions Per Second)
|
|||
|
- 50 megabytes/sec internal transfer
|
|||
|
- 25mhz CISC DSP
|
|||
|
- 30 channel DMA
|
|||
|
- Maths co-processor
|
|||
|
- 2x video processors
|
|||
|
- 32 bit
|
|||
|
- Separate bus
|
|||
|
|
|||
|
|
|||
|
GRAPHICS:
|
|||
|
- 16 bit
|
|||
|
- Maximum resolution of 640x480
|
|||
|
- Palette of 16,777,216 colours
|
|||
|
- Unlimited colours on screen
|
|||
|
|
|||
|
SOUND:
|
|||
|
- 16 bit stereo
|
|||
|
- 44.4khz
|
|||
|
- Software selectable volume
|
|||
|
- Dolby Surround Sound
|
|||
|
- 3D effects
|
|||
|
|
|||
|
EXPANSION/OUTPUT:
|
|||
|
- 2x 32 bit expansion bus
|
|||
|
- Composite stereo
|
|||
|
- Two control/link up ports (with headphone jack)
|
|||
|
- Video/audio in
|
|||
|
- SVHS miniDIN output
|
|||
|
- PAL or NTSC RF out (depending on country)
|
|||
|
- Video out
|
|||
|
|
|||
|
CONTROL:
|
|||
|
- Control pad:
|
|||
|
- 3 action buttons
|
|||
|
- Multi-directional control pad
|
|||
|
- Pause, Select buttons
|
|||
|
|
|||
|
STORAGE:
|
|||
|
- 2 megabytes of general RAM
|
|||
|
- 32kbyte SRAM
|
|||
|
- 1 megabyte VRAM
|
|||
|
|
|||
|
CD drive:
|
|||
|
- 16 bit DAC
|
|||
|
- 44.4khz
|
|||
|
- 300kb/esc transfer
|
|||
|
- 540 megabytes uncompressed data
|
|||
|
|
|||
|
COMPATIBILITY:
|
|||
|
- PhotoCD
|
|||
|
- CD&G
|
|||
|
- Audio CD
|
|||
|
|
|||
|
PRICE: $499 (including Crash and Burn game)
|
|||
|
|
|||
|
This the last in Frontier's present series that gives the low-down
|
|||
|
on the latest consoles. In future Frontier is looking to cover in
|
|||
|
greater detail the Sega Saturn and Playstation-X machines as they
|
|||
|
are released, so look out for those in future.
|
|||
|
|
|||
|
* While Frontier doesn't really like to advertise, I'll make this
|
|||
|
small exception. If you are interested in more information on the
|
|||
|
3DO call 800-REAL-3DO (in the US) or internationally
|
|||
|
+1-800-REAL-3DO.
|
|||
|
|
|||
|
* Thanks to Scott Krot'z regular 3DO faq for much of the
|
|||
|
information used to write this article.
|
|||
|
|
|||
|
|
|||
|
ASIAN CONNECTION - Part 2
|
|||
|
************/\***********
|
|||
|
/\ Tim Wenas
|
|||
|
|
|||
|
Welcome to Tim's second article on the Asian market (which as you
|
|||
|
can now see _is_ actually in this issue!). His previous article
|
|||
|
covered mainly the buying and price of consoles in Asia. However,
|
|||
|
what is much more interesting to probably you and me is the actual
|
|||
|
consoles available there.
|
|||
|
|
|||
|
The 3DO, maybe surprisingly, is not *yet* widely available in Asia.
|
|||
|
No major department stores have them (to my surprise), and not many
|
|||
|
small shops have them either. I saw one in a Malaysian console
|
|||
|
store, and saw another one in an up market (read expensive) games
|
|||
|
shop in Singapore. No games were demonstrated. On the 3DO being
|
|||
|
displayed, I only saw one playing a Bryan Adams CD. Nice
|
|||
|
polygons...
|
|||
|
|
|||
|
The Mega-CD which in Australia at least IMHO has been pretty
|
|||
|
disappointing, actually has quite a few overseas titles which have
|
|||
|
not been released in the western markets to my knowledge (since
|
|||
|
coming back to Australia I haven't been to a single shop!). I
|
|||
|
especially liked one CD title called Thunderhawks which looked a
|
|||
|
lot like Commanche (a most excellent PC helicopter game - If you
|
|||
|
have a PC I advise you get it!) and also an arcade conversion of
|
|||
|
Lethal Enforcers, which even came with a gun, just like the arcade!
|
|||
|
There is both a GenesisCD and cartridge version of Lethal
|
|||
|
Enforcers.
|
|||
|
|
|||
|
Gameboy games are available, and especially MGCs (Multi-Game
|
|||
|
carts). I picked up a 50-in-1 cheap, although 19 of the games were
|
|||
|
merely repackaged versions of other games. For example, there were
|
|||
|
3 versions of Alleyway (regular), and the two others started at
|
|||
|
level nine and fifteen. Also available was a 120-in-1, but that
|
|||
|
only contained 59 original games, and the other 61 were copies of
|
|||
|
them!
|
|||
|
|
|||
|
There were *many* clones of the 8-bit Nintendo, a Spica one which
|
|||
|
looked just like an original but a bit shorter (you don't have to
|
|||
|
push the cartridge down) about 5 imitations where the (half-height)
|
|||
|
cartridge pops in the top like a SNES, and even one clone that
|
|||
|
looked like a Ferrari! The cartridge went in the sunroof and the
|
|||
|
control pads plugged into the doors...very cool! MGCs are probably
|
|||
|
the only games that sell for the Nintendo, my brother nearly bought
|
|||
|
a 400-in-1 for $28 until we read the back of the packaging...turns
|
|||
|
out there were only really 40 games or so, many of the games being
|
|||
|
copies or altered versions. The first 8 games were Tetris. Sega
|
|||
|
Master Systems are totally dead in Asia as in many other places,
|
|||
|
forget them.
|
|||
|
|
|||
|
I was hoping to see a few PC-Engines (I reckon they are the best 8
|
|||
|
bit consoles) but unfortunately, while they were reasonable popular
|
|||
|
about four years ago, they seemed to have followed the fate of the
|
|||
|
Sega MS, ie: dead. The only whisper of PC-Engine I saw were a few
|
|||
|
PC-GT's (hand held PC-Engines) imported from Japan, and costing
|
|||
|
about $500.
|
|||
|
|
|||
|
Genesis units are fairly popular in Asia, with the advent of
|
|||
|
Special Champion Edition of SF2 being available (an amazing 20meg
|
|||
|
game!) The new Genesis2 machines that are on sale there ship with
|
|||
|
the 6-button control pad. The Sega multi-tap is available there,
|
|||
|
although I have not played a game that uses it. Anywhere that sells
|
|||
|
console stuff will generally have a few Genesis MGCs (multi-game
|
|||
|
carts). They range from 4 to 20 games in one cartridge (the ones I
|
|||
|
saw) and were generally games released a while ago, like Road Rash
|
|||
|
2, and others. Good value though- $28 for an 8-in-1.
|
|||
|
|
|||
|
Super Nintendo machines now rule the roost in Asia - most of the
|
|||
|
demonstration machines were SNES. The easy availability of DBU's
|
|||
|
quite ironically helps out Nintendo, and also Dragonball Z II.
|
|||
|
Dragonball Z is very popular, you can get trading cards, figures
|
|||
|
and even a Dragonball Z meal from Texas Fried Chicken. Strangely
|
|||
|
enough, I was expecting the machines to be the slim, smooth kind
|
|||
|
like we have here in Australia. I thought most of the Asia-Pacific
|
|||
|
region would get those style machines, but instead the US one (the
|
|||
|
ugly, square and purple one) was the one mostly one sale. You could
|
|||
|
still get the round one if you wanted, and there are plenty of
|
|||
|
adapters for you to buy. Plenty of add-ons for you to buy too,
|
|||
|
including multi-taps, joysticks, joypads, NTSC/PAL converters
|
|||
|
etc... Multi-game carts seemed less easy to get than on the
|
|||
|
Genesis, however they were available. It appeared most seemed to go
|
|||
|
for a DBU, because the only cost was of the DBU and disks.
|
|||
|
Generally, the Super Wildcard was most available, while the better
|
|||
|
stores has Gamars, MultiGameHunter and Profighter Q. There are also
|
|||
|
about six other types of backup units available in Asia, but I
|
|||
|
can't recall their names. No sight of the SuperCD (which Tim was
|
|||
|
expecting when he went there, now everybody knows why...)
|
|||
|
|
|||
|
And of the others? I saw nothing of the Atari Jaguar, SuperGrafX
|
|||
|
(and certainly nothing of the Konix, if you know what that is...).
|
|||
|
|
|||
|
And the future? I actually didn't spend much money over there, now
|
|||
|
saving up for a machine of the future. Even the SNES will go the
|
|||
|
way of the Nintendo, and so it seems to me there will be two
|
|||
|
machines to watch - the 3DO and Nintendo's next one, Project
|
|||
|
Reality. Project Reality (due at home in late 1995) should have a
|
|||
|
64bit RISC processor (like the DEC Alpha, I think), run at over
|
|||
|
100MHz, 24bit colour, CD quality sound, etc. It should have a CD
|
|||
|
standard, and even some kind of Virtual Reality. Sounds great, and
|
|||
|
if Nintendo stick to their promise of a $250 price, it will hard to
|
|||
|
resist. Just don't quote that to me if I'm proved wrong a year from
|
|||
|
now! :)
|
|||
|
|
|||
|
Asia have the right idea in the way they sell things - they have
|
|||
|
entire buildings dedicated to a certain product. If you want to
|
|||
|
shop for clothes, furniture, electronics, computers or consoles,
|
|||
|
etc, you would go to a building where you can find hundreds of
|
|||
|
shops selling what you want. We have buildings where you can see a
|
|||
|
bit of everything, but not a lot of one thing. Just my 2c for
|
|||
|
FRONTiER! :)
|
|||
|
|
|||
|
--> Editor's comment: I'd just like to point out that the likely
|
|||
|
reason for the absence of the 3DO, Jaguar, and other new machines
|
|||
|
in Asia at present is due to the fact that both are American
|
|||
|
manufactured and designed. Congratulations to those US hardware
|
|||
|
developers who have allowed these consoles to see the light - you
|
|||
|
look well set to beat the Japanese at their most lucrative console
|
|||
|
market. After an absence of nearly a decade of trying to keep up,
|
|||
|
things are looking bright for 1990's. Then again, there is always
|
|||
|
the Saturn around the corner.... Now if only Australia could buy
|
|||
|
into the entertainment hardware market :)
|
|||
|
I hope you have enjoyed this series of two articles on the Asian
|
|||
|
console scene, and I myself have found them very interesting
|
|||
|
reading. Tim may you bring you more on the Asian markets at some
|
|||
|
time in the future for FRONTIER, having some regular contacts who
|
|||
|
travel over there quite often. Again, as stated in the first of the
|
|||
|
two part series, please send me any comment/feedback on this
|
|||
|
article to me, or alternatively I can pass them on to him for you.
|
|||
|
|
|||
|
|
|||
|
JAGUAR DEVELOPERS LiST
|
|||
|
**********/\**********
|
|||
|
(version 1.1)
|
|||
|
|
|||
|
THIS article was posted in several of the console newsgroups by me
|
|||
|
a few weeks ago. For those of you who missed it, I'd thought I'd
|
|||
|
include it in this issue of Frontier. It contains a list of most
|
|||
|
(there are about 10 more not listed in this list) of the developers
|
|||
|
signed up for the Jaguar, or at least have a game in production for
|
|||
|
the machine):
|
|||
|
|
|||
|
21st Century Software Gremlin Software Sunsoft
|
|||
|
3D Games H2O Design Team Infinity
|
|||
|
Accent Media Productions Handmade Software Team 17 Software
|
|||
|
Accolade HiSoft Technation Digital World
|
|||
|
Activision Hi Voltage Software Techtonics
|
|||
|
Anco Software ICD Incorporated Telegames
|
|||
|
Anthill Industries ID software Teque London
|
|||
|
All Systems Go Iguana Thrustmaster
|
|||
|
Argonaut Software Infogrames Tiertex
|
|||
|
Atari (!) Imagineer Tradewest
|
|||
|
Attention to Detail Imagitec Design Trimark Interactive
|
|||
|
Audio Video Magic Interplay UBI Soft
|
|||
|
Bethesda Softworks Jaleco US Gold
|
|||
|
Beyond Games Krisalis Software V-Real
|
|||
|
Bjorn Joos/Kris Van Lier Limelight Media Virgin
|
|||
|
Black Scorpion software Llama Soft Virtual Experience
|
|||
|
Borta and Associates Loriciel USA Visual Concepts
|
|||
|
Br0derbund Manley and Associates WMS Industries
|
|||
|
Brainstorm Maxis Software
|
|||
|
Bullfrog Microids
|
|||
|
Clearwater software Microprose/SPH^
|
|||
|
Computer music consulting Midnite Software
|
|||
|
Cybervision Millenium
|
|||
|
Cyberware NMS Software
|
|||
|
Delta Music Systems Ocean Software
|
|||
|
Dimension Technologies Park Place Productions
|
|||
|
Domark Phalanx Software
|
|||
|
DTMC Photosurrealism
|
|||
|
Duncan Brown PIXIS Interactive
|
|||
|
E-On Readysoft
|
|||
|
Elite Rebellion Software
|
|||
|
Epic Megagames Rest Energy
|
|||
|
Eurosoft/Titus Retour 2048
|
|||
|
EZ Score Software Sculptured Software
|
|||
|
Gametek Silmaris
|
|||
|
Genus Microprogramming Software Creations
|
|||
|
|
|||
|
^ - Spectrum Holobyte (didn't fit =:) )
|
|||
|
|
|||
|
Total = 92 developers (-+10)
|
|||
|
|
|||
|
Possibilities or uncertainties: Electronic Arts, LucasArts, Cross-
|
|||
|
Productions, Midway.
|
|||
|
|
|||
|
Things to take note of - Some of these companies are publishing
|
|||
|
titles under larger companies. Not all are developing software
|
|||
|
either, however they do have products in development or are
|
|||
|
planning to release Jaguar hardware/or software in future.
|
|||
|
|
|||
|
* This information is basically an updated list of developers
|
|||
|
contained in the Jaguar FAQ file (maintained by rjung@netcom.com)
|
|||
|
with extra information from Atari and other sources.
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۲<EFBFBD><DBB2>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
IF you wish to express an opinion in an editorial style article, please
|
|||
|
let me know. Frontier aims to be a focus point for intelligent debate on
|
|||
|
the console industry so you should be willing to backup your opinions
|
|||
|
from readers. If you strongly agree or disagree on an editorial,
|
|||
|
consider writing one of your own with some opposing or contrasting
|
|||
|
opinions.
|
|||
|
|
|||
|
SATURN IN PERSPECTIVE
|
|||
|
*********/\**********
|
|||
|
|
|||
|
THE SATURN
|
|||
|
|
|||
|
IN the last few months, the industry has been excitedly talking of
|
|||
|
the awe of the new Saturn system - basically pushing the other new
|
|||
|
consoles and how they will ultimately compare to the side. What
|
|||
|
makes Saturn different to other machines such as the Jaguar, 3DO
|
|||
|
and CD32 is that it is being designed by the second, if not now the
|
|||
|
biggest console manufacturer in the world. The name Sega is all
|
|||
|
that is needed to bring the hype that all of the other 32 bit
|
|||
|
newcomers can only dream of. Saturn also puts another big question
|
|||
|
mark over the possible future success of Nintendo. Project Reality
|
|||
|
won't be out for another two years, and while Silicon Graphics can
|
|||
|
definitely deliver the goods it may be simply too long before we
|
|||
|
see a PR home system. By 1996 there will already be hundreds of
|
|||
|
Saturn titles around, and that is not even mentioning the wealth of
|
|||
|
good quality Jaguar, CD32 and 3DO releases that will be available.
|
|||
|
Saturn has timed the release of the Saturn at exactly the right time
|
|||
|
to provide the best possible launch. The expected date for release
|
|||
|
is November, with a possible universal release at roughly the same
|
|||
|
time. Development stations and specifications are right about now
|
|||
|
being shipping to developers across the world (though, of course
|
|||
|
are sworn to saying as little as possible). This should provide at
|
|||
|
least 10-20 good titles by release, including the awesome games
|
|||
|
Virtua Racing, Virtua Fighting and Daytona racing. These alone will
|
|||
|
sell tens of thousands of Saturn's across the world in the first
|
|||
|
month. While 3DO, Jaguar and CD32 should be well established by
|
|||
|
that time, they won't have come near to succeeding in taking a
|
|||
|
stranglehold of the new 32 bit markets. They will still provide a
|
|||
|
worthy competition and choice for buyers, but with Sega on the
|
|||
|
front of the Saturn, it'll instantly be made familiar to millions
|
|||
|
across the world.
|
|||
|
It isn't just the word of Sega on the front that will sell the
|
|||
|
Saturn either, underneath lies a console which will surpass all but
|
|||
|
one of the consoles in the home market. Easily beating CD32,
|
|||
|
surpassing 3DO by a fair way and coming damn close to the Jaguar
|
|||
|
(if not beating) in raw graphical processing power - Saturn offers
|
|||
|
the machine that provides a limitless slate for game developers in
|
|||
|
the coming years. All of this, and still Project Reality is still
|
|||
|
nothing more than a $100,000 Onyx SGI workstation on a handful of
|
|||
|
people's desks......
|
|||
|
|
|||
|
BUT WILL IT SELL?
|
|||
|
|
|||
|
The Saturn isn't a guaranteed success however, despite what many
|
|||
|
of the other magazines are trying to impress upon the consumer. In
|
|||
|
my opinion, the main prohibiting factor seems to be the price -
|
|||
|
still what most people tend to look at when evaluating consoles.
|
|||
|
Like the Genesis, the Saturn is mainly being aimed at the younger
|
|||
|
markets, and is going to be another 'toy' console, for playing
|
|||
|
games and playing games only. 3DO, CD32 and to a degree the Jaguar
|
|||
|
provides a different approach altogether, looking to become
|
|||
|
slightly more than just a 'toy'. What I am coming to here, is that
|
|||
|
the average target consumer Sega is aiming the Saturn at could
|
|||
|
actually _afford_ the Saturn. $500 is out of the price range for
|
|||
|
most 8-16 year olds, which is the predicted cost of the Saturn
|
|||
|
console. So far nothing has become an instant raging success that
|
|||
|
has cost more than $200, yet Saturn nearly doubles the stakes in
|
|||
|
this regard.
|
|||
|
Price of software is another prohibiting factor. Prices have
|
|||
|
been ridiculously getting higher in the last few years, steadily
|
|||
|
rising since about 1989. Unless the trend reverses, Sega (and
|
|||
|
Nintendo) is simply going to out price themselves out of the market.
|
|||
|
When each game costs $100, which some have been predicting, just
|
|||
|
think - 5 games and you have already surpassed your initial
|
|||
|
purchase of your base unit. Prices need to drop by another $30 at
|
|||
|
least. Why pay a $30 premium just so that Sega can pocket it from
|
|||
|
developers? There is no excuse for it whatsoever, despite the crap
|
|||
|
that they keep spitting out - PC games (even CD ones) are only $80
|
|||
|
at most, why should this be any different for consoles? In the
|
|||
|
past, computer games have provided better graphics, more
|
|||
|
originality, faster action and more lasting games than any console
|
|||
|
release. While this is rapidly changing with the advent of new 32
|
|||
|
bit multi-media consoles, there shouldn't be any reason why prices
|
|||
|
should also increase along with the technology.
|
|||
|
The other 32 bit machines have taken the right step in beating
|
|||
|
the price of most 16 bit software, which acknowledges the fact that
|
|||
|
some companies are beginning to realise that price has hurt sales
|
|||
|
in many instances. Only time will show whether the consumer will
|
|||
|
continue to be pushed around by the companies that sell the
|
|||
|
consoles. With a greater and more powerful choices available,
|
|||
|
software prices will also drop due to the age-old pressure of
|
|||
|
competition - hopefully Sega will also follow the lesser companies
|
|||
|
examples, or just maybe their Saturn may fair as badly as the 3DO
|
|||
|
has so far in real sales terms....
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
THE review section is not an integral part of Frontier, though an
|
|||
|
important one. What is the use of talk on consoles, without reviews to
|
|||
|
assess the quality of games that are available? If you wish to write
|
|||
|
reviews for Frontier for any console, please check out the section: How
|
|||
|
*YOU* too can help out with Frontier. While reviews of new games is
|
|||
|
preferred, reviews of games up to around 6 months old will be published.
|
|||
|
|
|||
|
Check back on issue 2 for changes to the game ratings system. This new
|
|||
|
rating system I believe gives the best and most complete seen in any
|
|||
|
other magazine. Lets watch the others try and copy it :)
|
|||
|
|
|||
|
|
|||
|
JURASSIC PARK
|
|||
|
******/\*****
|
|||
|
TYPE ................ Action/adventure
|
|||
|
FORMAT .............. SNES (also out on Genesis)
|
|||
|
DEVELOPER/PUBLISHER . Ocean
|
|||
|
RELEASE ............. November 1993
|
|||
|
PRICE ............... $90
|
|||
|
SIZE ................ 16 megabit
|
|||
|
|
|||
|
LEVELS .............. 6 separate tasks
|
|||
|
DIFFICULTY .......... Hard
|
|||
|
PLAYERS ............. One
|
|||
|
EXTRA INFO .......... Can use SNES mouse
|
|||
|
Dolby Surround Sound support
|
|||
|
|
|||
|
JURASSIC Park has turned out to become one of the biggest _ever_
|
|||
|
grossing movies, taking many times more than the previous holders
|
|||
|
ET and Starwars. Not too much story line in essence - just a few
|
|||
|
dinosaurs running around rampantly eating people (fun of course, but
|
|||
|
we've seen that back in the 1930's). While the movie was nothing
|
|||
|
too special in some regards, it was the computer generated
|
|||
|
dinosaurs that really set it apart from other similar genre. Here
|
|||
|
we could see ancient dinosaurs, that has been extinct for millions
|
|||
|
of years interacting with humans in such a life like fashion. If
|
|||
|
nothing else, this was the thing that really made the movie. You
|
|||
|
don't have to be a genius to see that some sort of the console port
|
|||
|
was going to happen, and it wasn't long after the movie that it
|
|||
|
did.
|
|||
|
In the game you control Alan Grant, dinosaur researcher and
|
|||
|
basically head honcho of the game. Like the movie, the nasty dino's
|
|||
|
have broken lose and ravaged none other than Jurrasic Park - your
|
|||
|
job is literally to put them back in their cage.
|
|||
|
|
|||
|
Jurassic Park is quite different from any one type of game, though
|
|||
|
it combines many of the best features of others. Most of the game
|
|||
|
takes place in an overhead viewpoint that many Ultima fans would be
|
|||
|
familiar with, yourself controlling Alan through the landscape.
|
|||
|
Everything is well detailed, right down to the textured ground
|
|||
|
(plus dino-prints!) and the general park looking appearance. While
|
|||
|
looking around is all very nice for a while, you soon have to
|
|||
|
settle down to your task of getting the cages back online,
|
|||
|
containing the dinosaurs and ultimately escaping the park. Along
|
|||
|
the way you can pick up and switch between various weapons, such as
|
|||
|
bolos, grenade launcher and dino-prod (sort of like a cattle prod,
|
|||
|
except a lot more potent), plus others which are harder to find.
|
|||
|
Like most games, each comes in handy for different situations.
|
|||
|
These dinosaurs aren't just going to let you hole them up in a
|
|||
|
cage with your weapons though, and often all you can hear to signal
|
|||
|
their approach is the thunder of feet or a chilling call. There are
|
|||
|
a number of different dinosaurs in the game, ranging from the
|
|||
|
wirely Raptor, to the massive Rex. If you time things right, these
|
|||
|
shouldn't be a problem, however if you aren't careful they can
|
|||
|
quickly stampede or eat you (which is more fun, though just as
|
|||
|
deadly in the end!).
|
|||
|
While running around on an overhead view and collecting objects
|
|||
|
and killing dinosaurs might be entertaining for a while, it could
|
|||
|
have become boring. Ocean has taken some initiative in this regard
|
|||
|
and added some variety by adding a first-person three-dimensional
|
|||
|
view. This if the first game I have seen to implement _both_ types
|
|||
|
of views, and it hasn't been done badly. If you enter a number of
|
|||
|
park buildings you are placed in Wolfenstein style action. Similar
|
|||
|
to outside, inside you must access various computer terminals and
|
|||
|
find certain objects to progress in the game, while at the same
|
|||
|
time blasting any dinosaurs that have taken over the buildings. The
|
|||
|
speed is a big improvement on SNES Wolfenstein, though this is
|
|||
|
mainly due to the small 'goggle' viewing window that you actually
|
|||
|
look through.
|
|||
|
After completing a number of different steps to contain the
|
|||
|
dinosaurs (detailed in the manual), you can finally escape the
|
|||
|
island. Although this seems simple, it would easily take a few days
|
|||
|
solid play - there are just so many different sub-plots you also
|
|||
|
have to do to finish.
|
|||
|
|
|||
|
While Silicon Graphics Onyx and Indigo workstations were used to
|
|||
|
create the original effects to the movie, the SNES version uses
|
|||
|
standard game techniques - so don't expect anything too wonderful
|
|||
|
comparatively. Despite this, the game's graphics are very good when
|
|||
|
compared to many other SNES games. Everything is finely detailed,
|
|||
|
and even though Ocean didn't uses SGI workstations, the dinosaurs
|
|||
|
look quite realistic. Jungle and buildings are again realistic,
|
|||
|
with a nice cartoon looking effect, which is one of the first
|
|||
|
things that grabs your attention when starting the game. Digitised
|
|||
|
graphics are also used in many effectively, such as the character's
|
|||
|
faces (from the movie), plus the incredible title screen.
|
|||
|
|
|||
|
Everything you do in Jurassic Park is in some way accompanied by
|
|||
|
some sort of sound effect, even walking across the ground gives a
|
|||
|
squishing sound. Dinosaurs and other nasties let out their cry in
|
|||
|
full digitised glory. The sound of thundering hooves gets closer as
|
|||
|
the dinosaurs approach. Some digitised speech is also used
|
|||
|
sparseless through the game, such as the slightly robotic "Welcome
|
|||
|
to Jurassic Park". All of these are little things, but make the
|
|||
|
game a lot more entertaining and interesting.
|
|||
|
Music in the game has not been just thrown in as an after-
|
|||
|
thought in the game, but suits the 'Jurassic' mood quite well.
|
|||
|
Music has a hard to describe hip-hop flavour, which blends a sort
|
|||
|
of African/Dinosaur beat into it, which will have most players
|
|||
|
grooving along (well, most people won't - but some will :) ). Some
|
|||
|
of it lacks imagination and constancy, though overall it won't
|
|||
|
start to annoy you after a while (which is my main criteria with
|
|||
|
game music!)
|
|||
|
|
|||
|
I must admit, from what I had seen before actually hiring the game,
|
|||
|
and from what some had indicated, I was a little reluctant to check
|
|||
|
out what looked like yet another pathetic movie conversion. Its
|
|||
|
well worth checking the game out for yourself I soon found out, as
|
|||
|
the game is really quite good. Not quite up there with the best of
|
|||
|
the best, or even the best, though somewhere slightly behind.
|
|||
|
Everything has been taken into consideration when converting the
|
|||
|
license, and Ocean has done well with it. The game combines several
|
|||
|
interesting elements (especially the 3D view), which also providing
|
|||
|
a fair challenge and some puzzles to solve. There's not much more I
|
|||
|
can really say than to check it out, you'll like it!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Final analysis
|
|||
|
-=-=-=-=-=-=-=-
|
|||
|
GRAPH SCORE
|
|||
|
|
|||
|
Sound effects |******************************* 79%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Music |********************************** 85%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Sprites |************************************ 90%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Backgrounds |********************************** 85%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Playability |******************************** 80%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
IQ factor |**************** 40%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Fun factor |********************************* 83%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Overall graphics |*********************************** 87%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
OVERALL |********************************* 84%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|||
|
|
|||
|
Extra Comments
|
|||
|
-=-=-=-=-=-=-=
|
|||
|
SOUND FX : Nice Dino noises!
|
|||
|
MUSIC : Especially good if you're into hip-hop.
|
|||
|
SPRITES : Dinosaurs are all well drawn and animated
|
|||
|
BACKGROUNDS : Lots of nice jungle and landscape to keep u occupied
|
|||
|
PLAYABILITY : A bit frustrating at times when you get stuck
|
|||
|
IQ. FACTOR : Remembering where certain objects are can be hard
|
|||
|
FUN FACTOR : A bit repetitive after a while, usually fun
|
|||
|
OVERALL GFX : Sprites and background blend well.
|
|||
|
OVERALL : Good, though if you don't like dinosaurs....
|
|||
|
|
|||
|
IMPRESSIONS : At the start of the game, the initial impression is
|
|||
|
of a game that won't become boring. Unfortunately, later on it can
|
|||
|
|
|||
|
CONVERSION : N/A (though a Genesis version is available)
|
|||
|
|
|||
|
INTEREST FACTOR : 80% - You might get bored after a few hours
|
|||
|
|
|||
|
DIFFICULTY: Will at least take you a few days to complete, most
|
|||
|
likely a couple of weeks.
|
|||
|
|
|||
|
WOULD I BUY THE GAME: Probably not, though that is mainly because
|
|||
|
I've already seen and done enough in the game to make it not worth
|
|||
|
it. Other players will probably find the game worth the challenge
|
|||
|
|
|||
|
OVERALL: An interesting and at least unique game which offers many
|
|||
|
different things, which also makes a good conversion from the
|
|||
|
movie. If you hated the movie, or find the idea of chasing
|
|||
|
dinosaurs running around a bit too uninteresting you probably won't
|
|||
|
like it.
|
|||
|
|
|||
|
|
|||
|
SUPER METROID
|
|||
|
*****/\******
|
|||
|
By Jason Box (boxj@rpi.edu)
|
|||
|
|
|||
|
TYPE ................ Action/Adventure
|
|||
|
FORMAT .............. Super Nintendo
|
|||
|
DEVELOPER/PUBLISHER . Nintendo
|
|||
|
RELEASE ............. Mid April 1994
|
|||
|
PRICE ............... $59.99 MSRP
|
|||
|
SIZE ................ 24 Megs
|
|||
|
|
|||
|
LEVELS .............. ???
|
|||
|
DIFFICULTY .......... Easy to Difficult (See below)
|
|||
|
PLAYERS ............. One
|
|||
|
EXTRA INFO .......... Battery Backup (3 save slots)
|
|||
|
|
|||
|
After taking the Metroid larva from Metroid II to the Space Science
|
|||
|
Academy on the Galactic Federation Space Colony the scientists
|
|||
|
found out that the energy producing properties of the Metroid could
|
|||
|
be used to benefit mankind. Samus is on her way to the next bounty
|
|||
|
when she picks up a distress call from the colony.
|
|||
|
|
|||
|
This is where you re-enter the boots of the now famous space
|
|||
|
bounty hunter known only as Samus Aran. Picking up where the
|
|||
|
second Metroid game left off Super Metroid is a giant step above
|
|||
|
Metroid and Metroid II. From the attract screen and the intro once
|
|||
|
you start you can tell that you are in for the adventure of a
|
|||
|
lifetime and it's only on your Super NES.
|
|||
|
|
|||
|
Like the other Metroid games this is a side scroller style game in
|
|||
|
which you have a mission to complete. You must wonder around the
|
|||
|
planet picking up special items, beams, and missiles. This Metroid
|
|||
|
has more items than the two previous Metroids. It also introduces
|
|||
|
Super Missiles and Power Bombs. Also introduced are a lot of new
|
|||
|
techniques and abilities that Samus has. Like the Grapple Beam and
|
|||
|
wall jumping. There are also other abilities that are taught to
|
|||
|
you by strange creatures but you can do even before you meet these
|
|||
|
creatures. They just let you know that it can be done. There are
|
|||
|
also other abilities that you will have to discover yourself, but
|
|||
|
aren't important that you need to know them to finish the game.
|
|||
|
|
|||
|
I won't bog this review down with storyline and plot. If you
|
|||
|
want to know it read the back of the box or buy the game. You
|
|||
|
probably have heard it by this point anyway. What this review is
|
|||
|
for is to tell what makes this a great game.
|
|||
|
|
|||
|
The first noticeable difference is the music, which will really
|
|||
|
blow your mind when you here it through a stereo. In fact buy a
|
|||
|
stereo so you can experience the music. From there you will be
|
|||
|
glad that this adventure is in color once again where it belongs.
|
|||
|
The graphics are spectacular, they are the best that I have ever
|
|||
|
seen on the Super NES, in fact the best that I've seen on any
|
|||
|
16-bit system to date.
|
|||
|
|
|||
|
You may not notice the detail at first, but when you do you will
|
|||
|
realize why it took so long for it to be released on the SNES. The
|
|||
|
most mind blowing is the fact that Samus has two sides, that's
|
|||
|
right there's no mirroring here, if you are facing the left of the
|
|||
|
screen the hand facing you is the normal one, while when facing
|
|||
|
right her hand facing you is the one that has the gun attachment.
|
|||
|
But the detail doesn't stop there. The monsters are just the best
|
|||
|
drawn enemies for this genre of game. And the bosses, Kraid
|
|||
|
stands two screens high, and they are all highly detailed and
|
|||
|
challenging.
|
|||
|
|
|||
|
Play control on Super Metroid is the best on any
|
|||
|
action/adventure game that exists. You press jump Samus jumps, you
|
|||
|
press left Samus walks left, and you press down Samus crouches.
|
|||
|
There is NO noticeable lag in controlling Samus. The only thing
|
|||
|
getting used to is using seven buttons for this game. You may get
|
|||
|
confused at first from all the buttons you have to keep track of,
|
|||
|
but you will get used to them. The hardest part of the controls is
|
|||
|
getting to know where all the buttons are in the heat of battle or
|
|||
|
when learning a new ability.
|
|||
|
|
|||
|
The whole game and the storyline should keep you captivated and
|
|||
|
will make you keep on wanting to go back for more. I was unable to
|
|||
|
put the game away when I first got it. And since my room here has
|
|||
|
become a Metroid battlefield. Everyone seems to love this game.
|
|||
|
From people who have never played a video game on a home system but
|
|||
|
just played PC games, to those who have only played the Mario games
|
|||
|
on the old NES - they all love it no matter how frustrated they may
|
|||
|
get they keep on coming back for more.
|
|||
|
|
|||
|
The music, the sound effects, and the graphics make a complete
|
|||
|
package like none other on any 16-bit system. The game is morbid
|
|||
|
compared to the first one mainly due to the haunting music and some
|
|||
|
of the on screen special effects that you will get to see
|
|||
|
throughout the game. In fact it seems that Nintendo wanted to make
|
|||
|
a point, that point being that you don't need a CD-ROM to make a
|
|||
|
great game, in fact Super Metroid is an instant classic. Just like
|
|||
|
if you had a Genesis you had to have Ghouls 'N Ghosts, now with the
|
|||
|
SNES you have to have this game or at least rent it or borrow it.
|
|||
|
There is no other game like it on the SNES. And Nintendo did it
|
|||
|
without a CD-ROM. In fact it is better than any of the Sega CD
|
|||
|
game out there and I have played all the Sega CD games.
|
|||
|
|
|||
|
Nintendo has packed a lot of hidden things in Super Metroid, and
|
|||
|
people are still finding them. No one has found 100% of the items,
|
|||
|
and who's to say how may other secret things are in this game. But
|
|||
|
it would be a great shame if Nintendo didn't put a sound test in
|
|||
|
this game. And who knows maybe they did and no one has found it.
|
|||
|
The hidden things are what keeps me going back through the game
|
|||
|
over and over again. Also like the previous episodes there are
|
|||
|
different endings based on your time. There may also be a
|
|||
|
different ending if you get 100% of the items.
|
|||
|
|
|||
|
Now on to the part that I get to gripe about what is wrong or
|
|||
|
bad in Super Metroid. And there isn't all that much to gripe
|
|||
|
about. The first problem is that there are some real frustrating
|
|||
|
and annoying parts in it, in which you have to pull off feets of
|
|||
|
joystick dexterity. But if you have played games like Bionic
|
|||
|
Commando (remember I mentioned a Grapple Beam) and any game in
|
|||
|
which you had to do wall jumping. These are the two annoying
|
|||
|
aspects of the game because you might get stuck someplace in which
|
|||
|
the only way out is to learn the wall jumping technique. And to
|
|||
|
finish the game you best get used to the grapple until you get the
|
|||
|
Space Jump. The only other complaint I have is the limit of three
|
|||
|
saved games. I have about six people here at school who come in to
|
|||
|
play Super Metroid and always someone's saved game gets erased.
|
|||
|
|
|||
|
Beyond this I would have to say that the difficulty seems like it
|
|||
|
was meant for new players. I had an easy time with it, but it did
|
|||
|
challenge me, the bosses can be tricky at first, and getting used
|
|||
|
to the Grapple Bream and wall jumping took awhile and helped add
|
|||
|
some challenge to it as well. But I finished the game in a 24 hour
|
|||
|
period and had beaten it twice in 36 hrs. The game is of average
|
|||
|
difficulty if you are the average or casual player a few of my
|
|||
|
friends are. But it is a difficult challenge to new players or
|
|||
|
those who haven't played a video game in awhile - despite the fact
|
|||
|
that have problem with it they still love it and keep coming back
|
|||
|
for more.
|
|||
|
|
|||
|
To finish off, I would like to say give this game a try, this is
|
|||
|
Nintendo's best game that they have ever done. It is well worth the
|
|||
|
money to buy it or the time to rent it and finish it. It is one of
|
|||
|
those games that you have to give a try. If you don't you'll regret
|
|||
|
missing the best game that I have played in a long time. With more
|
|||
|
instant classics like this Nintendo will once again be on top. Also
|
|||
|
my hat is off to Nintendo for allowing some violence to be in this
|
|||
|
game. You have to see how some of the bosses die in the game and
|
|||
|
you will see what I mean.
|
|||
|
|
|||
|
Is this a new era for Nintendo?...... only time will tell.
|
|||
|
|
|||
|
|
|||
|
Final analysis
|
|||
|
-=-=-=-=-=-=-=-
|
|||
|
GRAPH SCORE
|
|||
|
|
|||
|
Sound effects |**************************************** 100%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Music |**************************************** 100%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Sprites |************************************** 95%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Backgrounds |************************************ 90%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Playability |*************************************** 97%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
IQ factor |******************************** 80%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Fun factor |**************************************** 100%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Overall graphics |*************************************** 97%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
OVERALL |************************************** 96%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|||
|
|
|||
|
Extra Comments
|
|||
|
-=-=-=-=-=-=-=
|
|||
|
SOUND FX : The best on the SNES
|
|||
|
MUSIC : The best I've heard on the SNES
|
|||
|
SPRITES : Highly detailed
|
|||
|
BACKGROUNDS : Excellent but could use a little more work
|
|||
|
PLAYABILITY : Control was superb
|
|||
|
IQ. FACTOR : A little thought was needed but not too much.
|
|||
|
FUN FACTOR : I haven't stopped playing it yet... Loads of fun...
|
|||
|
OVERALL GFX : The best on the SNES
|
|||
|
|
|||
|
IMPRESSIONS: It was a tour de force from the intro on. I couldn't
|
|||
|
put the game down. The graphics, music, and sound effects puts you
|
|||
|
in the mood.
|
|||
|
|
|||
|
CONVERSION: 150% better than the other two Metroids... but it's still
|
|||
|
missing something.
|
|||
|
|
|||
|
INTEREST FACTOR: 100% for Metroid fans and adventure addicts. 95%
|
|||
|
for everybody else.
|
|||
|
|
|||
|
DIFFICULTY: Easy to difficult see above.
|
|||
|
|
|||
|
WOULD I BUY THE GAME : I did buy it, and I don't regret it. Its
|
|||
|
the most fun for the price.
|
|||
|
|
|||
|
OVERALL : The best game Nintendo has done for the SNES, in fact the
|
|||
|
best game for the SNES full stop!
|
|||
|
|
|||
|
|
|||
|
LAWMMOWER MAN
|
|||
|
******/\*****
|
|||
|
|
|||
|
TYPE ................ Platform/shoot 'em up
|
|||
|
FORMAT .............. SNES
|
|||
|
DEVELOPER/PUBLISHER . ???
|
|||
|
RELEASE ............. January/February 1994
|
|||
|
PRICE ............... $85
|
|||
|
SIZE ................ 16 megabit
|
|||
|
|
|||
|
LEVELS .............. Approx. 8
|
|||
|
DIFFICULTY .......... Hard
|
|||
|
PLAYERS ............. One/two simultaneous
|
|||
|
EXTRA INFO .......... Dolby surround sound
|
|||
|
|
|||
|
LAWNMOWER Man is another title that has been converted from the
|
|||
|
movie of the same name. The movie gave a not too far fetched view
|
|||
|
of the future of virtual reality, where a simpleton progresses to a
|
|||
|
super being through unlocking ancient senses and knowledge locked
|
|||
|
within the human mind. Lots of rendered graphics and virtual
|
|||
|
reality scenes gave the movie a fair degree of credibility.
|
|||
|
The game takes place among much the same setting, though in the
|
|||
|
game this has been extended slightly to cover the effects _after_
|
|||
|
Joe escaped (see the movie, you'll see what I mean) where androids
|
|||
|
and computer controlled machines have taken over the cities. Your
|
|||
|
job is to try and destroy the rampant machines and lock Joe back
|
|||
|
into his network.
|
|||
|
|
|||
|
Lawnmower man during most parts is a pretty standard shoot-em up,
|
|||
|
which utilises the high resolution mode (with less colours) of the
|
|||
|
SNES to provide high detailed scenery. You control your character
|
|||
|
as you fight your way through the city, jumping across the
|
|||
|
buildings, blasting away the androids with your laser along the
|
|||
|
way.
|
|||
|
Additional weapons are also found along the way, and as power ups
|
|||
|
which are picked up from CD's and also armour in the form of the
|
|||
|
cybersuit. Scattered amongst the levels are several computer
|
|||
|
terminals, which you need to disable through the use of a sort of
|
|||
|
puzzle.
|
|||
|
Probably the best parts of the game are the cyberportals, which
|
|||
|
you need to access to progress elsewhere in the level. Here the
|
|||
|
action takes place in the wonders of cyberspace, where you control
|
|||
|
your body through a first-person perspective. While the polygons
|
|||
|
used here are pretty simplistic, it is at least done quickly and
|
|||
|
with enough obstacles to make it a challenge. There are also virus'
|
|||
|
in certain portals which you must destroy. Here is a clear example
|
|||
|
of where the FX chip could be used to good effect, though the specs
|
|||
|
for the chip is only now becoming available to third party
|
|||
|
developers.
|
|||
|
A two player co-operative mode is available, much like Contra
|
|||
|
Spirits. While two players can make the game slightly more
|
|||
|
enjoyable, the actual non-interaction between the players (ie:
|
|||
|
wanting to shoot the other player when you can't) doesn't really
|
|||
|
make it a worth addition. It also switches to single mode player
|
|||
|
during the cyberspace sections which takes out an additional
|
|||
|
challenge.
|
|||
|
|
|||
|
As mentioned before, graphics use the high resolution mode during
|
|||
|
most of the game, giving it a 16 colour VGA look. The city scenes
|
|||
|
quite realistic because of this, and its a pity more games don't
|
|||
|
use this mode. The introduction to the game, while not exciting in
|
|||
|
the typical sense, uses a surprising number of digitised film shots
|
|||
|
to give it a storyboard look.
|
|||
|
In the cyberspace sections the graphics are too chunky for my
|
|||
|
liking, and the supposedly 3D polygons look suspiciously 2D a lot of
|
|||
|
the time. Sprites are a bit squashed in most places, and
|
|||
|
distinguishing an android from a power up can often be hard. Overall
|
|||
|
though, everything fits in well with the virtual reality feel,
|
|||
|
though of course the SNES pretty much limits the sort of game that
|
|||
|
could have been possible.
|
|||
|
|
|||
|
Lawnmower man uses a techno style music throughout the game, and
|
|||
|
although I've said this for many other SNES games - I don't think
|
|||
|
I've heard any better (well, in a game anyway). Compared to many
|
|||
|
commercial techno, it doesn't really fair much differently,
|
|||
|
basically a nice thumping beat with other bits thrown in. Sound
|
|||
|
effects are comprised mainly of computer synthesised fx, plus the
|
|||
|
odd burst of digitised speech thrown in. Again, it suits the
|
|||
|
virtual reality/cyberpunk feel well, and there couldn't be many
|
|||
|
improvements that I can see.
|
|||
|
|
|||
|
While the game is nothing new, it somehow includes enough action to
|
|||
|
keep you playing for at least a few hours at first. The two player
|
|||
|
action doesn't really add much to the game, and most of the time
|
|||
|
you are better off doing the game on your own. The action, when it
|
|||
|
comes down to it can also become repetitive, most of the buildings
|
|||
|
look similar, along with most of the bad guys.
|
|||
|
Its hard really to recommend the game to anyone in particular.
|
|||
|
While shoot 'em up fans will want more action and something
|
|||
|
different, and non shoot 'em up fans will quickly get bored, there
|
|||
|
isn't much the game really offers that is any different to any
|
|||
|
other platform/shooter game around.
|
|||
|
|
|||
|
* Lawnmower Man 2 (the movie) is also due for release later this
|
|||
|
year, and according to the publishers of LM1 there will be a
|
|||
|
similarly based game sequel to co-incide with the movie.
|
|||
|
|
|||
|
|
|||
|
Final analysis
|
|||
|
-=-=-=-=-=-=-=
|
|||
|
GRAPH SCORE
|
|||
|
|
|||
|
Sound effects |********************************** 85%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Music |************************************* 94%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Sprites |***************************** 72%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Backgrounds |************************************ 90%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Playability |********************************* 83%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
IQ factor |************ 30%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Fun factor |**************************** 71%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Overall graphics |************************************ 89%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
OVERALL |********************************** 84%
|
|||
|
+___I___I___I___I___I___I___I___I___I___I.
|
|||
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|||
|
|
|||
|
Extra Comments
|
|||
|
-=-=-=-=-=-=-=
|
|||
|
SOUND FX : Nice and digital :)
|
|||
|
MUSIC : Some nice techno tracks
|
|||
|
SPRITES : Too small and squashed in hires mode
|
|||
|
BACKGROUNDS : Buildings and streets look realistic
|
|||
|
PLAYABILITY : Frantic arcade action all the way.
|
|||
|
IQ. FACTOR : The access terminals can be hard
|
|||
|
FUN FACTOR : Not really that exciting in any part
|
|||
|
OVERALL GFX : Good, except for some of the sprites generally
|
|||
|
OVERALL : A decent title which shows that the SNES isn't really
|
|||
|
capable of much more.
|
|||
|
|
|||
|
IMPRESSIONS: While the sounds and graphics initially are impressive,
|
|||
|
things don't vary enough between the levels
|
|||
|
|
|||
|
CONVERSION: N/A (though also an IBM CD game)
|
|||
|
|
|||
|
INTEREST FACTOR: While the game isn't too hard, often it can become
|
|||
|
frustrating.
|
|||
|
|
|||
|
DIFFICULTY: As above - often you end up going around in circles
|
|||
|
|
|||
|
WOULD I BUY THE GAME: No. There are plenty of better platform games
|
|||
|
available.
|
|||
|
|
|||
|
OVERALL: A game which implements much of the feel of the movie.
|
|||
|
From a movie with such fantastic special effects, the SNES isn't
|
|||
|
really cut out to produce a title that really does the license
|
|||
|
justice. A 3DO version with fully rotoscoped and rendered objects
|
|||
|
would make a _really nice_ title :)
|
|||
|
|
|||
|
|
|||
|
<09><><EFBFBD><EFBFBD><EFBFBD> The Cheater's <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>
|
|||
|
<20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><>
|
|||
|
<09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۲<EFBFBD><DBB2>
|
|||
|
<09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
FRONTIER hopes to include a variety of different cheats, hints,
|
|||
|
solutions, etc for systems and games of all different types. The aim is
|
|||
|
to produce new information that has not been published before, though
|
|||
|
this of course cannot always be guaranteed. If you have discovered a
|
|||
|
secret level, willing to contribute some accurate playing hints, just
|
|||
|
finished a game and are willing to produce a solution, or for that
|
|||
|
matter anything that will help out gamers, Frontier is after them!
|
|||
|
|
|||
|
CD32 - Here is a useful tip that will allow you to access an
|
|||
|
undocumented display menu in your machine. For this you will need a
|
|||
|
standard Amiga mouse. Plug it into the CD32 port and hold both
|
|||
|
buttons during boot-up. You should now be able to choose between
|
|||
|
several different display modes, including PAL or NTSC display!
|
|||
|
Very useful for all CD32 owners no doubt.
|
|||
|
|
|||
|
JAGUAR - Here is an interesting function that Atari has included in
|
|||
|
their new console. Power up the unit as usual, and when the Jaguar
|
|||
|
logo comes up press OPTION and PAUSE to be able to rotate the cube,
|
|||
|
change its shape and other interesting things!
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2>
|
|||
|
<20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><>
|
|||
|
<20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
IF you have something console related you would like to sell, contact
|
|||
|
me and I will include your add for free in the next and subsequent
|
|||
|
issues.
|
|||
|
|
|||
|
Atari 400 system. Sell all or part: upgraded console, disk drive, about
|
|||
|
15 carts -- all the classics like Pac Man, Centipede, Missile Command --
|
|||
|
plus some disks. Inquire for more details to: Eric Balkan, 14704 Seneca
|
|||
|
Castle Ct, Gaithersburg MD 20878 USA; ebalkan@ppbbs.clark.net; PP BBS:
|
|||
|
301-294-0756.
|
|||
|
|
|||
|
|
|||
|
SUPPORT SITES/DISTRIBUTION
|
|||
|
************/\************
|
|||
|
THE following places are the first to receive Frontier each month, and
|
|||
|
also carry previous issues. If you are after the latest issue of
|
|||
|
Frontier, these places are where you will find it:
|
|||
|
|
|||
|
VIOLENT CRIMES (BBS)
|
|||
|
Melbourne, Australia
|
|||
|
+61-3-562-1008
|
|||
|
Sysop: Sudden Death
|
|||
|
Extra: Mention Frontier to receive the magazine.
|
|||
|
|
|||
|
EMPIRE (BBS)
|
|||
|
Melbourne, Australia
|
|||
|
+61-3-591-0020
|
|||
|
Sysop: Matthew Clemants
|
|||
|
Extra: This is still being worked on, issues are distributed here
|
|||
|
Fidonet 3:632/530
|
|||
|
|
|||
|
CUBENet (BBS)
|
|||
|
Munich, Germany
|
|||
|
+49-089-149-8811
|
|||
|
Sysop: Peter Koehnkow
|
|||
|
Extra Info: 44 lines! One of Europe's biggest BBS
|
|||
|
Fidonet (2:2480/66)
|
|||
|
|
|||
|
X=Link BBS
|
|||
|
Singapore
|
|||
|
+065-345-2083
|
|||
|
Sysop: Melvin Chia
|
|||
|
Extra Info: 24hrs (Sat/Sun/Singapore public holidays)
|
|||
|
1200-0000 (Mon-Fri : Singapore Time)
|
|||
|
Fidonet (6:600/638)
|
|||
|
|
|||
|
Packet Press BBS
|
|||
|
United States
|
|||
|
+1-301-294-0756
|
|||
|
Sysop: Eric Balkan (balkane@eon.com)
|
|||
|
Extra Info: None applicable - just call!
|
|||
|
|
|||
|
FTP
|
|||
|
ftp.digex.net in /pub/access/spatton/frontier_magazine/
|
|||
|
Admin: contact Scott Patton (spatton@access.digex.net)
|
|||
|
Extra Info: Only the latest issue of Frontier will be available
|
|||
|
here due to limited archive space.
|
|||
|
|
|||
|
FTP (non-official)
|
|||
|
California, United States
|
|||
|
wuarchive.wustl.edu in /pub/frontier_magazine/
|
|||
|
Admin: archive@wugate.wustl.edu
|
|||
|
Extra Info: At present only on a temporary basis and is not
|
|||
|
official (could disappear at any time).
|
|||
|
|
|||
|
* Frontier is looking for somebody who can set up some sort of
|
|||
|
internet list-server so that Frontier can be sent via email to
|
|||
|
people who don't have FTP access. Contact the editor if you are
|
|||
|
willing to provide this.
|
|||
|
|
|||
|
* You too can become a support site and be added to this list. All
|
|||
|
that is required is for you to hold the current and back issues of
|
|||
|
Frontier, and be able to FTP each issue as it is released.
|
|||
|
Simple...
|
|||
|
|
|||
|
|
|||
|
HOW *YOU* TOO CAN HELP OUT FRONTIER
|
|||
|
***************/\******************
|
|||
|
FOR a magazine such as this to prosper, Frontier needs regular
|
|||
|
contributions from its readers. From general articles, new releases, to
|
|||
|
reviews and opinions, Frontier needs them all. Even small pieces of
|
|||
|
information which you feel may not or may not be important, don't
|
|||
|
hesitate to send them in. Most likely, if it hasn't been mentioned, we
|
|||
|
don't know about it!
|
|||
|
|
|||
|
If you wish to become a regular reviewer for Frontier, drop me a line
|
|||
|
stating the consoles you own, and which game(s) you want to review and
|
|||
|
I'll email you the 'Frontier reviewer's guide'. This guide should cover
|
|||
|
everything you need to know about writing a review for this magazine, or
|
|||
|
for those who have never written a review before and want to.
|
|||
|
|
|||
|
The following things are specifically needed at present:
|
|||
|
|
|||
|
- Gameplay co-ordinator position: To compile a list of cheats,
|
|||
|
hints and solutions for many games on many different platforms.
|
|||
|
You should be an avid game player and be able to discover
|
|||
|
material for yourself - eg: not taken straight from other
|
|||
|
magazines.
|
|||
|
|
|||
|
- More reviewers: Although many have asked for and have been sent
|
|||
|
the reviewer's guide, I have heard very little back in the way of
|
|||
|
reviews from those people. Please get those reviews in if you
|
|||
|
intend on having them published!
|
|||
|
|
|||
|
- More cheats: A lot of the cheats as you may notice are reprints
|
|||
|
of those that have appeared in other magazines. I am trying to
|
|||
|
stay away from this, so if you have an original cheat or hint
|
|||
|
please send it in.
|
|||
|
|
|||
|
* For information on where to send any material or contributions,
|
|||
|
see the following section.
|
|||
|
|
|||
|
|
|||
|
HOW TO CONTACT FRONTiER
|
|||
|
**********/\***********
|
|||
|
IF you need to contact Frontier for any reason, to ask a question, to
|
|||
|
pose a question, to comment on the magazine or industry in general, or
|
|||
|
for any other reason, don't hesitate to mail! (as it were).
|
|||
|
|
|||
|
* Gordon Craick (chief editor) *
|
|||
|
|
|||
|
.._@/` Post: Gordon Craick For those who do not have access
|
|||
|
16 Gums Avenue to the internet
|
|||
|
Belgrave, Victoria
|
|||
|
AUSTRALIA 3160
|
|||
|
|
|||
|
Email: pred@zikzak.apana.org.au For response within a few minutes
|
|||
|
to a few days!
|
|||
|
FidoNet: Netmail to 3:632/530 (Gordon Craick)
|
|||
|
|
|||
|
* Bradley Lascelle (news co-ordinator)
|
|||
|
|
|||
|
Email: bradley.lascelle@canrem.com - Canada
|
|||
|
|
|||
|
.:. If I don't receive your mail, try sending it again. If i
|
|||
|
*still* don't receive your message, try posting a 'where are
|
|||
|
you?' post in one of the console newsgroups (which I regularly
|
|||
|
monitor) and I should be able to get back to you. Otherwise,
|
|||
|
don't worry, I'm probably just dead :)
|
|||
|
|
|||
|
|
|||
|
CREDITS/THANKS
|
|||
|
******/\******
|
|||
|
KEEP up the great support everybody! Specific thank you's go to:
|
|||
|
|
|||
|
. Tim Wenas - His article on the Asian markets, plus being cool ;)
|
|||
|
. Jason Box - For his Super Metroid review! Looking out for some
|
|||
|
more from you hopefully!
|
|||
|
. Since the list has grown rather large now, thanks go out to _all_
|
|||
|
who have offered to be a support site. Keep up your support!
|
|||
|
. David Mansell - For CD32 related information
|
|||
|
. Bradley Lascelle - For being the news co-ordinator and hopefully
|
|||
|
some reviews in the future!
|
|||
|
. DiE productions OZ - Distribution, support and more!
|
|||
|
. YOU
|
|||
|
|
|||
|
* Unless otherwise indicated, all articles are written by Gordon
|
|||
|
Craick.
|
|||
|
|
|||
|
That's about it from the second issue of Frontier! Look out for
|
|||
|
issue four out in early June...
|
|||
|
|
|||
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|||
|
|
|||
|
COPYRIGHT INFORMATION - FRONTIER MAGAZINE AND ALL ARTICLES
|
|||
|
CONTAINED WITHIN REMAIN THE LEGAL PROPERTY OF THE AUTHOR(S) UNDER
|
|||
|
EXISTING WORLDWIDE COPYRIGHT TREATIES AND IS (c) COPYRIGHT 1994. NO
|
|||
|
PART OF THIS MAGAZINE MAY BE DISTRIBUTED SEPARATELY OR SOLD FOR
|
|||
|
PROFIT WITHOUT EXPLICIT PERMISSION FROM THE EDITOR AND RESPECTIVE
|
|||
|
AUTHOR'S.
|
|||
|
ALL COMPANIES AND NAMES MENTIONED IN THIS MAGAZINE REMAIN
|
|||
|
TRADEMARKS OF THEIR RESPECTIVE COMPANIES.
|
|||
|
FRONTIER CANNOT BE HELD RESPONSIBLE FOR ANY LOSSES INCURRED FROM
|
|||
|
INFORMATION IN THIS MAGAZINE, EITHER DIRECTLY OR INDIRECTLY. WHILE
|
|||
|
CARE IS TAKEN TO ENSURE ACCURATE INFORMATION, FRONTIER CANNOT BE
|
|||
|
HELD RESPONSIBLE FOR ANY LOSSES INCURRED AS A RESULT.
|
|||
|
|
|||
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|