841 lines
39 KiB
Plaintext
841 lines
39 KiB
Plaintext
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The Jaguar side isn't going neglected either. A report from the ECTS,
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Tim Wilson with hands-on beta copies of new Jaguar games, Tal's
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Jaguar NewsPhrases, and the latest and greatest AEO Jaguar
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Development List. Plans are being made to attend the Summer CES in
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Chicago to provide the best in Atari coverage. I hope to have further
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details of Subspace Publishers' plans in the next issue of AEO.
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||| Jaguar Tackboard
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||| Confirmed information about Atari's Jaguar
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/ | \ Compiled from online and official sources
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-----------------------------------------------------------------
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//// Independent Association of Jaguar Developers
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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The IAJD (Independent Association of Jaguar Developers) has started
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accepting members on GEnie. The IAJD is a private group where
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confidential discussions can be freely held. (Category 64 of the ST
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RoundTable is the IAJD meeting place.) Consequently, membership in the
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IAJD is limited to Jaguar developers who are registered with Atari
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Corp. To apply for membership, send EMail to ENTRY$ on GEnie (or
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<entry$@genie.geis.com> if you're not on GEnie). Regular EMail
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correspondence with the IAJD should be sent to IAJD$ (again, or
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<iajd$@genie.geis.com> if you're not on GEnie).
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//// Developer / Game List 1.8
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//// Editor: The following developers, licensees and game titles have
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been confirmed to the best of AEO's ability as of April 19, 1994.
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Entries in the "S"tatus column reflects any "e"rrors, "u"pdates, "n"ew
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titles, or new "d"evelopers since the last AEO list. Titles in brackets
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(e.g. [Cybermorph]) have been completed and are available in the US.
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1-10 Titles
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S Developer/Licensee Rating under development
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" """""""""""""""""" """""" """""""""""""""""
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21st Century Software - Pinball Fantasies
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n 3D Games - Rainbow Warrior
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n - MORE
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n Accent Media Productions - Varuna's Forces CD-ROM
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Accolade - Al Michaels Announces Hardball
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- Brett Hull Hockey
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- Charles Barkley Basketball
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- Jack Nicholas Golf
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Activision - Return to Zork CD-ROM
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All Systems Go - Hosenose and Booger CD-ROM
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- Jukebox (cart multiplexer)
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n - Bios-fear CD-ROM
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e American Laser Games - Mad Dog McCree
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Anco Software Ltd. - Kick Off 3
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- World Cup
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Anthill Industries
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Argonaut Software - Creature Shock CD-ROM
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(For Virgin)
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Atari Corp. - Battlezone 2000
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- Chaos Agenda CD-ROM
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- Club Drive
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5 [Crescent Galaxy]
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- MPEG 1 and 2 carts
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- Star Raiders 2000
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- Tiny Toons Adventures
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- VR Helmet
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MORE
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u Atari Games Corp. - Arcade Games using Jaguar
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Attention to Detail - Battlemorph: Cybermorph 2 CD-ROM
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- Blue Lightning CD-ROM
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7 [Cybermorph]
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(For Atari)
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Audio-Visual Magic
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Bethesda Softworks
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Beyond Games Inc. - Battlewheels
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- Ultra Vortex
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Black Scorpion Software
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Bjorn Joos/Kris Van Lier
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Borta & Associates
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Brainstorm - [x86 Jaguar Development System]
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Bullfrog Productions Ltd. - Syndicate
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- Theme Park
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(For Ocean)
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Clearwater Software
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Computer Music Consulting
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Cybervision
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CyberWare
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Delta Music Systems Inc.
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Dimension Technologies
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n Domark Group Ltd. - F1 Racer
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n DTMC - Lester the Unlikely
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n - Mountain Sports
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n - (Miniature Golf)
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Duncan Brown
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d Eclipse - Iron Soldier
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Elite
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E-On
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Eurosoft
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EZ Score Software Inc.
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GameTek Inc.
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Genus Microprogramming Inc.
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Gremlin Graphics Ltd. - Zool 2
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- UNKNOWN TITLE (racing) - MORE?
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H2O Design Corp.
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Hand Made Software - Kasumi Ninja (For Atari)
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High Voltage Software
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Hisoft
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ICD Inc. - Cat Box (AV & comm expansion box)
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id Software - Doom: Evil Unleashed
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- Wolfenstein 3D
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Imagineer Company Ltd.
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Imagitec Design Inc. 6 [Evolution Dino-Dudes]
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6 [Raiden]
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- Freelancer 2120 CD-ROM
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u - Busby in Clawed Encounters
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of the Furried Kind (For Accolade)
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Interplay - BattleChess CD-ROM - MORE?
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n Jaleco - Cisco Heat
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n - Bases Loaded
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n - MORE CD-ROM
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Krisalis Software Ltd. - Soccer Kid
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Limelight Media Inc.
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LlamaSoft 10 [Tempest 2000] (For Atari)
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- MORE MINTER!
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Loricel S.A.
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Manley & Associates Inc.
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Maxis Software
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Microids - Evidence
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- Commando
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Microprose - Gunship 2000
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- MORE SIMULATIONS
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Midnite Software Inc. - Car Wars
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- Dungeon Depths
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n MORE
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Millenium Interactive Ltd.
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NMS Software Ltd.
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Ocean Software Ltd. - (Movie title "The Shadow") CD-ROM
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- Apes---
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n - (Comic title "LOBO") CD-ROM
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Phalanx - Phong 2000
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Photosurrealism - Galactic Gladiators
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PIXIS Interactive
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d Rage Software UK
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ReadySoft Incorporated - Dragon's Lair CD-ROM
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- Dragon's Lair II CD-ROM
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- Space Ace CD-ROM
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Rebellion Software Ltd. - Alien vs. Predator
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- Checkered Flag II (Redline Racing)
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- Legions of the Undead
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(For Atari)
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Rest Energy
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Sculptured Software Inc.
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u Silmarils - Robinson's Requiem CD-ROM
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Software Creations
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Team Infinity
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Team 17 Software Ltd.
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Tecnation Digital World
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Techtonics
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Telegames - Brutal Sports Football
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- Casino Royale
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- European Soccer Challenge
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- Ultimate Brain Games - MORE?
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u - Double Dragon 5 (For Tradewest)
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n - Super Off-Road (For Tradewest)
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Teque London Ltd.
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Thrustmaster
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u Tiertex Ltd. - Flashback (for U.S. Gold)
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Titus
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Tradewest - Troy Aikman Football
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n Trimark Interactive - White Men Can't Jump - MORE?
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U.S. Gold Ltd.
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UBI Soft International - Jimmy Connors Pro Tennis
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- MORE
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V-Reel Productions - Arena Football
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- Horrorscope
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Virgin Interactive
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n Entertainment Ltd. - Dragon
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n - Demolition Man
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Virtual Xperience - Indiana Jags
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- Zozziorx - MORE?
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Visual Concepts
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Williams Brothers
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WMS Industries
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d Zeppelin Games - Center Court Tennis
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Pts Stars AEO Ratings
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""" """"" """""""""""
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10 ***** GAMING NIRVANA!!! - You have left reality behind... for good.
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9 ****+ Unbelieveable GAME!! - Your family notices you're often absent.
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8 **** Fantastic Game!! - You can't get enough playtime in on this.
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7 ***+ Great Game! - Something to show off to friends or 3DOers.
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6 *** Good game - You find yourself playing this from time to time.
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5 **+ Ho-hum - If there's nothing else to do, you play this.
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4 ** Waste of time - Better to play this than play in traffic.
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3 *+ Sucks - Playing in traffic sounds like more fun.
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2 * Sucks Badly - You'd rather face an IRS audit than play this.
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1 + Forget it - ... but you can't; it's so badly done, it haunts you.
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0 - Burn it - Disallow programmer from ever writing games again.
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=-=-=-=-=-=-=-=-=-=
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//// Jaguar Quotes
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=-=-=-=-=-=-=-=-=-=
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//// Jeff Minter entered into a discussion about the internals of
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Tempest 2000:
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[] ... JERRY is doing all the audio. TOM gets to draw all the
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calculated starfields by himself; he gets in league with the
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blitter to do polygon drawing, transforming and rendering game
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objects, and pixelshatter (where things break into a zillion pixels
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like the '2000' bonus). Melt-O-Vision is almost entirely a Blitter
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operation. The 68K runs all the game logic and orchestrates the
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other co-pros and builds the (very simple) Object List. The OLP
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isn't really doing much at all, it's sitting there twiddling its
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electronic thumbs and just displaying the main screen and an
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overlaid sprite for the score and ships info.
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Frame rate is variable, depending on how much drawing is to be
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done. Logically, the game engine never slows down, as it's slaved
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to a regular interrupt. The draw engine is decoupled from this, so
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when the going gets tough it drops frames where necessary, which
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results in a degradation in the frame rate but does not affect
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gameplay speed. It *is* possible to clog it up if you let a lot of
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stuff build up on the web, but the dynamics of normal gameplay mean
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that this happens sufficiently rarely to be a problem in gameplay.
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The alternative would have been to maintain a constant framerate by
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limiting the number of objects onscreen, or having them 'disappear'
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(arcade Defender used to do that!) when the load is high, but I
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don't like that as it spoils the consistancy of the game
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environment. Don't assume that the rendering of polygons in T2K is
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necessarily as fast as it can be done - T2K represents my first
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attempt at a polygon-based game, and the first cut of my
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polyrenderer is unlikely to be optimal. Everyone optimises over
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time, and as we get into the Jag we'll learn cheats, techniques and
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shortcuts to do more stuff faster and smoother than ever...
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//// In a discussion about portibility ("C" vs. assembler), Doug Engel
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<d.engel@genie.geis.com> had this to say:
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[] The Jaguar is too "unique" to write "portable" games for. If you
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try to write "portable" code, you've locked yourself into a mindset
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that limits most of what the Jaguar is good for.
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...
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You _have_ to know how the Jaguar operates to write _anything_ on
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it, no matter when you write in. Much of the hardware features in
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the Jaguar are directly accessable in "C"... the problem is that
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the hardware will just be accessed more slowly than it would in
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assembly, or RISC assembly.
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//// id Software's constantly being asked about their Jaguar work.
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Here's their latest statement:
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[] We're doing Doom and Wolfenstein 3D for the Atari Jaguar. They're
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both coming right along. Wolf 3D is sporting several new features,
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including source artwork at twice the resolution (4x the data), a
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high, fluid refresh rate, 22 kHz sound effects, and MIDI device
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emulation. Doom pushes the hardware a lot harder and already looks
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trey cool. The anti-aliasing effects of composite screens coupled
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with the very hip 16-bit CRY pixel mode makes images look even more
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realistic than the DOS version. Both should be done this summer.
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Duncan Brown <brown_du@eisner.decus.org>, self-confessed "Jaguar
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Programmer in a Garage", sums up how he views the Jaguar's power:
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[] -- It's kind of an awe-inspiring amount of powerful hardware at
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your disposal. What kind of graphics system theory are you used to?
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Sprites? Frame buffer? Character mapped? Graphics coprocessor?
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State machine to process display lists? Yeah, this can do all of
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that... simultaneously... and probably some other things that
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people haven't even thought of yet.
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-- There's so much power in so many different places, it's kind of
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hard to know where to start. To try to write a program from scratch
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(even after studying example code supplied by Atari) suffers from a
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steep "learning wall". You have to get at least passingly familiar
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with a lot of different pieces just to make that first tiny program
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fly. But once you've gotten familiar with all that, gotten the
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framework in place to make all the parts sing together, it gets a
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lot easier.
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-- I'm still getting my feet wet here. In fact, it's a bit
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depressing to play Tempest 2000. It's like I'm still painting a
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background on a canvas and then someone takes me to see the Sistene
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(sp?) Chapel... But from everything I can tell, this is a graphics
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hacker's ultimate playground here. There are no rules, there are
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almost no restrictions. Once you decide which direction you want
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to head in, it's pedal-to-the-metal time.
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-- The development hardware and software is pretty decent, but it
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does take some effort to get used to. The faint of heart need not
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apply. Atari's example programs *never* assemble and load without a
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hitch. But hey, what better way to learn the tools than by figuring
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out what the problem is? I wasted a lot of time creating a good
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work environment for myself on the TT030 because I had never even
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*heard* of the computer before, much less used one! I was convinced
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the development tools would work better on a 680x0 platform, but I
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advise anyone else to weigh that notion carefully against the
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ramp-up time for a new platform. If you're already familiar with
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Atari computers, then it's a no-brainer. The TT030 *is* a nice
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platform.
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... But so far I am extremely impressed and extremely happy!
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--==--==--==--==--
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||| Jaguar Games Preview & Bay Area Devcon Report
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||| By: Tim Wilson
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/ | \ GEnie: AEO.8 Internet: wilsont@rahul.net
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------------------------------------------------------------------
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Through my various sources and by attending the Bay Area Jaguar
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Developer Conference, I've been able to see some of the following
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games:
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Doom
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Wolfenstein 3D
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Club Drive
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Alien Vs Predator
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Checkered Flag II (Redline Racing)
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Kasumi Ninja
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A Very Important Note: everything I saw was in an early stage, and at
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least a month old at the time I saw it. (Which makes them at least
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two months old to you.) I also have no way of knowing how far along
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each one was, or how far back the demo was. Oh well, just read this. :)
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//// Alien Vs Predator
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You want texturemapping? You got tons of it in this game. Walls,
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floors, ceilings, doors, are all covered with 16-bit textures. All
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nicely done. You could of course choose to be an Alien, a Marine or
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the Predator, I tried each out, but only the Marine had a lone working
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weapon. (Pulse rifle) Each character had a unique HUD that you can
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slowly fade in and out, making it opaque or transparent, depending on
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the situation. A map could also be displayed over the screen - the map
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would scroll around smoothly as you moved. The map was an overlay, not
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a separate screen, so it's possible to see the map and look through
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your "eyes" at the same time.
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The Marine had a shotgun, a pulse rifle, and a grenade launcher
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visible. I've seen a knife before, but that's being cut out I hear.
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It may be possible to pick up and drop weapons, it's not confirmed
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yet. The Marine had a motion tracker on the HUD, but it wasn't active
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then. (It's since been activated.)
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The Predator had the cloaking net, claws, plasma gun, killer frisbee,
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net gun, and a spear. The Predator also has Ultraviolet and Infrared
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vision. I couldn't find a dark area to try it out in, the map was
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huge. The Predator had a sound analyzer, but it too was inactive.
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The Alien only has a tail, second mouth, and claws as weapons.
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However, the Alien can move EXTREMELY fast.
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As the Marine I could engage the Predator or Alien if I happened to
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cross their path. The Predator would immediately cloak, then suddenly
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appear in front of me, quickly shooting, poking and stabbing with all
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of his weapons. Not that it mattered, I was invincible. He wasn't... a
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blast from the pulse rifle sent green blood spraying, A few more shots
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and he fell to the ground in a slowly expanding pool of glowing green
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blood. When I shot the Alien, it kinda made a little explosion on his
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chest, and then a bigger explosion when it died... it looked thrown
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in. Of course, this was an early release.
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I also accessed a computer terminal, but all that was there was mug
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shots of the programmers and some bitmaps of armor and stuff.
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I did find some Alien eggs, which open as you near them. No
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facehuggers popped out, but I did encounter a facehugger scampering
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around. It jumped at me and disappeared. I guess that subroutine
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wasn't quite done yet either.
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Some ambient noises where present, hissing steam noises, and ominous
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alarms. Watch the last 20 minutes of "Aliens", and you'll hear the
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same noises.
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//// Doom
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Doom was running in 16 bit color as well, and I only got to see
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episode one, mission one. There were beasties to kill, and they died
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just like in the PC version. The added colors (supposedly from the
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original 24-bit artwork) sure helped, and the dark areas and color
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gradients were -excellent-. id has said they'll acheive a faster
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frames per second in the end. What more can I say... it was Doom!
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//// Wolf 3D
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It's the same ol' PC Wolfenstein you know and love. Dogs, Nazis,
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blood, big weapons, and many fps. Someone said that delays had to be
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added because it was so fast. The textures were enhanced to double
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their original resolution.
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//// Club Drive
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||
|
Yeah, I saw it, but it's been redone since. The frame rate was great,
|
||
|
and the toy car scenario was kinda neato. Lots of ramps and things to
|
||
|
let you get on top of tables, etc.... I'm not gonna say much else in
|
||
|
light that it's been worked over.
|
||
|
|
||
|
//// Checkered Flag II (Redline Racing)
|
||
|
|
||
|
Looked a lot like Virtua Racing or Hard Drivin'. Buildings and distant
|
||
|
objects fade into view and get more detailed as they get closer in a
|
||
|
realistic manner. There were four views to choose from, and the
|
||
|
internal view had "arms" that moved the steering wheel. The tracks
|
||
|
were flat, but I hear they may be changing that. The frame rate was
|
||
|
pretty good.
|
||
|
|
||
|
//// Kasumi Ninja
|
||
|
|
||
|
I hope you like blood....
|
||
|
|
||
|
Blood splatters all over, and according to the product manager, can be
|
||
|
turned on or off easily (no secret codes), and then saved to the cart,
|
||
|
so you won't have to constantly enter a "blood code."
|
||
|
|
||
|
Blood slowly "dried" up, but it may very well -stay- on the ground for
|
||
|
the whole round if the manager gets his way. The finishing moves code
|
||
|
be done at any time in the version I played. They were uh... unique.
|
||
|
They may or may not be final versions of them... but here they are:
|
||
|
|
||
|
[] Flip your opponent over backwards and then back flip onto his head,
|
||
|
squishing it nicely.
|
||
|
|
||
|
[] Pick up your opponent and then proceed to rip him/her in half, drop
|
||
|
said opponent... er... oppenents? at your feet.
|
||
|
|
||
|
Errr, there was one more, but I can't remember it. -grin-
|
||
|
|
||
|
The characters also had the usual assortment of special powers:
|
||
|
Fireballs, floating roundhouse kicks, and teleportation. (That's for
|
||
|
one character...)
|
||
|
|
||
|
BTW, those backgrounds you see in the pictures will be animated. For
|
||
|
example, those dog/dragon thingies will have firey eyes and smokey
|
||
|
nostrils, and various other details.
|
||
|
|
||
|
I've heard of some CD games too, but I can't tell you much about them.
|
||
|
("Gee! THAT'S helpful!", you say grumbling.) Well, I've been sworn to
|
||
|
secrecy, but I can say the CD will have -lots- of support. Use your
|
||
|
imagination on this one. :)
|
||
|
|
||
|
I've also heard of more never before heard of ComLynx games... but I
|
||
|
can't say what. I know I'm gonna get hate mail, but just know this for
|
||
|
now - Atari has bunches of titles and tricks up their collective
|
||
|
sleeves.
|
||
|
|
||
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
||
|
//// Jaguar Developer Conference Report
|
||
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
||
|
|
||
|
I attended the Jaguar Developer conference and was *very* pleased that
|
||
|
I went. Normen went over the documentation and fielded questions. If
|
||
|
he didn't know the answer, he found it out. Each chunk of the Jag was
|
||
|
covered, the Object Processor, GPU, DSP, and blitter. I learned just
|
||
|
how amazingly flexible the OP was, and learned some amazing tricks,
|
||
|
visual and efficiency wise. I learned how much time various operations
|
||
|
took in relation to the other parts of the Jag, which is a big help in
|
||
|
regards to interupts, which were also covered in detail. Also covered
|
||
|
was a bit of Jaguar history, the CD unit, some previews of upcoming
|
||
|
games, and miscellaneous Atari plans.
|
||
|
|
||
|
I personally think it'd be a good idea for any Jaguar programmer to
|
||
|
attend the conference when it gets close to you.
|
||
|
|
||
|
|
||
|
--==--==--==--==--
|
||
|
|
||
|
|
||
|
||| Jaguar News Phrases
|
||
|
||| By Tal Funke-Bilu
|
||
|
/ | \ GEnie: EXPLORER.5
|
||
|
----------------------------------------------------------------
|
||
|
|
||
|
O.K. Jaguar fans, here's the scoop. I had this great follow-up to my
|
||
|
Jeff Minter interview. He was gonna talk long and hard about the
|
||
|
making of T2K and give a full report from the ECTS (European Computer
|
||
|
Trade Show). The only problem was that all of GEnie's EMail was
|
||
|
backlogged for a day due to maintenance. Then Atari decided it wanted
|
||
|
Jeff to spend a lot of time working on the VLM for the JagCD. What to
|
||
|
do? Work on Jag CD stuff, or write for AEO?...
|
||
|
|
||
|
Enough with the excuses. There's been a lot of talk about Tempest
|
||
|
codes and a rotary controller. First off, let's get the codes
|
||
|
straightened out. There are two of them, one allows you to pass the
|
||
|
current level by obtaining an "outta here" while the other enables the
|
||
|
current warp when you pass the level you are on. I've seen a ton of
|
||
|
garbled posts on how you actually enable these, and most of them will
|
||
|
work, but here's the bare bones:
|
||
|
|
||
|
To enable either cheats, start a game of Tempest 2000 with the "a"
|
||
|
button while holding down 1,4, and 7. Then, when you are playing, hit
|
||
|
"6" to enable the warp, and "option" to catch an "outta here."
|
||
|
|
||
|
Now for the good stuff. People seemed to have discovered that by
|
||
|
another combination of button pushes, one can enable a "controller
|
||
|
type" option on the options screen which can be set at "rotary" or
|
||
|
"joypad." Again, I've seen various claims to "push this!" or "no, you
|
||
|
do this!", and again, here is the bare bones (you need two
|
||
|
controllers).
|
||
|
|
||
|
To enable a "controller type" option on the options screen, go to the
|
||
|
options screen, and push "pause" simulataneously on both controllers.
|
||
|
That's it.
|
||
|
|
||
|
I am only revealing this because others have already discovered it,
|
||
|
and I am sick of reading "where can you get a paddle?" posts. The main
|
||
|
reason behind the secrecy surrounding the rotary option is mainly
|
||
|
becuase Atari did not want people hounding them with "When can I get
|
||
|
one?" calls and other related correspondence. Here's the facts:
|
||
|
|
||
|
[] Developers have the info. If they want to make a paddle control, it
|
||
|
is up to them.
|
||
|
|
||
|
[] Installing hooks into a game to accept rotary controls is minor.
|
||
|
The Yak said it took him two days to do the extra code. It would be
|
||
|
better to leave a hook in a game that would most likely be played
|
||
|
with a paddle, than leave it out. For that reason, I suspect all
|
||
|
games that have even the most remote possibilty of being played
|
||
|
with a paddle, will have some sort of hook installed.
|
||
|
|
||
|
[] Right now, Atari can not afford to spend resources on a paddle. If
|
||
|
enough games are released that could use one, and people still talk
|
||
|
about it, I suspect that late summer-early fall might see the
|
||
|
release of such a controller.
|
||
|
|
||
|
Keep in mind that the rotary option was not to be talked about by
|
||
|
Atari employees/developers (in public).
|
||
|
|
||
|
That's all the Tempest action for this week. (Anyone go double beastly
|
||
|
or beat 3,112,083 yet? Without the cheats of course!)
|
||
|
|
||
|
//// Other Jaguar tidbits: (sorry this is so brief, look for an
|
||
|
expanded section next issue)
|
||
|
|
||
|
[] Atari wants AvP to be a mega-hit, so the programmers (Rebellion)
|
||
|
are cramming in all the whistles and bells that will fit! This is
|
||
|
definitely going to be a major candidate for game of the year.
|
||
|
Rumored to have been in beta-testing by now, word is AvP's hit some
|
||
|
legal snags and has went back to the developers, so it could wind
|
||
|
up on the shelves from early June to early August.
|
||
|
|
||
|
[] Don't even think about DOOM until the end of summer. ID wants to
|
||
|
get the job done right, and with the Alien running around at
|
||
|
30fps, ID is going to have their job cut out for them.
|
||
|
|
||
|
[] In the meantime, Wolf-3D is being updated for the Jag. The addition
|
||
|
of a flamethrower and rocket launcher are just a few of the
|
||
|
enhancements, not to mention double the sprite size! Don't worry,
|
||
|
all the Nazi decorations are intact, not to mention resampled sound
|
||
|
along with improved music.
|
||
|
|
||
|
[] A sizable number of new developers signed up at the ECTS a week or
|
||
|
two ago. Look for a confirmed list in an upcoming issue.
|
||
|
|
||
|
[] Jaguar television ads are all over cable. Even a new Tempest 2000
|
||
|
ad.
|
||
|
|
||
|
[] Some people have reported hearing radio commercials for
|
||
|
Tradewest's Troy Aikman Football, "Out this fall" for Jaguar.
|
||
|
|
||
|
[] Ocean's Flashback should be one of the first 3rd party games
|
||
|
available (along with Wolf-3D).
|
||
|
|
||
|
[] Jeff Minter's Virtual Light Machine, supposedly named ColorSpace
|
||
|
2000, will most likely be built into the CD-ROM unit.
|
||
|
|
||
|
[] Here's the specs on the JagCD:
|
||
|
|
||
|
Double speed.
|
||
|
350Kb/s transfer rate.
|
||
|
|
||
|
160x120 @ 50 fps.
|
||
|
320x160 @ 24 fps. (3DO can do 160x120 @ 24 fps)
|
||
|
|
||
|
[] A VR Helmet code-named the CyberMaxx is reportedly being made for
|
||
|
several platforms, including the Jaguar. Rumored price range:
|
||
|
$400-$500.
|
||
|
|
||
|
Look for a nice developer report in an upcoming AEO, along with the
|
||
|
missing Jeff Minter files.
|
||
|
|
||
|
|
||
|
||| ECTS - Traque du Jaguar a Londres (Stalking the Jaguar in London)
|
||
|
||| By Loic Duval
|
||
|
/ | \ CIS: 100015,3044
|
||
|
-----------------------------------------------------------------
|
||
|
|
||
|
The ECTS, one of the most important video games shows in Europe, took
|
||
|
place in London this year from the 10th to 12th of April. The ECTS is
|
||
|
a trade show that only professionals can access, so it is not a show
|
||
|
for big announcements, and not a show with huge booths and large,
|
||
|
colorful demonstrations. It is more the kind of show where booths are
|
||
|
comfortable suites with sofas, and people simply talk to one another,
|
||
|
etc.
|
||
|
|
||
|
Atari Europe (which means Atari UK) had a suite on the lower ground
|
||
|
level, which was just in front of the "Time Warner Interactive" suite.
|
||
|
Sam Tramiel and Bill Rehbock made the trip to London with some other
|
||
|
US personel like Normen Kowalevski, who responsible for Jaguar
|
||
|
developer support.
|
||
|
|
||
|
The booth contained five Jaguar displays and a big TV with all the
|
||
|
Jaguar ads running in loop. In the back, a secret room was reserved
|
||
|
for developers' presentations.
|
||
|
|
||
|
There were no other Jaguars displayed at the show except at three
|
||
|
booths from UK dealers. You would have to know that the Jaguar has not
|
||
|
been officially introduced into Europe yet. The current date of
|
||
|
introduction should be around September 1994.
|
||
|
|
||
|
However many developers have confirmed that they were currently
|
||
|
working hard on Jaguar games and some of them had early versions
|
||
|
displayed in the Atari booth.
|
||
|
|
||
|
//// One more award
|
||
|
|
||
|
Before I describe the games I saw, I have to announce that the Jaguar
|
||
|
won another award at the ECTS: "Best Hardware 1994". (The only
|
||
|
hardware award given.) The ECTS awards are the only independent
|
||
|
consumer awards for this industry. A panel of over 70 of the world's
|
||
|
leading computer and video games magazines voted on the award. The
|
||
|
other contenders for the "Best Hardware 1994" award included 3DO, CD32
|
||
|
and Reel Magic.
|
||
|
|
||
|
//// New games
|
||
|
|
||
|
Atari displayed prototypes (in various stages of development) of soon
|
||
|
to arrive Jaguar games, but no announcements or demonstrations of any
|
||
|
new hardware or Jaguar extensions were made. (However there were some
|
||
|
new products which were demonstrated to developers during a developer
|
||
|
conference on the 13th of April.)
|
||
|
|
||
|
The game that attracted the most interest and about all the
|
||
|
journalists present (at least the ones I spoke too) was Kasumi Ninja.
|
||
|
It is the Jaguar's hottest title for the moment, even if the game is
|
||
|
still far from completion.
|
||
|
|
||
|
Only two characters (Ninja and Goth) were implemented in the version I
|
||
|
saw, but it was still highly playable. It may look like Mortal Kombat
|
||
|
because of the digitized fighters, however it is yet much more fun,
|
||
|
more playable, and more... bloody!
|
||
|
|
||
|
The characters are very well digitized (in true color) with smooth and
|
||
|
detailed animations. They look even bigger than on MK (Mortal Kombat)
|
||
|
or SF2 (Street Fighter 2). One very interesting detail is that the
|
||
|
characters have a real shadow which follows the movement exactly and
|
||
|
not the kind of simple dark circle you have on SF2 or MK.
|
||
|
|
||
|
The background graphics are also digitized with tons of colors and
|
||
|
multiple levels of parallax. It is not yet animated but it will be in
|
||
|
the final release. The ground is done with texture mapped polygons
|
||
|
also. I wasn't sure because you don't see any polygons (the ground
|
||
|
looks so good), but the 3D perspective animation (when you move both
|
||
|
fighters on the left or on the right) was so smooth that I can't
|
||
|
believe they have enough space in the cartridge to store all the
|
||
|
bitmap positions. It must be texture mapped 3D polygons! (Editor: It
|
||
|
is.)
|
||
|
|
||
|
Each character has its own moves and "fatality" moves. I was impressed
|
||
|
by the number of moves currently implemented and how they succeeedd to
|
||
|
install it on the Joypad. You don't have to use the numeric keypad at
|
||
|
all. All moves are done using the joypad and the three fire buttons.
|
||
|
Many combinations are possible, because to get at some, you have to
|
||
|
find the right joypad position and press several buttons
|
||
|
simultaneously. It may look strange but believe me Kasumi Ninja is
|
||
|
highly playable and once you have discovered a move, it is very easy
|
||
|
to reproduce it.
|
||
|
|
||
|
As I said previously, the game is bloody. Very bloody indeed. When you
|
||
|
hit your opponent some blood springs down to the floor and remains
|
||
|
there. The "force" level is represented by a knife (one for each
|
||
|
fighter) at the top of the screen. Each time a fighter is hit, more
|
||
|
blood appears on his blade, dripping on the floor. So at the end of a
|
||
|
fight, the least I can say is that you have a lot of blood on the
|
||
|
screen. If you add a fatality move, the result....
|
||
|
|
||
|
The fatality moves can be executed at any times (if you are well
|
||
|
positioned). No, I will not describe the 3 fatalities currently
|
||
|
implemented. I prefer to let you discover them once the game will be
|
||
|
available. Just say that the face of the visitors looking at those
|
||
|
moves for the first time was the funniest thing at the show (something
|
||
|
like the face of your father or mother when he/she discovers the
|
||
|
"barf" Jaguar ads on the TV for the first time).
|
||
|
|
||
|
With all of the action and gore (it even sports a 3D texture mapped
|
||
|
maze!), Kasumi Ninja is so terrific and impressive that it
|
||
|
overshadowed all the other Jaguar games on the show - even Alien Vs
|
||
|
Predator! AvP is now very near completion. When you look at it for the
|
||
|
first time, the 3D animation looks smooth but slower than Doom on a
|
||
|
486/66 PC. That is not because the Jaguar is slower, but because the
|
||
|
soldier walks slower than the one in Doom. Just play the Alien and you
|
||
|
will discover how fast the Jaguar can be when texture mapping. You
|
||
|
just "fly" down the corridors of the space station at 30 fps.
|
||
|
|
||
|
The concept, of the game (AvP) is very similar to Doom but AvP is much
|
||
|
more an adventure game than a shoot'em up. Graphics are beautiful
|
||
|
(with highly detailed textures) and the very realistic sounds add a
|
||
|
lot of depth to the game.
|
||
|
|
||
|
Wolfenstein 3D was also displayed. It runs at an incredible speed (60
|
||
|
fps for sure), too fast to be honest. The version displayed is in a
|
||
|
very early stage and only uses the PC graphics (in 256 color mode)
|
||
|
with no texture mapping on the floor or ceiling (just like the PC
|
||
|
version). I know that the graphics are currently being redrawn for the
|
||
|
Jaguar.
|
||
|
|
||
|
Also displayed for the first time was Flashback from US Gold
|
||
|
(programmed by Tiertex). The game looks exactly like the PC and the
|
||
|
Genesis version. So we will hope that Tiertex will change the graphics
|
||
|
to true colour before release. For the moment Flashback Jaguar looks
|
||
|
like an immediate 68000 port from the Genesis. The game is good with
|
||
|
an incredibly smooth animation, but Jaguar players want more than a
|
||
|
simple port from a 16-bit platform.
|
||
|
|
||
|
Tempest 2000 (T2K) was the only game at the show that is currently
|
||
|
available. The successful game has attracted many visitors (and don't
|
||
|
forget that it was T2K's first official presentation in Europe).
|
||
|
|
||
|
I also very briefly saw some other games like Checkered Flag II, which
|
||
|
is still very far from completion. The good news is that the version I
|
||
|
have seen is much faster than the one displayed at the CES in January.
|
||
|
The speed is now similar to Virtua Racing, and Rebellion's programmers
|
||
|
are still optimizing their routines so the final version will be even
|
||
|
faster. The most interesting feature is that you can change the view
|
||
|
to be in the cockpit, just behind the F1 or behind and over the F1
|
||
|
(with a fully user selectable angle).
|
||
|
|
||
|
Club Drive is a flat 3D polygon style racing game. The animation is
|
||
|
smooth and fast but the graphics looked poor (no texture, no gouraud,
|
||
|
just flat polygons). The game is very fun and you can play with two
|
||
|
players (the screen is split in 2) simultaneously for even more
|
||
|
excitement.
|
||
|
|
||
|
//// News From Third Parties:
|
||
|
|
||
|
[] Domark
|
||
|
|
||
|
F1 Racer from Domark will be a dangerous competitor for Checkered Flag
|
||
|
2. The game is in early development stage but the 3D graphics are good
|
||
|
and the animation is very fast. It looks similar to Microprose's Grand
|
||
|
Prix or Papyrus' Indy Car on the PC.
|
||
|
|
||
|
[] Ocean
|
||
|
|
||
|
Ocean is currently working on two Jaguar projects: one cartridge and
|
||
|
one CD ROM. The first game, code-named Apeshit, has some of the nicest
|
||
|
graphics seen on Jaguar (which means some of the nicest graphics ever
|
||
|
seen on any console). It is a True Colour platform game with multiple
|
||
|
parallax scrolling and a cooperative "two players" mode. The CD-ROM
|
||
|
project is based on the violent comic character LOBO. Ocean said this
|
||
|
game is a very new concept and doesn't want to talk about it for the
|
||
|
moment. The only thing we know, is that all the graphics and
|
||
|
animations have been rendered on Silicon Graphics Unix workstations.
|
||
|
|
||
|
[] Anco
|
||
|
|
||
|
Kick Off 3 is a soccer game from Anco. Versions 1 & 2 (available on
|
||
|
the ST) were the most playable soccer games ever made. Kick Off 3 is
|
||
|
of course better and offers many new features. The game is now side-on
|
||
|
view (watching from the stands) with much, much larger and better
|
||
|
animated players. It is scheduled to be released in June/July time
|
||
|
frame, Kick Off 3 on Jaguar sounds very exciting.
|
||
|
|
||
|
[] Zeppelin Games
|
||
|
|
||
|
A new company, Zeppelin Games, which was not on my list of Jaguar
|
||
|
Licensees has announced "Center Court Tennis" to be available late
|
||
|
1994.
|
||
|
|
||
|
//// The Developer Conference
|
||
|
|
||
|
On the 13th of April, Atari organized a Jaguar developer conference
|
||
|
attended by around 100 European developers. They showed a Jaguar
|
||
|
CD-ROM prototype running an FMV demonstration of Spielberg's movie
|
||
|
"Jaws". The CD-ROM is expected to be available in August at a retail
|
||
|
price of $199.
|
||
|
|
||
|
The FMV (full motion video) demo shown was done using Cinepak technology
|
||
|
from SuperMac. Cinepak is also used by Apple (in Quicktime), Sega (in
|
||
|
the Mega CD), 3DO (most of the CD animations you have on 3DO games are
|
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|
coded with Cinepak). Cinepak is similar to MPEG as it uses a "lossy"
|
||
|
compression scheme (which means visual information not seen by human
|
||
|
eyes is not encoded) to get a very high compression rate which allows
|
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|
you to store more than one hour of VIDEO + AUDIO on a single compact
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|
disc.
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||
|
|
||
|
The Jaguar Cinepak implementation is done completely in software (no
|
||
|
extra hardware is needed to decode the frames) and is, in term of
|
||
|
quality, one of the best implementations of Cinepak so far. Some
|
||
|
programmers who used to work with Cinepak compression on the Mac or
|
||
|
3DO, said they never thought Cinepak images could be as good as what
|
||
|
they have seen on the Jaguar. The quality is outstanding (no
|
||
|
pixelisation effect; no visible loss most of the time; excellent
|
||
|
synchronization between the sound and the video image; and it runs
|
||
|
in 320x240 pixels at 30 frames per second. The best point of the
|
||
|
Jaguar's implementation is that the decoder only uses about half
|
||
|
the power of the machine, so programmers have enough bus bandwith
|
||
|
and processor power to move objects on the screen and add game play
|
||
|
over the video playback.
|
||
|
|
||
|
During this conference, Jeff Minter demonstrated a "currently under
|
||
|
development" version of VLM (Virtual Light Machine), an impressive
|
||
|
light synthesizer which reacts to music and the user's input, and it
|
||
|
will be a pack-in with the CD-ROM unit. It is totally crazy and
|
||
|
absolutely indescribable. It is a kind of Colourspace/ Trip-A-Tron
|
||
|
(Jeff Minter's light synthesizer on Atari STs) using the 64-bit and
|
||
|
Tempest 2000 technologies.
|
||
|
|
||
|
Many games are currently under development for the Jaguar CD-ROM. The
|
||
|
most advanced projects seems to be "Return To Zork" from Activision,
|
||
|
"Space Ace" from ReadySoft, "Robinson's Requiem" from Silmarils, and
|
||
|
"Freelancer 2120" from Imagitec. Several new developers signed up as
|
||
|
Jaguar developers during the ECTS show as well.
|
||
|
|
||
|
In final, this ECTS confirmed that most of the Jaguar titles are late.
|
||
|
Due to a production delay, don't expect new games before beginning of
|
||
|
June. However the new titles look very, very hot and most of them will
|
||
|
probably be displayed in final stages during the Summer CES (Consumer
|
||
|
Electronics Show). So stay tuned....
|
||
|
|
||
|
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