1589 lines
80 KiB
Plaintext
1589 lines
80 KiB
Plaintext
____ _____ ________ _________
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/ ____ \ / \ / _ _ \ | _______|
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| | |_| | ___ | | | | | | | | |
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| | ___ | |___| | | | | | | | | ---,
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| | |_ | | ___ | | | | | | | | ---'
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| |____| | | | | | | | | | | | | |_______
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\______/ |__| |__| |__| |__| |__| |_________|
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____ __ __ _____ __ __
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/ ____ \ | | | | | __ \ | | | |
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| | |_| | | | | | | | | | | | |
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| | ___ | | | | | |__| / | | | |
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| | |_ | | | | | | _ \ | | | |
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| |____| | | |__| | | | \ \ | |__| |
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\______/ \______/ |__| \__\ \______/
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______________________________________________________________________________
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VOLUME 1 ISSUE 1 MARCH 1994
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Editor and Publisher..........................................Michael Hrusecky
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Contributing writers...........................................Janice Hrusecky
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Matt Lucas
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GURU "Techies"................................................Roger "Nintendo"
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Steph Bednar
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Alex Howard
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------------------------------------------------------------------------------
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-EDITORS WHEREABOUTS-
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Michael Hrusecky
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YES, YES, YES!!!! It's finally finished! It's 6 AM and I decided to stay
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up all night and finish the fanzine are prepare to ship off. Sitting here
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with a major headache, a half full can of Pepsi, and a lovely Dunkin Donut's
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Boston Cream donut taught me one thing about sugar-saturated food...Chocolate
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cream, vanilla cream, and soda.....aye yie yie!
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This fanzine was originally going to be printed on paper and mailed out
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like a regular fanzine/prozine, but hey, I got tired of spending more for
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supplies than I gain with subscription money. This is the best way, for me,
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anyway.
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With the not-so-long-ago release of the Jaguar and the Panasonic 3DO, it
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makes you wonder if the public is really ready for such high-tech mounds of
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machinery. The Genesis and Super NES are just barely showing off the climax
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of the 16-bit era, and already competition is starting for 32/64 bit
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machines.
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When the Jaguar/3DO news first spread, everyone asked where Nintendo and
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Sega where in the line. The way things look, both companies are being
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incredibly smart. I think that Sega is learning from Nintendo, honestly. It
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seems estimated that only 25% of the industry is CD-ROM based. That's where
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the 3DO fails when it comes to sales. 50% to 60% is stuck in the 16-bit
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SNES/Genny zone. That's where Atari is hurting is Jaguar sales, and 15% to
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25% of the industry is still trapped in the 8-bit NES phase. (We all know
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how badly the NES is dying.) Now putting these figures into consideration,
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if you were bringing out a new system, the obvious choice is to try to stay
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in the 16-bit area where the sales are. With the hype Panasonic and Atari
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are pulling, the 3DO and Jaguar WILL gain popularity...but very slowly. As
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soon as the percentage of the higher "bittage" or CD-ROM industry climbs,
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that is when Sega and Nintendo will jump in that arena. Sega- possibly at
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the end of this year and Nintendo with arcade machines at the end of the year
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and a home unit next year. At first, it seemed to look like Nintendo was
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planning a late entry as always, but in my opinion, they are right on
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schedule when it comes to sales and popularity of higher end machines.
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For all younger kids reading this fanzine, it is rated MA-13. Do not
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continue reading this fanzine without adult permission! Ah what the heck,
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okay you can read the fanzine, little ones. (kidding)
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You probably already paged down 1000 times already typing to see what else
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is in the fanzine. That makes it pretty much pointless to tell you what's in
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the issue. But if you haven't, make sure you at least glance at the interview
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I held with our very own Nintendo guy. You MIGHT catch something new in that
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interview I held with him at the beginning of January. Also, we want you to
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help continue that interview. Send in any questions you have that are of
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public interest and I'll be sure to ask those questions for next issue!
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DEATH TO THE RATING SYSTEM!
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------------------------------------------------------------------------------
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---NINTENDO EXPOSED---
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INTERVIEW WITH NINTENDO REPRESENTATIVE
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This interview was taken at the beginning of January with a personal friend
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of the family who works for Nintendo of America. As you may find out, the
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answers to the questions are not at all like the Nintendo Reps you reach on
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the phone. This Nintendo employee is one of only a few actual programmers/
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tech. support employees at Nintendo of America.
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GG: Just to start off, can you please tell all the readers your name and
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occupation?
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NR: My name is Roger and I am a Nintendo representative in the programming/
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technical support department at Nintendo of America.
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GG: How often do you play video games, and what is your background of
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employment?
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NR: Playing and testing out video games is part ofd my job. I sit in front of
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this screen several times a day to make sure that everything is perfect.
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Before working for Nintendo, I had another programming and technical
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support job at AT&T in Allentown, Pennsylvania. I was released during a
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layoff after three or four years of working there. Next thing I know, I
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was recommended and I found myself moving here to Washington for my big
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break. I always *loved* to play video games.
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GG: Interesting. I'm sure I could just ask you the simple stuff like this for
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the whole interview, but I REALLY want to get to the good stuff, like
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future games, systems, and all that stuff. Just for their reference what
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have you done so far while being with Nintendo?
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NR: Probably 95% of the time I was put in the sound recording/development of
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video games. Not a whole lot of programming goes on in the U.S. base, but
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what ever we do, that's where I am, if I'm assigned to it. I've been all
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over the place, when it comes to video game sounds. I've been from "Dr.
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Mario" for the Game Boy to "Super Mario kart" for the SNES...having at
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least a *little* bit to do with the sound.
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GG: Cool. Okay, fill us in...FX Trax.
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NR: FX Trax is not known as that anymore. It has been renamed to Stunt Racer
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FX and will be the next game for the SNES using the Super FX micro-
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processor. it is scheduled for early to mid '94 and is expected to be the
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first 32-meg cartridge for a 16-bit system!
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GG: Okay...Super Metroid
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NR: I don't have too much information right now, it's also set for mid '94 and
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is expected to be the first 24-meg cartridge for the SNES.
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GG: And chance for a new Mario Adventure for ANY system out NOW?
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NR: No comment.
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GG: Well that gives it away! (laughing) Okay, here are the questions about
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Project Reality that has been on lots of people minds for a while now.
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First of all, is there any sign that you know of that indicates a breaking
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up of Nintendo and Silicon Graphics? This was the major problem for
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Nintendo in the past.
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NR: So far, I don't see any kind of breaking up happening. The problem Nintendo
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had in the past...you probably mean with the Super NES CD. Nintendo
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originally signed with Sony to develop a CD-ROM peripheral for the SNES.
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As everyone knows, the Sega CD is a Sony product. All I will say is that a
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nice sum of money was exchanged, and the next thing we knew, Sony is off
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with Sega leaving Nintendo in the dust. We had a backup plan, and that was
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with Philips Electronics. Things went perfectly well, and even high-tech
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prototypes were finished and tested. I had the opportunity to test it
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myself in New York City at a special conference. Suddenly Nintendo of Japan
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scrapped the 16-bit CD-ROM add-on and went 32-bit. Philips wanted a new
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machine altogether, but Nintendo wanted an add-on peripheral. Wham bam we
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were back to square one again. Right now, Silicon Graphics and Nintendo
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seem to be working together very well, and we're all pleased. The one thing
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we do NOT like is the fact that Sega came from behind and Pearl harbored
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us by signing with Silicon graphics as well for a future machine of their
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own. Some fear that history's gonna repeat itself, since Sega is back in
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the picture. If money gets exchanged again, we won't be happy campers. But
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I will say that Nintendo DOES have a back up plan if such a thing happens.
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No matter what, NIntendo WILL have a home system for release, weather it be
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from SGI or not.
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GG: How about a release date?
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NR: No EXACT release date is set for the machine, but Nintendo targets a 3rd
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quarter 1995 release.
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GG: Any games you know of coming out for the machine?
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NR: Right now, no. But SGI plans to bring out some of their current SGI games
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found in the arcades. Don't forget that at the end of the year, SGI arcade
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machines will be open to the public. We are talking with Argonaut right
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now, hoping they will join the development team. They helped develop the
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SFX chip, anyway.
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GG: Cool beaners. But what the readers want is NEW information, not stuff they
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can read in the magazines. Spill your guts!!
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NR: naturally, I am limited to what i can say, Mike, but I will give it a shot.
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A SNES version of Super Street Fighter 2 is in the works, and also a MK2
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is set for the SNES! Right now, 5 games using the SFX chip are under
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development, besides Stunt Racer FX. Releases should begin in the second
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half of the year. And the SFX chip in those games are NOT the same as the
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chip in Star Fox. The new SFX chip is a 21 MHz processor, which helps
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improve on the formula. Some games are Star Fox 2, which should be 32 megs
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and 2-player simultaneous play, Power Slide, Dirt Racer, and Citadel.
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GG: Will you be at the Summer CES when Nintendo debuts some new hot games?
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NR: I wish! I never made it to a CES yet, but I plan on taking time off to get
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a plane and head for the summer show. Not as a representative, but as any
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other visitor.
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GG: Have anything else you would like to add to the interview?
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NR: Yeah, I want to say that I appreciate being in your fanzine. Magazines get
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tipped to praise almost every game they review. Fanzines are honest with
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the games they are approached with and aren't afraid to say they suck.
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And as for your old man, I want to publicly call him a traitor (as a
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joke). AT&T is now working with Sega to make that modem crap piece..what
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is it..the Edge 16. Nintendo's future modem/network units in Japan will
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kick ass. I saw the details but I won't tell them just yet.
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(Interview conducted by Michael Hrusecky)
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------------------------------------------------------------------------------
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PHILIPS CD-I COMES OF AGE AS A GAME MACHINE AND MORE
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CD-I Sales on the Rise Following Infotainment Blitz
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Chuck Miller
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Following a successful holiday commercial blitz, Philips CD-i seems finally to
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be gathering momentum as competition heats up with other CD-based platforms
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from The 3DO Company, Sega and Commodore. Sales of CD-i players outsold other
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CD-based systems during the last quarter of '93 by as much as 18 to 1. This is
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significant in a platform that has been slow to catch on. However, 1994 looks
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like a good year for CD-i owners, especially those interested in gaming.
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--I Like Your Figure
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According to figures presented by Philips at a special press event held at the
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Winter Consumer Electronics Show (WCES), there are currently 300,000 CD-i
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units in consumers' hands. The goal for '94 is to bring the total number of
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units sold to 1,000,000! If this is reached, CD-i will be established at a
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viable growth point to insure its continued success. From the quality of titles
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shown at WCES, and based upon the newer value priced players being offered,
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this goal looks attainable. The reason for this growth is that Philips is
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finally pushing CD-i as an entertainment system, rather than as an edutainment
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and infotainment product only.
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--Like, I Dig Your Hardware, Man
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The cost of CD-i ownership has just dropped significantly with two new units
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being offered by Philips and Magnavox. The Philips CD-i 220 Player, supplied
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with a wireless remote Thumbstick controller, retails for $499. The Magnavox
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unit, the CD-i 200 Player, comes with the same remote for $399. Both accept
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Philips Digital Video Cartridge (DVC) providing full screen, full motion
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video for $249.95. Offering a new level of video quality in CD-i games and
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making access to Video CD and music videos a simple affair, the DVC is a must
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have accessory. At present, 30 movies are available on CD with hundreds more
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on the way from Paramount and MGM.
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--Being in Full Control
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In addition to the included remote, several other controllers are available.
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Of course, there's that large, gaudy Roller Controller designed for kids.
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However, several other devices are more worthy add-ons. New is the Touchpad, a
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joypad similar to those accompanying game consoles (it looks almost identical
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to the Gravis PC Gamepad) that is ideal for action titles. Two Touchpads can
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be used at one time for multiplayer games. Also new is the Trackerball, a
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trackball variation, and the Mouse and Mouse Pad. Still in development is a
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handy wireless remote gun controller, ideal for titles like Mad Dog McCree.
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--It's All Fair Game
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Of course, of greatest interest to us is the quality and quantity of game
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titles in the works. Though games for CD-i are not as plentiful as those for
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PC CD-ROM, there is still a large body of exciting titles in development with
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some presently available. Titles you can nab right now (with some set to ship
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imminently) include: Voyeur, Kether, Inca, Caesars World of Boxing, Inter-
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national Tennis Open, Escape from Cybercity, Link: The Faces of Evil, Zelda:
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The Wand of Gamelon, Mystic Midway: Rest in Pieces, Battleship, Alice in
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Wonderland, and Alien Gate. Many more titles are due to ship over the next few
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months.
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--Brought to You by DVC
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Several key games titles to watch for on CD-i require the new Digital Video
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Cartridge. These are: Mad Dog McCree, The 7th Guest, Space Ace, Microcosm,
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and Litil Devil. Of these games, Mad Dog, Microcosm and 7th Guest are the most
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visually stunning. The quality of the full screen, full motion video is
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unsurpassed on any CD platform at present. There is simply no comparison with
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the smoothness of movement and picture image that these CD-i titles provide.
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Yes, there is the additional cost of the DVC module, but the quality of game
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play is worth it. Besides, having the DVC will allow you to view Video CD
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movies.
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--And the Titles Keep Rolling By
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One other game shown in early development was Creature Shock. This title,
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featuring full 3D rendered graphics (of 3D Studio quality), was absolutely
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amazing. An action/adventure title, Creature Shock is the kind of game that
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will sell CD-i players. It looks that good! Yet, there are quality titles in
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development the DO NOT require the DVC. One in particular is Zelda's Quest.
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With the feel and game play of the original NES Legend of Zelda, this game
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will capture many gamers with its photorealistic imagery and design similarity
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to the aforementioned title. Zelda fans will find this title a must addition
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to their game library.
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--What the Future Holds
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Of course, the future of CD-i, and all the new platforms, is dependent on the
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percentage of market share gained and the overall acceptance of the platform
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by consumers. Though it is next to impossible to pick a winner in the CD-based
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player market at present, I believe that CD-i has as good a chance as any of
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succeeding, and a better chance than most. Time will certainly tell. However,
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if I were to buy any system right now (CD-i, 3DO, CD32, Sega CD/CDX, or
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Jaguar), dollar-for-dollar, I would probably go for CD-i. Still, I think I'll
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wait just a bit longer and see what develops by Summer of '94 at the Summer
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Consumer Electronics Show.
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The previous article was taken from the Prodigy Interactive Service.
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ATARI STRIKES BACK
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64-bit Jaguar Unleashed on Video Gaming Public
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Jeff James
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Once the dominant force in video gaming, Atari has had to sit on the sidelines
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and watch Sega and Nintendo fight it out for the hearts, and allowance money,
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of video gamers the world over. Now, after years of inactivity in the video
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gaming market (with the exception of the Lynx handheld), Atari returns with a
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new 64-bit video game system: the Jaguar. Using a 64-bit data bus and multiple
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RISC processors, the Jaguar leaps past current 16-bit systems.
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--Enter the Jaguar!
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According to Atari Communications Director Bob Brodie, the Jaguar ($249 retail)
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is was test marketed in 2 areas for the Christmas 1993 season: New York and San
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Francisco. Only 50,000 Jaguars will be produced for the 4th Quarter of 1993,
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with Atari planning to ramp up production dramatically in 1994. Brodie said
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that an "extraordinarily limited number" of Jaguars will be available at the
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Incredible Universe superstore in Dallas, TX. For consumers outside of those
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markets, Brodie mentioned that a limited supply of Jaguars will be made
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available via Atari's customer service department.
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--Tom and Jerry
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So what makes the Jaguar so special? If the Jaguar's 64-bit bus is what gives
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it fast "legs," the custom graphics hardware gives the Jag it's bite. There are
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5 processors spread across 3 individual chips; the 2 most powerful are named
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"Tom" and "Jerry." Tom contains 3 processors: a 32- bit, 27 MIPS graphics
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processing unit (GPU), a bit blitter, and an object processor. Tom handles
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graphics and animation, and is able to perform complex computer animation tasks
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quickly. Jerry consists of 2 processors: a 32-bit RISC chip and a digital
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signal processor (DSP) for 16-bit, CD-quality stereo audio.
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--A Need for Speed
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Finally, Tom and Jerry are joined by a 13.3 MHz Motorola 68000 processor which
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acts as a general purpose control processor. All of this custom graphics hard-
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ware is tied together with a 64-bit data bus, which Atari claims will support
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a data throughput of an astonishing 106.4 Megabytes per second. The combination
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of a speedy data bus with multiple RISC processors gives the Jaguar the ability
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to display 24-bit true-color images with up to 16.7 million colors. Atari also
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claims that Jaguar can perform more than 850 million pixel changes per second,
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compared to the 3DO's 64 million and 1 million each for the SNES and Genesis.
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--Hardware Heroics
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The Jaguar also features some advanced hardware-based animation capabilities,
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comparable to those found in Panasonic's 3DO Interactive Multiplayer. Support
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is included for: texture mapping (wrapping an image on a 3D object);
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transparency (for realistic glass, smoke and fog effects); morphing (a la'
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Terminator 2); warping (for the quick twisting and distortion of objects);
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and light sourcing (for realistic shading and lighting effects). All of these
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animation capabilities combine to give the Jaguar the processing muscle to move
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and animate graphic objects smoothly and quickly.
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--The Packing List
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The Jaguar comes with one cartridge slot; using an image compression technique
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known as "JagPEG" (a variation on the JPEG compression format), programmers can
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squeeze up to 6 Megabytes (48 Megabits) of program data onto a single Jaguar
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cartridge. Cartridge data can be loaded into the main memory of the Jaguar,
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which consists of 2 Megabytes (16 Megabits) of main system RAM. One 17-button
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controller and a cartridge game Cybermorph (developed by Attention to Detail)
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are also included. There are 2 controller ports included, and a ComLynx I/O
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port allows players to connect several Jaguars (or Atari Lynxes) for multi-
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machine, multi-player games.
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--The Expanding Universe (Jaguar Peripherals)
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Brodie says that Atari will ship a multi-spin CD-ROM drive for the Jaguar
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"after mid-1994." The CD-ROM drive, projected to be in the $200 range, will
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offer support for music CDs, CD+Gs, Kodak Photo CDs and Jaguar CD games.
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Brodie also mentioned that a forthcoming MPEG-II cartridge would allow the
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Jaguar to support the new Video CD format, which packs 74 minutes of VHS-
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quality video on a standard compact disk. Atari also plans to introduce a
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Virtual Reality headset and a high-speed serial interface (to allow players to
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play games over standard telephone lines) in late 1994 or early 1995.
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--Starting Small
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According to Brodie, only 4 cartridges were available and shipping for the
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Jaguar by the end of November: Cybermorph (bundled with the system), Trevor
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McFur in the Crescent Galaxy (Atari), Raiden (Imagitec Design), and Evolution:
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Dino Dudes (Imagitec Design). Tiny Toon Adventures (Atari) and Checkered Flag
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II (Rebellion Software) were to have been available before Christmas 1993. More
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titles are coming in 1994, including: Club Drive (Atari), Alien vs. Predator
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(Rebellion Software), Kasumi Ninja (Atari), Tempest 2000 (Atari), Battlezone
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2000 (Atari), Steel Talons (Atari) and Sports Games (Atari).
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--Bubsy, Barkley, and Brett Hull
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Although the current selection of Jaguar games is decidedly sparse, several
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notable software developers have promised support for the Jaguar. ID Software
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(creator of the popular Wolfenstein-3D for MS-DOS computers) is planning to
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port their forthcoming Doom game to the Jaguar sometime in 1994. Accolade has
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announced that it will develop five games for the Jaguar in 1994, including Al
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Michaels Announces Hardball III, Brett Hull Hockey, Bubsy: Claws Encounters of
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the Furred Kind, Charles Barkley Basketball, and Jack Nicklaus Power Challenge
|
|
Golf.
|
|
|
|
--Return to Zork, Spock
|
|
|
|
Adventure game publisher Activision is planning to bring out a version of
|
|
Return to Zork for the Jaguar CD in 1994, with a possible conversion of
|
|
Mechwarrior II: The Clans to follow. Interplay (developer of Battle Chess and
|
|
Star Trek: The 25th Anniversary for MS-DOS computers) is gearing up to produce
|
|
a CD title (possibly Battle Chess) for the Jaguar CD under the Atari label.
|
|
|
|
This list of developers is a small one, and most of the games will be released
|
|
in mid-to-late 1994. A more difficult challenge may be convincing consumers
|
|
that Atari is in for the long-term to support the Jaguar.
|
|
|
|
--Pricing to Ponder
|
|
|
|
Although the Jaguar's $250 retail price places it well with in the price range
|
|
of prospective SNES and Sega buyers, the addition of the $200 Jaguar CD-ROM
|
|
drive will push the Jaguar squarely into the price range of Commodore's Amiga
|
|
CD32 ($399) and a few hundred dollars under Panasonic's $699 REAL 3DO system.
|
|
The CD32 has been selling strongly in the UK and Europe over the past few
|
|
months, backed by a lengthy list of talented UK developers. And with new 3DO
|
|
players set to arrive from Sanyo and AT&T over the coming months, market
|
|
pressure should drive the price of a 3DO compatible system into the $500 price
|
|
range.
|
|
|
|
--CES: Brawling for Bucks and Bits
|
|
|
|
Atari announced nationwide distribution of the Jaguar at the Consumer
|
|
Electronics Show (CES) in January. Commodore unveiled the Amiga CD32 to the
|
|
U.S. market at the same show, and the 3DO company showed a promotional push as
|
|
well. Phillips has repriced their CDI (Compact Disk Interactive) system to
|
|
$499, and the two juggernauts of the video game industry, Sega and Nintendo,
|
|
will be promoting their 16-bit video game systems. What the Genesis and Super
|
|
NES lack in hardware specs will be more than compensated by their commanding
|
|
market presence, for now.
|
|
|
|
--Sleeping Giants
|
|
|
|
As the sleeping giants of the video game industry, Sega and Nintendo aren't
|
|
about to rest on their laurels. Both are planning to introduce new game systems
|
|
in late 1994 or early 1995. Sega is reportedly developing a 32-bit CD-based
|
|
game system (code-named "Saturn"), while Nintendo has joined forces with work-
|
|
station manufacturer Silicon Graphics to begin work on an advanced game system
|
|
with the nebulous moniker of "Project Reality." Although both systems are still
|
|
at least a year away, they do serve as a reminder that neither company intends
|
|
to surrender the multi-billion dollar home video game market without a fight.
|
|
|
|
--Predictions
|
|
|
|
Although it's too early to tell if the Jaguar will help Atari reassume it's
|
|
once lofty position in the video game market, the Jaguar does lay down a
|
|
gauntlet for Sega and Nintendo to follow. Regardless of which system is
|
|
eventually declared the "best," video game consumers will be the real winners,
|
|
rewarded with lower prices, more powerful game systems, and new games which
|
|
will truly take gaming "to the next level." For more information on the Jaguar,
|
|
contact Atari at 408-745-8852.
|
|
|
|
The previous article was taken from Prodigy Interactive Service.
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
THIS EDITORIAL IS RATED 'R' (READABLE)
|
|
Your PC Games, However, Might Be Another Story
|
|
Alan Emrich
|
|
|
|
Since 1990, Computer Gaming World has been writing editorials in its pages
|
|
urging the industry to monitor the violence in its games. We have stressed the
|
|
need for computer game producers to establish a voluntary "ratings system" for
|
|
their games, labeling them on the package for sexual situation, violence,
|
|
occult subjects, and so forth. Allow me elaborate and express my own concerns.
|
|
|
|
--Big Brother is Censoring You?
|
|
|
|
Typically, the collective computer game industry chose to ignore the potential
|
|
problem of game ratings until it became a crisis (by definition, a crisis is
|
|
when you can't say "Let's forget the whole thing"). Literally, the hour before
|
|
congressional hearings were to begin the major video game manufacturers
|
|
announced a joint agreement that they would self-regulate new standards in
|
|
rating their own products for material that might not be suited for some
|
|
consumers (particularly young children). That didn't cancel the CSPAN circus
|
|
with Nintendo and SEGA taking shots at each other, but the crisis, for the time
|
|
being, has been averted.
|
|
|
|
--The Great Debate
|
|
|
|
What many computer gamers with access to on-line networks such as PRODIGY have
|
|
been arguing of late is, what are the implications vis-a-vis the First
|
|
Amendment to the Constitution of the United States? Is this a freedom of speech
|
|
issue? Are violent or otherwise "harmfully" explicit computer games tantamount
|
|
to pornography? Should they be censored? Should the government regulate them as
|
|
they do the airwaves on television and radio?
|
|
|
|
The answer seems simple. Explicit computer games cannot be banned. Even if they
|
|
were pornography (which they're not), they'd still be protected by the First
|
|
Amendment.
|
|
|
|
--Then What Do We Do With Violent Video Games?
|
|
|
|
Computer games are most akin to movie entertainment. They're not free and a
|
|
person must make an effort to acquire and play one. Movies have long regulated
|
|
themselves away from government censorship through the MPAA ratings systems. We
|
|
are all familiar with PG-Rated movies, films with R-Ratings, and so forth.
|
|
|
|
While some consider even that to be censorship, I don't. To me, I see it as
|
|
input -- information to help me, the consumer, make the most informed purchase
|
|
decision that I can for myself and my family. I see a rating as nothing but a
|
|
3-letter review of a film's explicit content.
|
|
|
|
--Who'll Stop the Reign?
|
|
|
|
Apparently, the reign of violent or other graphically explicit video and
|
|
computer games has been noticed in the unreality that is Washington, DC.
|
|
Typically, seeing our nation's leaders hold up a video game laser gun input
|
|
device as something "new" and threatening made me want to laugh and cry at the
|
|
same time. Our family's Magnavox Oddesy video game unit (can you say Pong?),
|
|
back in the 70's, had a "gun" input device, for goodness sake! This is hardly
|
|
a new technology. And if its effects are so detrimental, why am I writing this
|
|
instead of planning and committing heinous acts of violence against society? I
|
|
think I know the answer...
|
|
|
|
--Knowing Fake Real from Real Real
|
|
|
|
Imagine a cartoon cat. Pick any one you like: Tom, Sylverster, Top Cat (am I
|
|
showing my age, or what?). Now think back at some of their cartoon antics. Some
|
|
of them were downright violent, wouldn't you say?
|
|
|
|
Now picture a household cat. Here, kitty, kitty. It plays, sleeps, meows, eats
|
|
and does other natural feline things, right? So, a child grows up with both in
|
|
his living room, Tom (of Tom and Jerry fame) and Fluffy, the household cat.
|
|
|
|
--Okay, so here's the $36 question:
|
|
|
|
Why is it that people don't believe that a child can suspend their disbelief
|
|
to enjoy a cartoon? Children know how real cats behave -- that they don't talk,
|
|
for instance, or blow up mice with bombs and guns. If a child does, it is far
|
|
more likely to be a problem with the child than with the medium of cartoons.
|
|
|
|
Then why do people assume that when kids play games with Kung-Fu-Kick-'Em-In-
|
|
The-Crotch action that they will grow up thinking that is how you are supposed
|
|
to greet total strangers? Kids see others shake hands and exchange hugs, as a
|
|
rule, not roundhouse kick total strangers on the street.
|
|
|
|
--How Do You Stop the Kids from Playing Them?
|
|
|
|
What bothers me about this whole tempest in a teapot is that while, yes, the
|
|
game producers would be acting responsibly to provide consumers some game
|
|
rating information, there is no reason for the government to intervene. As it
|
|
is with movies, it is the {parents} who are responsible for their child's
|
|
upbringing, not congress. Parents must teach their children right from wrong,
|
|
instill values in them, show them love and nurture them to be good people and
|
|
citizens. Parents are responsible for what their kids watch and play, not
|
|
congress. This is a private family matter, not one of the nation's future
|
|
mental health.
|
|
|
|
--Relax
|
|
|
|
I believe that a rating system for computer games would be a "good thing." It
|
|
will help consumers (particularly parents) make informed buying decisions.
|
|
Having congress usurp parental responsibility, however, is not a good thing.
|
|
If congress would start treating parents as adult human beings, rather than
|
|
entities whose votes and taxes they try to get more and more of, we could all
|
|
take care of ourselves just fine, thank you very much.
|
|
|
|
The previous article was taken from Prodigy Interactive Service.
|
|
|
|
------------------------------------------------------------------------------
|
|
_ _ ____ _ _ _ ____
|
|
||| Atari | | / |/ ___\| | | | / | _ \
|
|
||| | | / | | __| | | | / | |_| |
|
|
/ | \ /| | |/ / | | |_ | | | |/ / | _ <
|
|
| |_| / _ | |__| | |_| / _ | | \\\
|
|
\___/_/ |_|\____/ \___/_/ |_|_| \\\
|
|
\\\
|
|
|
|
My GOD we have a lot of information about the Jaguar for you all to enjoy.
|
|
Specs, games, etc, have all come from different sources, so we do not take
|
|
FULL credit. But lots of this information might not be public knowledge.
|
|
If info is inaccurate, we don't take responsibility for it.
|
|
|
|
ATARI JAGUAR SPECIFICATIONS
|
|
|
|
Size: 9.5" x 10" x 2.5"
|
|
|
|
Display: Resolution 800 x 576 pixels max
|
|
24-bit display with 16,777,216 colors simultaneously
|
|
|
|
Ports: Cartridge slot/expansion port (32 bits)
|
|
RF video output
|
|
Video edge connector (video/audio output)
|
|
Two controller ports
|
|
Digital Signal Processor port
|
|
|
|
Controllers: Eight-directional joypad
|
|
Size 6.25" x 5" x 1.6", cord 7 feet
|
|
Buttons A, B, and C
|
|
Pause and Option buttons
|
|
12-key keypad
|
|
|
|
--THE 5 PROCESSORS SPECIFICATIONS--
|
|
|
|
"Tom"-- 32-bit RISC architecture
|
|
64 registers of 32 bits wide
|
|
access to all 64 bits of the system bus
|
|
reads 64 bits of data in one instruction
|
|
26.6 MIPS (million instructions per second)
|
|
4K bytes of SRAM
|
|
produces high-speed graphic effects
|
|
|
|
Object processor--
|
|
|
|
64-bit RISC architecture
|
|
processor acting as many video architectures, such as a sprite
|
|
engine, a pixel-mapped display, a character-mapped system
|
|
|
|
Blitter--
|
|
64-bit
|
|
DRAM memory controller
|
|
|
|
"Jerry"--
|
|
600,000 transistors, 144 pins
|
|
Digital Signal Processor
|
|
32 bits (32-bit registers)
|
|
26.6 MIPS (million instructions per second)
|
|
8K bytes of SRAM
|
|
CD-quality stereo sound (16-bit stereo)
|
|
|
|
Motorola 68000--
|
|
|
|
Rated at 13.3MHz
|
|
General purpose control processor
|
|
|
|
Communication is performed with a high speed 64-bit data bus, rated at 106.4
|
|
megabytes/second. The Jaguar has two megabytes DRAM. Game cartridges can hold
|
|
up to six megabytes (48 megabits) of compressed information. The Jaguar uses
|
|
JagPEG, a variation of the JPEG compression format.
|
|
|
|
MISC FEATURES--
|
|
Support for ComLynx I/O for communications with the Atari Lynx hand-held
|
|
game system and networked multiconsole games (on DSP port, accessible
|
|
by optional add-on connector)
|
|
|
|
The two controller ports can be expanded to support Digital and analog
|
|
interfaces
|
|
|
|
-Expansion port allows connection to cable TV and other networks
|
|
-9600 baud, RS-232 serial port (accessible with optional interface)
|
|
|
|
The Jaguar is able to perform:
|
|
|
|
-High-speed scrolling
|
|
-Texture mapping
|
|
-Morphing
|
|
-Scaling
|
|
-Rotation
|
|
-Skewing of sprites and images
|
|
-Lighting and shading from multiple light sources
|
|
-Transparency
|
|
-Rendering up to 850 million one-bit pixels/second
|
|
-Sprites are of unlimited size
|
|
|
|
A double speed CD-ROM drive has been announced for release in mid-1994, with
|
|
an estimated price of $200. It is reported that the CD-ROM drive is capable
|
|
of transferring data continuously at 350K per second, or run at normal audio
|
|
rates of 175K per second. Access time is 300-350 milliseconds. Storage on a
|
|
disc should be approx 700 megabytes (uncompressed). The CD-ROM drive plugs
|
|
into the Jaguar's cartridge slot on top of the machine, and offers a cart-
|
|
ridge slot to permit playing cartridge or CD games, the cartridge port is
|
|
accessible while using the CD-ROM drive.
|
|
|
|
The Jaguar CD-ROM supports audio CDs, Karaoke CDs, CD+Graphics, and Kodak
|
|
Photo CDs. An optional MPEG2 (Motion Picture Experts Group) compression cart-
|
|
ridge will be available.
|
|
|
|
Here's the latest list of Atari Jaguar 3rd party companies:
|
|
|
|
Anco Software Ltd. Maxis Software Telegames
|
|
Beyond Games Inc. Microids Tiertex Ltd.
|
|
Dimension Technologies Midnite Software Inc. Titus Eurosoft
|
|
Ocean Software Ltd. Tradewest High Voltage Software
|
|
Rebellion Software Trimark Interactive Krisalis Software Ltd.
|
|
Virtual Experience U.S. Gold Ltd. Loriciel U.S.A.
|
|
Silmarils Millenium Park Place Productions
|
|
Ubi Soft Gremlin Software Microprose/S. Holobyte
|
|
Accolade Virgin Interplay
|
|
21st Century Software Activision Id Software
|
|
Phalanx Software Brainstorm 3D Games
|
|
All Systems Go Argonaut Software Euro-Soft
|
|
ICD Incorporated Photosurrealism DTMC
|
|
Llama Soft V-Real Productions Elite
|
|
Attention to Detail Hand Made Software Imagitec Design
|
|
|
|
|
|
GAME Developer Titles under development
|
|
----------------------------------------------------------------
|
|
21st Century Software - Pinball Fantasies
|
|
3D Games
|
|
Accolade - Al Michaels Announces Hardball
|
|
Brett Hull Hockey
|
|
Busby in Clawed Encounters
|
|
of the Furried Kind
|
|
Charles Barkley Basketball
|
|
Jack Nicholas Golf
|
|
Activision - Return to Zork CD-ROM
|
|
All Systems Go - Hosenose and Booger
|
|
Jukebox
|
|
Anco Software Ltd. - Kick Off
|
|
World Cup
|
|
Argonaut Software - UNKNOWN CD-ROM
|
|
Atari Corp. - Battlezone 2000
|
|
[Crescent Galaxy]
|
|
Club Drive
|
|
MPEG 1 and 2 carts
|
|
Star Raiders 2000
|
|
Tiny Toons Adventures
|
|
VR Helmet
|
|
Atari Games Corp.
|
|
Attention to Detail - Battlemorph: Cybermorph 2
|
|
Blue Lightning
|
|
(For Atari Corp.) [Cybermorph]
|
|
Brainstorm - [x86 Jaguar Development System]
|
|
Beyond Games Inc. - Battlewheels
|
|
Ultra Vortex
|
|
Dimension Technologies
|
|
DTMC
|
|
Eurosoft
|
|
Gremlin Graphics Ltd. - Zool 2 - MORE
|
|
Hand Made Software - (For Atari Corp.) Kasumi Ninja
|
|
High Voltage Software
|
|
id Software - Doom: Evil Unleashed
|
|
Imagitec Design Inc. - [Evolution Dino-Dudes]
|
|
[Raiden]
|
|
Interplay - BattleChess CD-ROM (MORE?)
|
|
Krisalis Software Ltd. - Soccer Kid
|
|
LlamaSoft - (For Atari Corp.) Tempest 2000
|
|
Loricel S.A.
|
|
Maxis Software
|
|
Microids - Evidence
|
|
Commando
|
|
Microprose - 3D Gunship 2000 - MORE SIMULATIONS
|
|
Midnite Software Inc. - Car Wars
|
|
Dungeon Depths
|
|
Millenium Interactive Ltd.
|
|
Ocean Software Ltd.
|
|
Park Place Productions - UNKNOWN TITLE (American Football)
|
|
Phalanx - Phong 2000 (Space?)
|
|
Rebellion Software Ltd. - (For Atari Corp.) Alien vs. Predator
|
|
Checkered Flag II
|
|
Dungeon
|
|
Silmarils - Robinson's Requiem
|
|
Telegames - Brutal Sports Football
|
|
Casino Royale
|
|
European Soccer Challenge
|
|
Ultimate Brain Games - MORE?
|
|
Tiertex Ltd.
|
|
Titus
|
|
Tradewest - Double Dragon 4 - MORE
|
|
Trimark Interactive
|
|
U.S. Gold Ltd. - Flashback
|
|
UBI Soft International - Jimmy Connors Pro Tennis - MORE
|
|
V-Real Productions - Arena Football
|
|
Horrorscope
|
|
Virgin Interactive
|
|
Entertainment Ltd. - UNKNOWN ("Movie title")
|
|
Virtual Experience - Indiana Jags
|
|
Zozziorx (MORE?)
|
|
|
|
Game titles provided by Atari.
|
|
------------------------------------------------------------------------------
|
|
___ ___ _ _ ___ ___ __ _ _ _ ____
|
|
| \ | | | \ | | | | / \ / \ | \ | | | | / ___|
|
|
| O | | O | | |\\ | | | O | | | /\ | | |\\ | | | | | /
|
|
| _/ | ___ | | | \\ | | | ___ | \____ | | | | | | \\ | | | | | |
|
|
| | | | | | | | \\| | | | | | \ | \/ | | | \\| | | | | \___
|
|
|_| |_| |_| |_| \__| |_| |_| \____ / \ __ / |_| \__| |_| \ ____|
|
|
|
|
_______ ___ ___
|
|
|______ \ | \ / \
|
|
\ | | _ \ | ___ |
|
|
___/ / | | \ | | | | |
|
|
|___ \ | |_/ | | |___| |
|
|
______\ | | / | |
|
|
|_______ / |___ / \ ___ /
|
|
|
|
|
|
GLOBAL LAUNCH MULTIPLE BRANDS
|
|
MORE THAN 200 TITLES IN DEVELOPMENT
|
|
|
|
The 3DO Company today announced plans to launch the 3DO Interactive Multi-
|
|
player system worldwide in 1994 with multiple hardware manufacturers as
|
|
partners. At the Winter Consumer Electronics Show (WCES), 3DO said the
|
|
library of software titles for the 3DO system continues to grow. Eighteen
|
|
software titles are currently available in stores nationwide, more than 200
|
|
titles are in development, and the company anticipates that more than 100 new
|
|
titles will ship in 1994. Twenty-three 3DO licensees showcased 43 titles at
|
|
WCES. (See below list.) AT&T unveiled three 3DO products for U.S. distribution
|
|
in the fall: a CD-based 3DO Interactive Multiplayer system; the VoiceSpan
|
|
adapter that connects to any 3DO Interactive Multiplayer system, so users can
|
|
play software titles remotely with other players while talking over regular
|
|
telephone lines; and a 3DO Interactive Multiplayer system with built-in AT&T
|
|
VoiceSpan capabilities. Sanyo announced plans to release a 3DO system in
|
|
Japan later this year, and said it is evaluating the timing of its U.S.launch.
|
|
3DO also announced the creation of a software ratings system designed to
|
|
provide consumers with the information they need to make informed decisions
|
|
when purchasing software. Titles for the 3DO system are expected to begin
|
|
carrying the 3DO-designed ratings symbols in March 1994.
|
|
|
|
"We're well positioned to set the next consumer electronics standard and 1994
|
|
will be our year to make significant progress in reaching that goal," said
|
|
Trip Hawkins, president and CEO, The 3DO Company. "Our mission in 1993 was to
|
|
capture the beach; we had an ambitious set of goals and we accomplished
|
|
everything we set out to do." The REAL 3DO Interactive Multiplayer system,
|
|
launched by Panasonic in October 1993, is currently sold through more than
|
|
2,000 retail outlets nationwide. 3DO anticipates that four brands of the
|
|
CD-based system will be available by fall of this year. "Consumer response to
|
|
3DO has been outstanding. The 'innovators' - consumers who appreciate new
|
|
levels of performance and the interactivity provided by the 3DO system - have
|
|
confirmed that we have a winner," Hawkins added. The CD-based 3DO system will
|
|
be available in Europe and Japan by the summer, and multiple brands will be
|
|
distributed through more than 30,000 retail outlets worldwide by fall. The
|
|
3DO Company, which formed 3DO Japan in July 1993, will open a European office
|
|
this spring to support the growing number of European licensees.
|
|
|
|
"3DO is moving rapidly to establish a worldwide standard," Hawkins said. "Our
|
|
licensees are confident our technology will succeed in a global market this
|
|
year, and we're doing everything we can to support them." Underscoring the
|
|
growing support of the software community, more than 100 companies have
|
|
become 3DO licensees since the 3DO Interactive Multiplayer came to retail
|
|
shelves in October 1993. "Software industry support for 3DO continues to
|
|
build," Hawkins said. "3DO has delivered a technology and a way of doing
|
|
business that the software industry believes in, and that's why we have the
|
|
largest number of companies ever dedicated to a platform. With 3DO, software
|
|
companies have the advanced technology they want to develop for and a fair
|
|
way of doing business that allows all players to win. "Our licensees are
|
|
investing significant amounts of their own money in 3DO technology, which is
|
|
a meaningful vote of confidence for the 3DO platform," Hawkins added.
|
|
|
|
The 3DO system delivers a breakthrough in audio and video realism with
|
|
interactive software that appeals to the audiences of all ages, bridging the
|
|
gap between video game systems and home computers. The 3DO Interactive
|
|
Multiplayer system provides up to 50 times the graphics performance of
|
|
standard PCs and video game systems. Designed to be a worldwide standard like
|
|
VHS, the 3DO Interactive Multiplayer system also plays music CDs, photo CDs,
|
|
and video CDs. Based in Redwood City, Calif., The 3DO Company (NASDAQ:THDO)
|
|
is backed by a unique coalition of partners from consumer electronics,
|
|
communications, entertainment and software industries. Investors include
|
|
Matsushita Electric Industrial Co., the world's largest manufacturer of
|
|
consumer electronics and parent of Panasonic, National, Quasar, and Technics;
|
|
AT&T, one the world's leading communications and computer companies; Time
|
|
Warner, a leading media and entertainment company; Electronic Arts, the
|
|
leading entertainment software publisher; and Silicon Valley venture capital
|
|
firm, Kleiner Perkins Caufield & Byers.
|
|
|
|
The following companies are showcasing their 3DO titles for the 3DO
|
|
Interactive Multiplayer at the Winter Consumer Electronics Show, January 6-9,
|
|
in Las Vegas:
|
|
|
|
American Laser Games- Who Shot Johnny Rock?
|
|
Crystal Dyamics- Crash 'N Burn
|
|
Total Eclipse
|
|
The Horde
|
|
Star Control II
|
|
Orion Off-Road
|
|
Digital Pictures- Night Trap
|
|
Dynami- Stellar 7: Draxon's Revenge
|
|
Electronic Arts- A Visit to Sesame Street: Numbers
|
|
Escape from Monster Manor
|
|
John Madden Football
|
|
Peter Pan: A Story Painting Adventure
|
|
PGA TOUR Golf
|
|
Road Rash
|
|
Shock Wave: Invasion Earth 2019
|
|
Super Wing Commander
|
|
Theme Park
|
|
Twisted:The Game Show
|
|
GameTek- Family Feud
|
|
Humongous Ent.- Putt-Putt Goes to the Moon
|
|
Intellimedia- ESPN Baseball
|
|
ESPN Football
|
|
IntelliPlay Cowboy Casino
|
|
Lower Your Score with Tom Kite
|
|
Interplay- Out of this World
|
|
Battle Chess
|
|
MCA Home Video- Woody Woodpecker Cartoons
|
|
MicroProse- C.P.U. Bach
|
|
Naughty Dog
|
|
Way of the Warrior
|
|
ORIGIN- Super Wing Commander
|
|
Paramount- Rock, Rap 'N Roll 2
|
|
PF.Magic- PaTaank
|
|
Psygnosis- Lemmings
|
|
ReadySoft- Dragon's Lair
|
|
Sanctuary Woods- Dennis Miller That's News to Me
|
|
Software Toolworks- 20th Century Video Almanac
|
|
The San Diego Zoo Presents...The Animals!
|
|
Spectrum Holobyte- Star Trek: The Next Generation
|
|
Tetragon- Gridders
|
|
Universal Studios- Jurassic Park Interactive
|
|
VideoactV- ToonTime
|
|
Virgin- Demolition Man
|
|
|
|
The previous article was provided by America Online.
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
F A N Z I N E
|
|
C R O S S F I R E
|
|
_________________________________________ ____________________________
|
|
| Have a fanzine or newsletter that needs | | GAME GURU |
|
|
| attention? Send a copy to the return | | -FANZINE SEAL OF QUALITY- |
|
|
| address and you'll get to see your very | |This marker ensures these |
|
|
| own name appear in here along with a | |fanzines are worth writing |
|
|
| review of your fanzine/newsletter! | |about. Accept no imitations |
|
|
`-----------------------------------------' `----------------------------'
|
|
______________________________________________________________________________
|
|
D I G I T A L P R E S S| P A R A D O X |THE GOOD, THE BAD, AND THE
|
|
DP # 16 | Issue 13 1/2 | 8-BIT
|
|
$1.50 | $1.00 | Issue #5 $1.00
|
|
Joe Santulli | Chris Johnson | Brian Pacula
|
|
44 Hunter Place | 316 E. 11th Ave | 33 Florence Ave.
|
|
Pompton Lakes, NJ 07442 | Naperville, IL 60563 | Mill Valley, CA 94941
|
|
| |
|
|
Wow, Digital Press has |Before I begin the review|Edited and published by
|
|
finally his the 16th ish |for this great issue of |Brian Pacula, and ONLY
|
|
and I can easily say they|PARADOX I will add a tiny|brian Pacula, TG, TB & T8B
|
|
are still leading the |bit of insult to injury. |shows a true attempt at
|
|
competition. After plying|YES PETTIBONE, HERE'S |what one person alone can
|
|
the staples off the zine |ANOTHER FANZINE WITH |do to create and distri-
|
|
to open it, and cutting |FACTS, SOMETHING YOU ONLY|bute a fanzine on their
|
|
myself in 2 spots the 1st|SEEM TO HAVE A PROBLEM |own. Your effort is truly
|
|
thing that hit me was the|WITH WHEN I PUBLISH THEM.|applauded, Brian. This zine
|
|
great art which Joe drew |SEXIST ARE WE? JUST A |covers all systems and
|
|
portraying Clay Fighters |LITTLE? GET YOUR LIFE TO-|makes key point observa-
|
|
own larger than life "Bad|GETHER. SUPER EFFECT WAS |tions when it comes to VG
|
|
Mr. Frosty" towering over|ONLY A FANZINE, NOT SOME-|companies pushing games or
|
|
a pile bodies. I knew I |THING FOR YOU TO TRY TO |just simply being idiots
|
|
had to investigate |CREATE A FIGHT OVER. IF |for doing something bad.
|
|
further. Digital Press |YOU WANT TO COMPLAIN |What is written is good
|
|
covers virtually every |ABOUT PRINTING FACTS, YOU|reading, but the fanzine in
|
|
corner of the Video Game |HAVE AN AWFUL LOT OF |whole looks a bit plain.
|
|
world, even the old Atari|PEOPLE TO COMPLAIN TOO. |Find a way to use paper
|
|
systems. DP knows when to|GIVE UP THE IMMATURITY, |space wisely, cause there
|
|
get serious, and also |CUZ NO ONE'S LISTENING TO|is a lot of extra space.
|
|
knows how to amuse and |YOU ANYMORE. |The MK2 coverage was quite
|
|
get the interests of | |readable, and should be
|
|
gamers, as shown in |This was my first issue |looked into by MK2 fans.
|
|
"Bonus Points". All games|of Paradox I've ever got-|There were 16 games re-
|
|
reviewed in DP seem to be|ten and I was impressed |viewed, and all used common
|
|
well organized and to-the|right from the start. The|sense and some humor when
|
|
-point. (Mr. Pettibone, |cover featured SF II |it's needed.
|
|
DP gets VERY technical in|characters -vs- MK chara-|
|
|
some areas, who only |cters. Excellent job. |The Good, the Bad, and the
|
|
bitch to Jan when she |There are tons of news |8-Bit is a true example
|
|
gets technical?) The |and opinion columns for |that you should not judge
|
|
Science Lab Report was |everyone. Most of the |a book by its cover. There
|
|
interesting, but I'd |opinions hit right on the|is a lot inside for many
|
|
rather stick to buying |nail with my own views. |gamers. It IS worth
|
|
the $20 converter instead|Do we think alike? |checking into!
|
|
of taking my Genesis |(Ed note: Be afraid, be |
|
|
apart. The only things |VERY afraid!) Send in yer|
|
|
missing in DP16 were the |dollar for a sample ish |
|
|
Fanzine reviews? Did they|for you shall not be |
|
|
vanish? Ish 16 was 30 |disappointed. I click my |
|
|
pages and well worth the |heels for you! |
|
|
buck-fifty. I can't wait | |
|
|
for #17! Excellent work! | |
|
|
------------------------------------------------------------------------------
|
|
|
|
|
|
Nintendo Of America
|
|
To Stay Out of CD-ROM Market
|
|
|
|
Nintendo of America Inc., opting to stay out of the burgeoning CD-ROM
|
|
entertainment market for now, said its next-generation video-game machine
|
|
will continue to play cartridges, The Wall Street Journal reported.
|
|
|
|
The 64-bit game system, code named Project Reality, is being developed by
|
|
Nintendo and Silicon Graphics Inc. It is set to debut in arcades during the
|
|
fourth quarter, followed by a world-wide launch to homes next year. Nintendo
|
|
said the home machines would be brought to market for under $250.
|
|
|
|
Project Reality will replace Nintendo's current mainstay player, a 16-bit
|
|
machine called the Super Nintendo Entertainment System. Nintendo said Project
|
|
Reality is so powerful that it will contain five to six times the memory of
|
|
the current 16-bit Nintendo games, allowing for superior graphics, sound and
|
|
music.
|
|
|
|
Nintendo officials said they considered using machines based on CD-ROM, as do
|
|
their competitors 3DO Co. and Sega of America Inc., but concluded that
|
|
cartridge-based games would run faster. The $6 billion-a-year U.S. video-game
|
|
industry remains dominated by cartridge-based machines produced primarily by
|
|
Nintendo and Sega.
|
|
|
|
"The cartridge format is the only proven method," Peter Main, vice president
|
|
of marketing for Nintendo of America, said in a statement. "CD-ROM, at this
|
|
stage of the game, is too slow..." Main added that the cartridge format would
|
|
help keep down prices so the new players can sell well in the mass market.
|
|
|
|
Main indicated Nintendo would continue to evaluate CD-ROM technology, and has
|
|
designed Project Reality to accommodate a potential CD-ROM accessory.
|
|
|
|
The previous article was taken from COMPANY NEWS, Prodigy Interactive Service.
|
|
|
|
______________________________________________________________________________
|
|
|
|
|
|
|
|
NINTENDO
|
|
CODENAME: "PROJECT REALITY"
|
|
TARGET SPECIFICATIONS TO DATE
|
|
|
|
Nintendo has been working with Silicon Graphics Inc. secretly for several
|
|
months before the public announcement of a 64-bit home unit. We've all heard
|
|
the basic specifications over and over again from magazines and such, but
|
|
we have uncovered the specifications set for "Project Reality" effective since
|
|
January 3rd. Keep in mind that they have drastically altered the SNES CD specs
|
|
before (and the SNES CD was a no-show). It's possible Virtual Reality's specs
|
|
could change as well.
|
|
|
|
PHYSICAL DIMENTIONS: Undetermined
|
|
|
|
VIDEO RESOLUTION: -1024 x 768 max
|
|
-can display true 24-bit images
|
|
-palette of 16,770,000 simultaneously
|
|
|
|
PORT OPTIONS: -Cartridge based unit
|
|
-Cartridge port assembled to support add-on machanism(s)
|
|
-2 expansion slots for future add-on mechanisms
|
|
-2 controller ports
|
|
-MPEG-2 compatible
|
|
|
|
CONTROLLERS: -Undetermined
|
|
|
|
CPU: -64-bit RISC data path
|
|
-contains 7 coprocessors
|
|
|
|
CLOCK SPEED: -system calculated at 100.58 MHz
|
|
|
|
MEMORY: -4 megabytes of RAM (total)
|
|
|
|
AUDIO: -Stereo 16-bit PCM
|
|
-Sampled at 44.1 KHz
|
|
|
|
VIDEO OUTPUT: -RF
|
|
-S-video
|
|
-Composite Video
|
|
-HDTV compatible
|
|
|
|
OTHER SPECIAL FEATURES: -Textured mapping, Morphing, Scaling/Rotation
|
|
-Skewing (distortion)
|
|
-Shading from various light sources
|
|
-transparency
|
|
-Unlimited sprite size
|
|
-MIPS engine contains 7 coprocessors
|
|
-Video exceeds NTSC and PAL standards (HDTV compatible)
|
|
-Can handle over 100 MIPS and MFLOPS (floating points)
|
|
in one second
|
|
-Can generate over 100,000 polygons/second
|
|
-Utilizes NEWLY developed on-board video/audio
|
|
compression which compresses 16 megabit ROM chips
|
|
(2 megabytes) into 80-96 megabit ROM chips
|
|
(10-12 megabytes)
|
|
|
|
WEIGHT: -Undetermined
|
|
|
|
AVAILABLE: -3rd Quarter 1995
|
|
|
|
PRICE: -around $250
|
|
|
|
EDITOR'S NOTE: Wow, now these are really impressive specifications. What I
|
|
find more interesting than anything else is the new data compression that
|
|
this unit will support. 16 meg carts (2 megabytes) can be transformed into
|
|
80 to 90 meg carts (10-12 megabytes). That is incredible compression. But as
|
|
we all know, Nintendo, Capcom, and other companies are using not only 16 meg
|
|
chips, but also 20 megs, 24 megs, and in a few months, even 32 meg chips.
|
|
A 32 meg chip (4 megabytes) can be transformed into an *AMAZING* 160 to 182
|
|
megs! That is 20 to 24 megabytes! And the best part is that we only pay
|
|
for the actual size of memory the chip holds when NOT compressed. For
|
|
example, 16 meg games cost in the neighborhood of $65 today. Even though
|
|
Project Reality's 16 meg chips can hold up to 6 times the amount of a
|
|
normal 16 meg game, we aren't charged any more because we only pay for the
|
|
16 meg chip! So games will easily be in the same price area as they are
|
|
today. I can't wait!
|
|
|
|
Yes Nintendo fans, Project Reality WILL BE a reality! No and's, if's, but's,
|
|
or or's! We were sent a copy of a statement which shows Nintendo purchasing
|
|
2.6 million RISC processors from NEC, and another statement showing Nintendo
|
|
purchasing the same amount of RISC processors from Toshiba. Nintendo wouldn't
|
|
buy all these high-tech chip for nothing, my friends! They have something
|
|
cooking and in the works! No bullsh!t!
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
|
|
--TOP TEN VIDEO GAME CHARACTERS THAT MAKE GOOD COUPLES--
|
|
|
|
10) E. Honda and the fat Lady in Death Valley Rally
|
|
|
|
9) Mario and Fox McCloud (Nintendo just loves how their own characters...
|
|
nevermind.)
|
|
|
|
8) Sonic and Blanka (who knows...that animalistic instinct they have...)
|
|
|
|
7) Sonya and Princess Zelda (bitches with attitude)
|
|
|
|
6) Ripley and Sagat (It's the bald head thing...)
|
|
|
|
5) Captain Hook and Ronald McDonald (yeah...he's in a game!)
|
|
|
|
4) Little Mermaid and Aladdin
|
|
|
|
3) Mega Man and Roll the Housekeeping Robot
|
|
|
|
2) Barney and Grimace (ya know, that purple Hershey Kiss thing from Mc
|
|
Donalds)
|
|
|
|
1) Cammy and Chun Lee
|
|
|
|
______________________________________________________________________________
|
|
__ ______ _ _ _ ______ _ _ _____
|
|
| \ | ____| \\ // | | | ____| \ \ / / / ____|
|
|
| O | | |__ \\ // | | | |__ \ \ /\ / / | /___
|
|
| / | __| \\ // | | | __| \ \/ \/ / \____ \
|
|
| |\ \ | |____ \\// | | | |____ \ /\ / _____| |
|
|
|_| \ \_|______|_____\/_____|_|_|______|_____\/__\/_____\_____/__
|
|
\___________________________________________________________|
|
|
|
|
_____________________
|
|
////YOSHI'S SAFARI\\\\\ GRAPHICS: 6 GAME PLAY: 6
|
|
\\\\ BY: NINTENDO ///// SOUND: 5 FUN: 6
|
|
---------------------
|
|
$39.95 SHOOTER OVERALL: 5.75
|
|
SUPER NINTENDO
|
|
|
|
My GOD does this game suck! Here is a good game for the young kids, but
|
|
for the teens...BLAH! It has a beginner's challenge to it, which leaves
|
|
the many avid players sending it back to the store that actually had the
|
|
guts to sell it. Man, the S.Scope 6 is in trouble (always was), unless
|
|
someone does something FAST!
|
|
|
|
You have the honor of riding on Yoshi's back, shooting your way through
|
|
a countless number of bad guys and enemies, like Koopas, Goombas, and
|
|
boss characters. You cannot control Yoshi's speed or direction, you just
|
|
get to jump every now and then...Well whoop-de-do! Besides that, you just
|
|
pull on that SS6 trigger and blast the enemies. I don't know about most,
|
|
but I beat this game the first time playing it. The Scope has a turbo
|
|
button for god sakes, anyone could win!
|
|
|
|
The graphics weren't much to speak for. There's plenty of Mode 7 keeping
|
|
your moves steady and smooth. And the backgrounds were somewhat colorful
|
|
and they consist of some such as a beach, and an underworld forest.
|
|
|
|
The sound...zzzz. Another bad part of the game. All you hear is some
|
|
reward music between stages but during the actual game, all you hear is
|
|
your own gun and menacing sound effects.
|
|
|
|
This one is not recommended for anyone over the age of 11, or a gamer
|
|
with anything better than a beginner's level. NIntendo made a nasty no-
|
|
no with this one. Luckily I only rented, and this shows that ever the
|
|
major video game giants can make big mistakes.
|
|
|
|
______________________________________________________________________________
|
|
|
|
_____________________
|
|
///ROAR OF THE WOLF\\\\ GRAPHICS: 9 GAME PLAY: 8
|
|
\\\\\BY: SUNSOFT/////// SOUND: 8 FUN: 4
|
|
---------------------
|
|
$49.99 ACTION OVERALL: 7.25
|
|
GENESIS
|
|
|
|
The first thing you notice when you turn on the power is that you are
|
|
captivated by the sights and sounds that appear on your TV, BUT that's
|
|
all you get to be enchanted about cause the fun sucks.
|
|
|
|
You play as the beast and you fight your way through your palace, a snow
|
|
covered forest, and across the rooftops for the final showdown with
|
|
Gaston.
|
|
|
|
The game play is actually fairly straight forward. You move from one end
|
|
of the level to the other, killing all of the enemies you encounter
|
|
along the way. (Really, you do!) The Beast has a nice variety of moves
|
|
you can choose from, such as crouching attacks, or standing. Easy to
|
|
control with a few tries.
|
|
|
|
The graphics truly stand out in front of anything else. They capture
|
|
the feeling of the Disney classic, for sure. And the backgrounds are
|
|
incredible with lots of details and color.
|
|
|
|
The sound is pretty good with nice tunes and well done grunts, groans,
|
|
and growls of the Beast.
|
|
|
|
The fun of the game...well, it certainly leaves something to be desired.
|
|
It's the only flaw that's keeping the game from a VERY nice overall
|
|
score. Great game for the experts in the family.
|
|
|
|
______________________________________________________________________________
|
|
|
|
|
|
_____________________
|
|
//////CYBERMORPH\\\\\\\ GRAPHICS: 7 GAME PLAY: 9
|
|
\\\\\\\BY: ATARI/////// SOUND: 6 FUN: 7
|
|
---------------------
|
|
PACK-IN SHOOT-EM-UP OVERALL: 7.25
|
|
JAGUAR
|
|
|
|
I started playing this game, and am image came to me. I saw Star Fox in
|
|
the back of my mind. Like Star Fox, CyberMorph is a giant polygon flight
|
|
fest with lots of strategy and action.
|
|
|
|
CM is a space craft game where you are the pilot and you must collect
|
|
pods filled with scientific equipment scattered all over the galaxy. You
|
|
fly through 5 sectors with 8 planets to get them.
|
|
|
|
The polygon graphics are not striking, but beats the crap out of Star Fox
|
|
in a mean way. With Star Fox, you fly in one direction...forward. In CM,
|
|
you fly in ANY direction giving the illusion of a "spacious" environment.
|
|
The smooth, fluid control is an added plus..but hey, they keypad thing
|
|
feels awkward.
|
|
|
|
The game play requires a nice amount of strategy, dodging, mountains,
|
|
neutral enemies, and hostile space crafts, Again, very nice, smooth play.
|
|
|
|
The game includes a password option after each sector, but even that is
|
|
tough to accomplish because of the difficulty of the game.
|
|
|
|
CM's music and sound effects are neither excellent or awful. The cool
|
|
title track will help set the mood the most, but during the actual game
|
|
play all you get are bullets, explosions, and engine roars.
|
|
|
|
CM is certainly a challenging game, and if you love strategy shoot-em-up
|
|
style games, you may want to check into CyberMorph for the Atari Jaguar.
|
|
|
|
______________________________________________________________________________
|
|
|
|
|
|
_____________________
|
|
/////////DUNE\\\\\\\\\\ GRAPHICS: 8 GAME PLAY: 8
|
|
\\\\\\BY: VIRGIN/////// SOUND: 8 FUN: 6
|
|
---------------------
|
|
$62.99 ADVENTURE OVERALL: 7.5
|
|
SEGA CD
|
|
|
|
Using a 1st person perspective you play as Paul Atreides. The Emperor
|
|
has sent you and your family to the planet Arrakis (aka Dune) to mine
|
|
spice. With the magical powers of the spice, whoever controls the spice
|
|
can control the world!
|
|
|
|
The Harkonnens (evil guys) are also on the planet mining the spice. Your
|
|
job is to fight these men for control of Dune and help the Fremen
|
|
achieve their dream of turning Dune into a flourishing planet.
|
|
|
|
The action in this game is very low. With little confrontation you can
|
|
easily collect vital supplies and finish your mission.
|
|
|
|
The graphics of Dune are something to see. The 3d sequences stand out
|
|
giving great cinematic sequences and hot textured mapping.
|
|
|
|
The sound effects and music are very good too, as they are with most
|
|
CD games. The music sound track has a nice variety and mixes with the
|
|
action well. Speech helps bring life to the game, but sounds off beat
|
|
at times with common words.
|
|
|
|
At times, you may end up falling asleep during the game while the game
|
|
unfolds.
|
|
|
|
All Virgin brought to this game was graphics and sound...the fun is not
|
|
great, but not too bad, either.
|
|
|
|
______________________________________________________________________________
|
|
|
|
|
|
_____________________
|
|
///////CLAYMATES\\\\\\\ GRAPHICS: 8 GAME PLAY: 8
|
|
\\\\\BY: INTERPLAY///// SOUND: 8 FUN: 8
|
|
---------------------
|
|
$ N/A ACTION OVERALL: 8
|
|
SUPER NES
|
|
|
|
Claymates is a unique sidescroller from Interplay that is quite easy to
|
|
get used to. Like Clay Fighter, Claymates uses actual claymation. You
|
|
start out as a ball of clay, and as you find other colored balls of
|
|
clay you turn into one of the five animals which include a mouse, cat,
|
|
fish, bird, and a gopher. Each animal has his own weapons and weaknesses.
|
|
|
|
The graphics are impressive at times furing the game...certainly
|
|
something to experience for yourself. The game is 5 levels long and they
|
|
are somewhat challenging. The drawback in the graphics are the back-
|
|
grounds. Nothing special about them. They are really basic looking.
|
|
|
|
Claymates has fun music and sound effects but I started to go a nuts
|
|
listening to repetitive kiddie music after a while.
|
|
|
|
Besides the backgrounds and annoying-at-times music, the game has a
|
|
nice future for it. You can move with reasonable agility, but the jumps
|
|
aren't always on target like you'd hope. Luckily for ya there are un-
|
|
limited continues.
|
|
|
|
The game was made with the younger gamers in mind, but Interplay does
|
|
not lack a good challenge. You'll find Claymates fun to play, but don't
|
|
expect any eye opening graphics or new programming tricks. Certainly a
|
|
game to rent. I'm glad I didn't buy it, to be honest.
|
|
|
|
|
|
______________________________________________________________________________
|
|
|
|
|
|
____________________
|
|
/WWF RAGE IN THE CAGE\ GRAPHICS: 8 GAME PLAY: 8
|
|
\\\\\\\\ARENA///////// SOUND: 9 FUN: 8
|
|
--------------------
|
|
$ N/A SPORTS OVERALL: 8.25
|
|
SEGA CD
|
|
|
|
Acclaim is the first company to produce a wrestling game for the Sega
|
|
CD. The game can be very fun if you don't mind waiting for the match to
|
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start.
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Basically the idea is the same as it is with any other wrestling game;
|
|
kick the crap out of your opponent or BE kicked. The game is very
|
|
similar to the SNES Royal Rumble cart. The Sega CD game gives you a
|
|
selection of 20 wrestlers, all with their unique finishing moves. The
|
|
graphics look basically the same as the cart versions, but the added
|
|
twist is the Full Motion Video clips.
|
|
|
|
The sound is something all video game wrestling fans have been waiting
|
|
for. The CD contains the theme music of each included wrestler and the
|
|
bumps and thuds are cool too.
|
|
|
|
If you own a previous WWF wrestling game, the controls may seem
|
|
familiar. But if you are new to wrestling games, hope you game some
|
|
extra time to practice cuz you'll need it if you want to win. A six-
|
|
button controller will help.
|
|
|
|
If you've played other wrestling games, there is nothing super-
|
|
different or noteworthy to pass on to you because it's basically the
|
|
same as the rest, only improved sound.
|
|
|
|
The major drawback in the game for me was the long pauses and frequent
|
|
breaks in the game. Isn't it typical for a Sega CD game? One good thing
|
|
is the option to wrestle ina steel cage...can you reach the outside
|
|
before your opponent?
|
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|
|
------------------------------------------------------------------------------
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|
|
SUPER EFFECTS WRAP-UP!
|
|
|
|
I'd like to thank Mike for giving me this space to wrap up everything
|
|
happening in Super Effects, my old fanzine being taken over by GAME
|
|
GURU, with was a mailed-out fanzine.
|
|
|
|
To start off I am going to make it clear how immature Sean Pettibone is,
|
|
no matter how cool some think he is, or how much you like him. Remember,
|
|
this is MY editorial, and Mike or any other Game Guru staff member has
|
|
nothing to do with this article and what I may say.
|
|
|
|
Pettibone, like I said, you are obviously immature when it comes to
|
|
confrontation. Junk mail like you's sent means nothing, as did any of
|
|
your letters. You ant nothing more than the last word in ANY situation
|
|
and you think you are macho to try and get away with it. Not gonna work
|
|
sweetie. I don't get mad OR EVEN, I just print it the way I see it. You
|
|
said so yourself to Mike that trying to get under everyone's skin is
|
|
your goal, it's what you always do. Well, see, that's where you're only
|
|
fooling yourself because you can send all the junk mail you want, all the
|
|
bad reviews you want and you simply CANNOT even begin to annoy any of us
|
|
because we know that's what you are purposely trying to do. Nice try,
|
|
but you lose. Contrary to anything you think, Super Effects was a VERY
|
|
respected fanzine, as will Game Guru. 'Nuff said. I wouldn't complain
|
|
how boring you think SE#3 was cause your last fanzine was a real snoozer
|
|
too, to say the least. And some others I showed the zine to thought the
|
|
same thing. It's obviously not as great as you think it is.
|
|
|
|
I hear you've been trying to call me, honey. Sorry, but I'm having an
|
|
affair with the milkman. Hope this doesn't hurt our relationship.
|
|
|
|
Mike run S.E? Hehe, good one P-bone. It was 50/50 down the middle for
|
|
issue #3. Other than that, I was running it. Chow darling, it was fun.
|
|
Have a splendid life, and get help for that bed wetting problem (Strange
|
|
how YOU have these kinds of fliers).
|
|
|
|
Ha, and as for your claim to me taking info from magazines, yawwwn.
|
|
We've said all along it's all from our computer connections to Nintendo
|
|
IBM, AOL, Prodigy, and others. You are not one to talk about drawings
|
|
from magazines, because your own fanzine is FILLED with them. That's the
|
|
biggest contradiction I've heard from you, and the longest one I've
|
|
laughed at. In my book, YOU aren't 'for real' because you are a joke.
|
|
Gee are we sexist, Sean? LOTS of other fanzines print FACTUAL information
|
|
rather than just opinion articles. What point is there to only TRY to
|
|
annoy me and no one else ever hears from you? Like I said, the only thing
|
|
you are good for is a laugh. Love the way you tried to annoy me, but
|
|
unfortunate for you, you FAILED.
|
|
|
|
All questions unanswered for TUNE-UP have been asked in the interview
|
|
conducted by MIke with out Nintendo Man, All other mail has been
|
|
answered privately through U.S. Mail. (TONS of letters!)
|
|
|
|
(Sigh) Well, I can't think of too much else to say right now that I
|
|
haven't covered in the last issue of Super Effects. I hope you all made
|
|
SOME use out of the Game Genie codes brought to you by Galoob. Adios
|
|
people (and Sean)!
|
|
|
|
______________________________________________________________________________
|
|
|
|
DID YOU KNOW....
|
|
|
|
- The reason the shape of the SNES - One out of 15,000 video gamers
|
|
carts changed was so that the show AT LEAST ONE sign of
|
|
Game Genie "could not be used epileptic seizure during game
|
|
properly?" play?
|
|
|
|
- Atari is suing Sega for program- - The Jaguar's limited release
|
|
ming infringing on some horizon- was more like a meow than a
|
|
tal scrolling techniques Atari mighty roar? (Ed note:Not true)
|
|
patented?
|
|
- Vanna White, Cindy Crawford,
|
|
- The Jaguar is outselling the 3DO and Christina Applegate have
|
|
almost 10:1? X-rated GIFs circulating the
|
|
U.S?
|
|
|
|
______________________________________________________________________________
|
|
|
|
NINTENDO TAKES A RUN FOR THE BOARDER
|
|
|
|
Nintendo fo America said it will lay off 136 workers,
|
|
close manufacturing operations here and move hardware
|
|
and software production for the Latin American markets
|
|
to Mexico.
|
|
|
|
In a press release, the company said Latin American
|
|
markets have grown rapidly and the best way to serve
|
|
those areas is to transfer manufacturing to Mexico.
|
|
|
|
The company said it would have made the move even without
|
|
NAFTA. The layoffs represent about 9% of Nintendo's 1,500
|
|
employees in it's U.S. headquarters.
|
|
______________________________________________________________________________
|
|
|
|
SEGA TEAMS WITH MICROSOFT
|
|
|
|
The Wall Street Journal reported that Sega said Microsoft will develop
|
|
software for its next-generation game machines, an alliance bringing closer
|
|
to reality the much heralded convergence of personal computers and video
|
|
game machines.
|
|
|
|
Microsoft will develop an original operating system for Saturn. Operating
|
|
systems control the basic functions of computers, making them easier to use
|
|
and to program by providing a layer of user-friendly commands between a
|
|
computer's hardware and the user.
|
|
|
|
Adding an OS to the Saturn may make it easier for game developers to write
|
|
software for the machine. it also might give the Saturn a ability to serve
|
|
as a so-called set-top box, a piece of hardware that someday may serve as a
|
|
control for suchmultimedia functions as interactive television.
|
|
|
|
The new alliance could pose longer-term risks for Sega. By allowing Micro-
|
|
soft to control its operating system, Sega may be opening the door to
|
|
erosion of its proprietary game-hardware standard; the main source of its
|
|
huge profits.
|
|
|
|
______________________________________________________________________________
|
|
|
|
---QUICK PICKS---
|
|
-Matt Lucas
|
|
|
|
Hi, I'm Matt Lucas. Some of you may remember me from Super Effects. I used
|
|
to write game reviews for the fanzine before it got canned. Well, now that
|
|
the fanzine is totally different, I'm turning over a new leaf and am going
|
|
to write even more! So that means you'll all get a double, maybe even a
|
|
triple dose of me, Matt! Well, this is my new opinion column. Here I will
|
|
give you my top five video game picks to do well, and to suck. You don't have
|
|
to agree, just read it. So here we go...
|
|
|
|
FUTURE GOOD GAMES
|
|
|
|
|
|
1. MEGA MAN X -(SNES)
|
|
This game will be one of the best games of '94. Mega man is finally brought
|
|
to the beautiful world of 16-bit. being that this is Mega Man's first 16-bit
|
|
adventure, it will draw immense curiosity. Video game fans of all ages will
|
|
love it. Great graphics, action and all new story line will make this game a
|
|
must get, and a best seller!
|
|
|
|
2. SONIC 3 -(Genesis)
|
|
Another chapter is added to the Sonic saga. In this one, the story is
|
|
basically the same as number one and two. But Sonic has a new look in this
|
|
installment. The new look makes him much more 3-dimensional and gives him and
|
|
Tails more animations. The backgrounds are improved also. This one's a lot more
|
|
faster and fun, so like it or not, Sonic's back again in his 3rd adventure,
|
|
(aside from Sonic Spinball) and it will do very well.
|
|
|
|
3. DRAGON'S LAIR -(Sega CD)
|
|
If you loved Dirk's world in the arcades years ago, you're going to love
|
|
this one even more! Believe it or not, the new Sega CD version could be even
|
|
better than the old laser disc classic! Everything has been translated
|
|
exactly. No more long pauses between scenes in this one, Sega has drastically
|
|
reduced all the problems you could possibly think of. Good job Sega!
|
|
|
|
4. WWF RAGE IN THE CAGE -(Sega CD)
|
|
We have another Sega CD game on picks! When you first look at the action on
|
|
this game, it looks like an exact replica of WWF Royal Rumble, but it's not
|
|
at all! It has excellent video animation screens and the action is even
|
|
faster! it's very realistic too. For instance, you can't bodyslam Yokozuna.
|
|
WWf fans aren't the only one's who'll make this one great!
|
|
|
|
5. SUPER METROID- (SNES)
|
|
Even though very little is known about the future SNES megahit, Mike's
|
|
friend Roger at Nintendo has told us a lot! And by the sound of it, this will
|
|
literally be the biggest SNES game yet. it's going to be 24 megs. We'll keep
|
|
you posted, so stay tuned!
|
|
|
|
|
|
FUTURE SUCK GAMES
|
|
|
|
|
|
1. CLAYMATES -(SNES)
|
|
This game is just plain stupid! Stupid story, stupid...everything! The
|
|
graphics are good, and that's it. If you thought Clay Fighter sucked...
|
|
nevermind. Bad job by Interplay!
|
|
|
|
2. GOOFY'S HYSTERICAL HISTORY TOUR -(Genesis)
|
|
They got one thing right, it's goofy! I mean, what the Hell is this? He's
|
|
a janitor in a museum and he's got to clean stuff. Wow, fun. Only stupid
|
|
who buy games for the names will want this one.
|
|
|
|
3. BRAM STOKER'S DRACULA -(Sega CD)
|
|
The movie sucked except for a couple parts, but this whole game bites! The
|
|
only good thing about this is the occasional video animation screens, but
|
|
that's not enough to excuse the rest of the game. I don't think that Bram
|
|
Stoker would've wanted to make this a video game, I didn't.
|
|
|
|
4. THE INCREDIBLE CRASH DUMMIES -(Genesis)
|
|
Another thing that shouldn't have been made into a video game. Just look
|
|
for yourselves! The cinema screens aren't good either.
|
|
|
|
5. MARIO'S TIME MACHINE -(SNES)
|
|
This game's a major suck-a-thon! If you're older than 8, you'll hate it.
|
|
This will do very poorly, for it's very repetitious. If you want to learn
|
|
something, get this game.
|
|
|
|
______________________________________________________________________________
|
|
|
|
SUBSCRIPTION INFORMATION:
|
|
GAME GURU is published whenever I feel like making it and sending it. GAME
|
|
GURU is absolutely free of charge, but you MAY be charged for the download
|
|
time onto your computer, depending on the service you are downloading from.
|
|
The average distribution of GAME GURU is one issue every other month. No
|
|
guarantees.
|
|
|
|
NOTICE:
|
|
GAME GURU- copyright 1994 by Michael Hrusecky. All Right Reserved. All
|
|
systems, names, games, etc. are property of their respective copyrights and
|
|
companies are are not necessarily associated with GAME GURU. GURU articles
|
|
are the opinions of their respective author and have no connection with the
|
|
opinions of other GURU staff members, or companies mentioned herein.
|
|
|
|
GAME GURU is compressed using PKZIP and MAY contain more than one file when
|
|
decompressed. Any version of PKUNZIP will "inflate" all of GAME GURU's
|
|
files, which use the ASCII format.
|
|
|
|
A printed form of GAME GURU is NOT currently available.
|
|
|
|
____ _____ ________ _________
|
|
/ ____ \ / \ / _ _ \ | _______|
|
|
| | |_| | ___ | | | | | | | | |
|
|
| | ___ | |___| | | | | | | | | ---,
|
|
| | |_ | | ___ | | | | | | | | ---'
|
|
| |____| | | | | | | | | | | | | |_______
|
|
\______/ |__| |__| |__| |__| |__| |_________|
|
|
|
|
____ __ __ _____ __ __
|
|
/ ____ \ | | | | | __ \ | | | |
|
|
| | |_| | | | | | | | | | | | |
|
|
| | ___ | | | | | |__| / | | | |
|
|
| | |_ | | | | | | _ \ | | | |
|
|
| |____| | | |__| | | | \ \ | |__| |
|
|
\______/ \______/ |__| \__\ \______/
|
|
|
|
(c) 1994. All Rights Reserved.
|