10073 lines
403 KiB
Plaintext
10073 lines
403 KiB
Plaintext
Atari/Atari Games VaxMail 1989 Jed Margolin
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___________________________________________________________________________
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From: KIM::HALLY 3-JAN-1989 09:01:01.61
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To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
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CC:
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Subj: S.T.U.N. TEAM
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last update: 1/3/89
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Project: S.T.U.N. RUNNER (571)
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Planned Field Test: FEB. 89
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Planned Finished Goods Assy. JUNE 89
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Project Leader: MIKE HALLY
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Programmer(s): ED ROTBERG
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ANDY BURGESS
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Engineer: JED MARGOLIN
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Technician: GLENN MCNAMARA
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Video Animator(s): SAM COMSTOCK
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WILL NOBEL
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KRIS MOSER
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Audio Designer(s): BRAD FULLER
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DON DIEKNEITE
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Product Designer(s): TBD
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Team Leader: JOHN RAY
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___________________________________________________________________________
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From: BERT::GROSSMAN 3-JAN-1989 15:05:13.49
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To: RAINS,MOORE,DOWNEND,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,MCNAMARA,COMSTOCK,NOBLE,MOSER,BRAD,DIEKNEITE,GROSSMAN
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CC:
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Subj: S.T.U.N. Runner Meeting
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Wednesday, Jan. 4
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10:30 a.m.
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Central Conference Room
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S.T.U.N. Runner Marketing Meeting
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called by Jerry Momoda
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___________________________________________________________________________
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From: BERT::BROWN 3-JAN-1989 18:20:32.25
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To: @SYS$MAIL:EVERYBODY,BROWN
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CC:
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Subj: NEW HIRE
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JIM PETRICK JOINED ATARI GAMES TODAY AS A SR. SYSTEMS ENGINEER IN
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DAVE SHEPPERDS GROUP. JAMES COMES TO US DIRECTLY FROM INTERLINK COMPUTER
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SCIENCES IN FREMONT, BUT HAS ALSO WORKED FOR LAWRENCE LIVERMORE LABS IN
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LIVERMORE AND GENERAL SYSTEMS, INC. IN CLEVELAND, OHIO.
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JAMES' NEW "HOME" IS IN THE CUBICLE ACROSS FROM STEVE SUTTLES OFFICE. STOP
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IN, INTRODUCE YOURSELF, AND WELCOME HIM.
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HUMAN RESOURCES
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___________________________________________________________________________
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From: KIM::SUTTLES "Talk data to me..." 4-JAN-1989 13:15:36.80
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To: @sys$mail:everybody,SUTTLES
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CC:
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Subj: My retirement from the Facilities Department
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I've had my duties reorganized, and am no longer able to spend the
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time supporting Facilities that I have thus far. Instead, I'm going to be
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doing more computer programming, which is (theoretically) why I am here.
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This message is intended to let you know who to talk to when you would have
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looked for me.
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For any kind of telephone or terminal problems, contact Dennis Nale
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through the operator. The operator will be able to resolve some of the phone
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problems herself; those that she can't cure will be passed on to Dennis.
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For changes in Schlage access, contact Sandy Brown.
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For other facilities-related questions, talk to Bob Frye. This includes
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anything that doesn't work right except for telephones and terminals.
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Thanks for your understanding and cooperation.
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sas
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___________________________________________________________________________
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From: BERT::BROWN 5-JAN-1989 11:47:42.31
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To: @SYS$MAIL:EVERYBODY,BROWN
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CC:
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Subj: A REHIRE
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FRANK COSENTINO HAS REJOINED OUR RANKS AS A MIDWESTERN SALES REP., WORKING OUT
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OF ILLINOIS. FRANK ORIGINALLY STARTED WORKING FOR ATARI IN OCTOBER 1986. HE
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LEFT LAST YEAR BECAUSE OF PERSONAL REASONS.
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LOOK OUT WORLD, FRANKIE IS BACK!
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___________________________________________________________________________
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From: GAWD::HALLY 5-JAN-1989 13:34:43.83
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To: @[HALLY]STUN
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CC:
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Subj: STATUS
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STUN RUNNER
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STUN RUNNER
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GAME DEVELOPMENT STATUS STUN RUNNER
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DATE: JAN 6, 89
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PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
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LAB: STUN RUNNER (MULTISYNC)
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EXT: 1727 OR 1720 NUMBER : 571
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TEAM NU
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| | SCHEDULE or | MISSED DATES |
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| | <OCCURANCE> | |
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------------------------------------------------------------------------
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PROJECT START: < 2 MAY 88>
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1ST REVIEW: < 6 JUL 88> 8 JUL 88
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MULTISYNC PCB DEBUGGED < 1 AUG 88>
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2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
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3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
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FOCUS GROUP: < 22 NOV 88> 16 NOV 88
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4TH REVIEW: 20 JAN 89 13 JAN 89
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FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!!
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PROD RELEASE: 19 APR 89
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FGA: 4 JUN 89
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ACTION ITEMS:
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1. HAD HARDWARE MEETING WITH STUN/DRIVER GROUP. DECIDED TO KEEP
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MAIN AND ADSP BOARDS THE SAME. (STUN WILL STUFF LESS PARTS)
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2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR. (512 x 240)
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MONITOR SIZE IS STILL A BIG QUESTION TO BE SORTED OUT.
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3. A NEW UP TO DATE PROJECTION OF THE STUN HARDWARE COST IS
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REQUIRED TO HELP DETERMINE MONITOR QUESTION.
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4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING
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ISSUE WHICH MUST BE ADDRESSED ASAP. A HI-LOW SPEED SHIFTER
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IS GOING TO BE TRIED IN ADDITION TO FLIGHT CONTROL VS. JOYSTICK.
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5. WE DISCUSSED THE RESULTS OF THE FOCUS REPORT ON 1/4/89.
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6. MIKE JANG IS STARTING AN UPRIGHT CABINET CONCEPT BUT MONITOR
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ISSUE NEEDS TO BE DECIDED ON.
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7. WE HELD AN ANIMATOR-FIELD TEST SUPPORT MEETING ON 1/4/89.
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8. 4 TH. REVIEW PUSHED BACK ONE WEEK TO 1/20/89.
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9. MIKE IS WORKING ON A DETAILED WRITE-UP OF GAME GOAL.
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10. ANDY IS WORKING ON A NEW EDITOR FOR ME.
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11. ED IS JUST WORKIN......."I BE WORKIN BOSS"
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___________________________________________________________________________
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From: BERT::BROWN 6-JAN-1989 15:05:30.27
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To: @sys$mail:everybody,BROWN
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CC:
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Subj: 401-K employer matching for 1989
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We are pleased to announce that we will retain the same Atari
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matching contribution to the 401-K Plan for calendar year 1989 that we had
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in 1988. The matching contribution will work as follows:
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Employee Atari Total
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Contribution Amount Matching Contribution Contribution
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First $ 500 $1,000 $1,500
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Next 3,000 1,500 4,500
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Next 3,813 -0- 3,500
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Totals $7,313 $2,500 $9,500
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This means Atari contributes $2.00 for each $1.00 you contribute up to $500,
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thereafter from $501 to $3,500 Atari contributes $.50 for each $1.00 you
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contribute. Even if you can only contribute $10 per week you get $20 from
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Atari, which means at the end of one year you would have $1,500 in your 401-K
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account. Not bad!
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Please remember that your contributions can be spread over the entire
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calendar year, and that the above matching will apply throughout calendar
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1989. Also, the $7,313 illustrated is the maximum that can be contributed
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by any employee based on 1988's maximum. This amount will be increased for
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1989, and you will be advised of the new maximum amount at a later date.
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This Atari Matching Contribution is effective for 1989 only. A decision on
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Atari's Matching Contribution for 1990 will be made in December 1989.
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Human Resources
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___________________________________________________________________________
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From: SANDY::DAVE 10-JAN-1989 16:17:55.64
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To: @SYS$MAIL:ENGINEER
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CC:
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Subj: ikos pc-clone
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friends and neighbors:
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i am requesting anyone that intends to use the pc-clone that is
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hooked up to the ikos box to please refrain for the next month. i need
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all the disk space for clippy debug purposes. if this poses insurmountable
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hardships come see me and we'll "discuss it". also a policy of backing
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up all pc files to the vaxes will be in effect as of now, on the advice
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of jim morris. so if you have a file on this particular pc, and i need the
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disk space i will assume (after a 2 day grace period) that you have saved
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it to the vax and the pc disk space is fair game.
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i think i have already talked to the appropriate people in
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person, so this is the last warning if anyone in vax land has a comment
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about this policy.
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p.s. i have the keys to this pc if you have a legitimate (as defined
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by me, rich moore,morgan hoff or dave shepperd) need to get on it.
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___________________________________________________________________________
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From: BERT::CAMERON 11-JAN-1989 09:05:46.94
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To: @SYS$MAIL:JUNK
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CC:
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Subj: TV TONIGHT
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Usually I like to recommend watching something (usually a film) of merit
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on broadcast television. Today, however, I would like to suggest a show
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that you should not watch - the Ronnie Reagan farewell Rah-Rah at 6 pm.
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As we all know, he will smile, wave, and chuckle while announcing all
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his great accomplishments in office. (Tripling the deficit, increasing
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taxes, cutting out needed programs, packing the Supreme court, stomping
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on human rights...) If you really must watch television at that hour, I
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could recommend some other shows that won't insult your intelligence as
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much. On channel 2 is "Three's Company", channel 20 is playing "A Team",
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"Hawaii Five-O" is on 36, and if you get channel 40, you can watch "Family
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Ties".
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Actually, there is a good flick on the tube tonight at 8 pm, channel 36.
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It's titled "The Train" with Burt Lancaster and Paul Scofield. It is a
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World War II drama about trying to stop a Nazi train full of France Art
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Treasures. It becomes a personal contest between the two main characters.
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It is good, check it out.
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___________________________________________________________________________
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From: KIM::CYBER 11-JAN-1989 10:07:07.73
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To: @SYS$MAIL:JUNK
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CC:
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Subj: Not a farewell..
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Not to worry... Ronnie will be with us for a long long time.
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He will breath in our pollutants.
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He will run free in our drug tests.
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He will thrive in our deficit.
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He will be reborn in our courts.
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We won't need to miss him, we were all included in his will.
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jfs
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___________________________________________________________________________
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From: BERT::FRYE 11-JAN-1989 11:37:37.67
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To: @SYS$MAIL:EVERYBODY
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CC:
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Subj: BUILDING 675 - GAS SHUTDOWN
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SOMETIME AFTER 2PM TODAY THE GAS WILL BESHUT OFF TO OUR BUILDING FOR ABOUT ONE
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HOUR IN ORDER TO TIE-IN NEW HEATERS. THEBUILDING MAY GET A LITTLE COOL DURING
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THIS TIME BUT WE WILL MAKE EVERY EFFORD
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TO HAVE THE HEAT RESTORED ASAP.
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THANKS, BOB
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___________________________________________________________________________
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From: GAWD::HALLY 12-JAN-1989 11:36:19.57
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To: @[HALLY]STUN
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CC:
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Subj: STATUS
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STUN RUNNER
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STUN RUNNER
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GAME DEVELOPMENT STATUS STUN RUNNER
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DATE: JAN 13, 89
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PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
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LAB: STUN RUNNER (MULTISYNC)
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EXT: 1727 OR 1720 NUMBER : 571
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TEAM NU
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| | SCHEDULE or | MISSED DATES |
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| | <OCCURANCE> | |
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------------------------------------------------------------------------
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PROJECT START: < 2 MAY 88>
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1ST REVIEW: < 6 JUL 88> 8 JUL 88
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MULTISYNC PCB DEBUGGED < 1 AUG 88>
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2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
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3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
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FOCUS GROUP: < 22 NOV 88> 16 NOV 88
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4TH REVIEW: 20 JAN 89 13 JAN 89
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FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!!
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PROD RELEASE: 19 APR 89
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FGA: 4 JUN 89
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ACTION ITEMS:
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1. HAD HARDWARE MEETING WITH STUN/DRIVER GROUP. DECIDED TO KEEP
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MAIN AND ADSP BOARDS THE SAME. (STUN WILL STUFF LESS PARTS)
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DETAILED COST SHEET AVAILABLE UPON REQUEST.
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2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR. (512 x 240)
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MONITOR SIZE IS STILL A BIG QUESTION TO BE SORTED OUT.
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WE WILL DO A SIDE BY SIDE COMPARISON OF 19 VS. 25 ON 1/12/89.
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3. A NEW UP TO DATE PROJECTION OF THE STUN GAME COST IS
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AVAILABLE UPON REQUEST.
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4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING
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ISSUE WHICH MUST BE ADDRESSED ASAP. A HI-LOW SPEED SHIFTER
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IS GOING TO BE TRIED WITH A HALL-EFFECT JOYSTICK.(ASSAULT GRIP)
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THIS CONTROL SET-UP WILL BE READY ON 1/12/89 TO TRY OUT.
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5. MIKE JANG IS STARTING AN UPRIGHT CABINET CONCEPT BUT MONITOR
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ISSUE NEEDS TO BE DECIDED ON. (SEE #2 ABOVE)
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6. ADDITIONAL ANIMATION FOR FIELD TEST IN PROGRESS.
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7. 4 TH. REVIEW PUSHED BACK ONE WEEK TO 1/20/89.
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8. A DETAILED WRITE-UP OF GAME GOAL HAS BEEN WRITTEN AND IS AVAIL.
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9. ANDY HAS COMPLETED A NEW EDITOR FOR ME. (MANY THANKS)!
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10. HELD VOICE CUE MEETING ON 1/10/89.
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11. ED IS JUST WORKIN......."I BE WORKIN BOSS"
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___________________________________________________________________________
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From: SANDY::RAY 12-JAN-1989 22:10:39.80
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To: MARGOLIN,RAY
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CC:
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Subj: Stun meeting
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Jed--
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You are welcome to come to this meeting, but it is not necessary,
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considering your workload.
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John
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___________________________________________________________________________
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From: SANDY::RAY 12-JAN-1989 22:05
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To: RAINS,FUJIHARA,MOMODA,HALLY,ROTBERG,BURGESS,STUN,TAKAICHI,MOORE,DOWNEND,MONCRIEF,GROSSMAN,RAY
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Subj: STUN cabinet configuration meeting 1/13/89 11:00 a.m.
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We need to nail down the cabinet configurations for S.T.U.N.
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Runner. There are numerous possibilities. The possibilities
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for which we have done cost estimates are (distributor prices
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-- 40% margin included):
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19" Family cabinet -- $3,020
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25" Family cabinet -- $3,335
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25" Sit-down cabinet -- $4,125
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(comperable to Hard Drivin')
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Those of you who are interested in helping with this decision,
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please meet in the STUN lab at 11:00 Friday (the 13th). Please
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invite others who should be in attendance.
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Thanks!!
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STUN team
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___________________________________________________________________________
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From: BERT::ARVIDSON 13-JAN-1989 11:16:53.99
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To: @SYS$MAIL:ENGINEER,ARVIDSON
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CC:
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Subj: 68000/68010/27C256 samples.
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I'm cleaning up some of the IC samples that are cluttering the
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Components Engineering area. The following are available if you
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can use them:
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DEVICE QUANTITY MANUFACTURER
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Microprocessor 68000 8MHz 15 Motorola
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" 68000 8MHz 13 Signetics
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" 68000 8MHz 12 Thomson Mostek
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" 68010 8MHz 10 Signetics
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EPROM 27C256 200ns 32 Texas Instruments
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They are located in the Components Engineering library area.
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erwin x-1751
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___________________________________________________________________________
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From: GAWD::HALLY 19-JAN-1989 13:55:53.50
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To: @[HALLY]STUN
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CC:
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Subj: STATUS
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STUN RUNNER
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STUN RUNNER
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GAME DEVELOPMENT STATUS STUN RUNNER
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DATE: JAN 20, 89
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PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
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LAB: STUN RUNNER (MULTISYNC)
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EXT: 1727 OR 1720 NUMBER : 511
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TEAM NU
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| | SCHEDULE or | MISSED DATES |
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| | <OCCURANCE> | |
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------------------------------------------------------------------------
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PROJECT START: < 2 MAY 88>
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1ST REVIEW: < 6 JUL 88> 8 JUL 88
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MULTISYNC PCB DEBUGGED < 1 AUG 88>
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2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
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3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
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FOCUS GROUP: < 22 NOV 88> 16 NOV 88
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4TH REVIEW: 27 JAN 89 20 JAN 89 13 JAN 89
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FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!!
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PROD RELEASE: 19 APR 89
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FGA: 4 JUN 89
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ACTION ITEMS:
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1. HARDWARE- NEW SAD AUDIO BOARDS WILL BE IN THIS WEEK.
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2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240)
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OF THE 19" VARIETY.
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3. A NEW UP TO DATE PROJECTION OF THE STUN GAME COST IS
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AVAILABLE UPON REQUEST.
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4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING
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ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION
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FOR FIELD TEST.
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5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST.
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6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW.
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7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 1/27/89. WE HAD
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A TEAM MEETING TO DISCUSS PLANS FOR REVIEW ON 1/19/89.
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8. A DETAILED WRITE-UP OF GAME GOAL IS BEING WRITTEN.
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9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN!
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10. VOICE FOR FIELD TEST RECORDED ON 1/17/89.
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11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST
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CREATION IS THE JUMP RAMP WHERE THE PLAYER GETS AIR."
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___________________________________________________________________________
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From: GAWD::HALLY 26-JAN-1989 14:04:17.16
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To: @[HALLY]STUN
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CC:
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Subj: STATUS
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STUN RUNNER
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STUN RUNNER
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GAME DEVELOPMENT STATUS STUN RUNNER
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DATE: JAN 27, 89
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PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
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LAB: STUN RUNNER (MULTISYNC)
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EXT: 1727 OR 1720 NUMBER : 511
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TEAM NU
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| | SCHEDULE or | MISSED DATES |
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| | <OCCURANCE> | |
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------------------------------------------------------------------------
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PROJECT START: < 2 MAY 88>
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1ST REVIEW: < 6 JUL 88> 8 JUL 88
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MULTISYNC PCB DEBUGGED < 1 AUG 88>
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2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
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3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
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FOCUS GROUP: < 22 NOV 88> 16 NOV 88
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4TH REVIEW: ** 10 FEB 89 20 JAN 89 13 JAN 89
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FIELD TEST: 24 FEB 89 10 FEB 89
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PROD RELEASE: 19 APR 89
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FGA: 4 JUN 89
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ACTION ITEMS:
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1. HARDWARE- NEW SAD AUDIO BOARDS IN-HOUSE. NOT USING YET.
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2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240)
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OF THE 19" VARIETY.
|
|
3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE.
|
|
4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING
|
|
ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION
|
|
FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK)
|
|
5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST.
|
|
6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW.
|
|
7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 2/10/89. THE TEAM
|
|
HAS BEEN SICK BUT PLANS TO KICK ASS AND TAKE NAMES SOON.
|
|
8. A DETAILED WRITE-UP OF GAME GOAL IS BEING WRITTEN.
|
|
9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN!
|
|
10. VOICE FOR FIELD TEST RECORDED ON 1/17/89.
|
|
11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST
|
|
CREATION IS THE ABILITY TO VERTICALLY SCROLL BACKGROUND"
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 30-JAN-1989 17:34:26.51
|
|
To: @SYS$MAIL:JUNK,BRAD
|
|
CC:
|
|
Subj: BIBLE STUDY TAKES OFF AGAIN!
|
|
|
|
|
|
We've had great success and fun with the first Bible study series.
|
|
And, we are starting our second series entitled: "Proverbs and Parables".
|
|
We will be studying the book of Proverbs and the corresponding parables from a
|
|
booklet designed for group learning.
|
|
|
|
If you would like to participate, learn more about the Bible, or just
|
|
enjoy lunch with us, join us every thursday from 12:00 - 1:00 in the central
|
|
conference room.
|
|
|
|
If you would like to know more call: Chris Downend (x1719) or
|
|
Brad Fuller (x3788) for more information.
|
|
___________________________________________________________________________
|
|
From: ERNIE::HALLY 2-FEB-1989 13:46:02.27
|
|
To: @[HALLY]STUN
|
|
CC:
|
|
Subj: STATUS
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: FEB 3, 89
|
|
PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: ** 10 FEB 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 24 FEB 89 10 FEB 89
|
|
PROD RELEASE: 19 APR 89
|
|
FGA: 4 JUN 89
|
|
|
|
ACTION ITEMS:
|
|
1. HARDWARE- USING NEW SAD AUDIO BOARD.
|
|
2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240)
|
|
OF THE 19" VARIETY.
|
|
3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE.
|
|
4. THE ABILITY OF SPEED CONTROL IS STILL AN OUTSTANDING
|
|
ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION
|
|
FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK)
|
|
5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST.
|
|
6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW.
|
|
7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 2/10/89. THE TEAM
|
|
HAS BEEN SICK AND NEEDS THE TIME TO TEST OUT NEW ADDITIONS.
|
|
8. A DETAILED WRITE-UP OF GAME GOAL STILL NEEDS TO BE DONE.
|
|
9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN!
|
|
10. VOICE FOR FIELD TEST RECORDED ON 1/17/89. ITS IN GAME.
|
|
11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST
|
|
CREATION IS THE ABILITY TO VERTICALLY SCROLL BACKGROUND"
|
|
___________________________________________________________________________
|
|
From: GAWD::HALLY 9-FEB-1989 15:50:33.95
|
|
To: @[HALLY]STUN
|
|
CC:
|
|
Subj: STATUS
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: FEB 10, 89
|
|
PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: ** 3 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 19 APR 89
|
|
FGA: 4 JUN 89
|
|
|
|
ACTION ITEMS:
|
|
1. HARDWARE- USING NEW SAD AUDIO BOARD.
|
|
2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240)
|
|
OF THE 19" VARIETY.
|
|
3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE.
|
|
4. THE ABILITY OF SPEED CONTROL IS STILL AN OUTSTANDING
|
|
ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION
|
|
FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK)
|
|
5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST.
|
|
6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW.
|
|
7. 4 TH. REVIEW PUSHED BACK TO 3/3/89.
|
|
8. WE HELD A BRAINSTORM MEETING ON 2/7/89 TO DEVELOPE A NEW GOAL.
|
|
9. DETAILS OF PLAN FORTHCOMING.
|
|
___________________________________________________________________________
|
|
From: CHARM::LOGG 10-FEB-1989 11:47:11.04
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Slapstick
|
|
|
|
|
|
File: [LOGG.DND]BYPASS.DOC
|
|
Date: February 10, 1989
|
|
|
|
A company in the UK has come to us with a kit for Gauntlet II which
|
|
bypasses the slapstick. This is how they did it. Please keep this technique
|
|
in mind when you are doing your next game.
|
|
|
|
The slapstick works by taking an address space of length 8000 and
|
|
selecting one of four banks of length 2000. In general, the same bank
|
|
repeats itself four times in the address space. If the slapstick is removed
|
|
and two wires are substituted, then the full 8000 address space is available.
|
|
In the case of Gauntlet, and I assume other Atari games, the addresses used
|
|
to reference data or program in the slapstick area are for bank 0 only. Now,
|
|
if someone were to change the addresses in all instructions which reference
|
|
the slapstick to the appropriate bank, then they would have defeated slapstick
|
|
completely. This is an oversimplification but you get the idea.
|
|
|
|
This is what happened in Gauntlet. They changed our jump table from
|
|
address in the range 0-1FFF to 0-7FFF. They never had to discover how the
|
|
banking works. They could have easily tried all four possibilities to get
|
|
the right address. In Gauntlet, I thought we were safer because the data
|
|
was compacted in a very obscure fashion. This apparently didn't stop them
|
|
either. We also checksummed portions of our program so they couldn't change
|
|
our program. Unfortunately we did not checksum our jump tables in the
|
|
slapstick area.
|
|
|
|
Their method can be defeated in many ways. We could have used one
|
|
instruction, like JSR 1000, to jump to either of the four banks depending on
|
|
a condition set up previously. We could have put code in the slapstick area
|
|
to make it a little harder. We could have put a JSR in the slapstick area
|
|
which would return to another bank. There are many other techniques which
|
|
I will not go into here.
|
|
___________________________________________________________________________
|
|
From: KIM::SNYDER 10-FEB-1989 12:49:10.05
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: SLAPSTIC usage
|
|
|
|
|
|
SLAPSTIC USAGE
|
|
ATARI GAMES
|
|
DOUG SNYDER
|
|
890210
|
|
|
|
When using slapstic to protect a game from being copied, two important items
|
|
should be kept in mind.
|
|
|
|
1. The SLAPSTIC hardware should use the 2 SLAPSTIC select bits (BS0 and BS1)
|
|
to page memory, not just select one of four areas of a homogeneous
|
|
address space. Although banking makes SLAPSTIC slightly harder to
|
|
work with, it more difficult to analyze and work around. TETRIS is
|
|
a recent example of banking. It banks four 16K chunks into one
|
|
16K address space.
|
|
|
|
2. The SLAPSTIC software should bank program and data, not just data. The
|
|
best way to use SLAPSTIC is if the program jumped from bank to bank
|
|
within the banked address space. Rivera and Avellar did this very
|
|
well in EMPIRE, but this technique is tricky to implement.
|
|
|
|
Each project leader should verify that at least one, (preferably both), of
|
|
these items are included in every game. Item 1 should be checked before
|
|
the PCB is released and item 2 before the final software release.
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 13-FEB-1989 10:03:24.91
|
|
To: FUJIHARA,MOMODA,BENZLER,BRAD,DIEKNEITE,COMSTOCK,NOBLE,MOSER,MONCRIEF,MARGOLIN,MEYETTE,TAKAICHI,JANG,JACKSON,DENCKER,CAMERON,LANDAVERDE,VISUALCOM,MCNAMARA,BURGESS,ROTBERG,RAY
|
|
CC:
|
|
Subj: Ed Rotberg new S.T.U.N. Runner Project Leader
|
|
|
|
|
|
Effective today, Ed Rotberg is the new Project Leader for the
|
|
S.T.U.N. Runner project.
|
|
|
|
Thank you for your continued support!!
|
|
|
|
John Ray
|
|
___________________________________________________________________________
|
|
From: KIM::ALBAUGH "Dr. Bizarro" 15-FEB-1989 13:38:45.71
|
|
To: @sys$mail:junk
|
|
CC:
|
|
Subj: Diamonds are forever
|
|
|
|
|
|
(The following is a flame. Had it been an actual debate I'd
|
|
bury you with statistics and it would be much longer...) If you really
|
|
_like_ breathing smog and would rather never have a livable county just
|
|
delete this message now and save time and effort for both of us.
|
|
|
|
I just can't let Gary Stark's petition and mail stand unchallenged.
|
|
Measure 'A' was sold to the voters by signs alledging (falsely) that the
|
|
money would be spent to solve "the 237 problem". In fact (and the fine
|
|
print of the measure) the express purpose of the measure was to fund the
|
|
extension of Hwy 85 into the Almaden valley so that developers could get
|
|
rich building condos on ex-open space and hwy 280 could get as jammed as
|
|
101 is now. I read the measure and voted against it. I lost, but I'm not
|
|
crying about it now. Stop and think about the insanity of funding road
|
|
construction _at_all_ with sales tax money when fuel costs are already the
|
|
most massively subsidized of any nation. What happened to "pay as you go".
|
|
|
|
The automobile is already massively subsidized by the extensive
|
|
use of sales tax, income tax, depletion allowances artificially lowering
|
|
oil prices, etc. The highway system was _built_ partially with ticket taxes
|
|
levied on railroad (!) passengers. (The rest of the ticket tax money went
|
|
to build airports, not one cent went back to rail). In short, the auto
|
|
(and those who maintain their "right" to drive at our expense) has been
|
|
massively subsidized at the expense of other forms of transportation for
|
|
at least 50 years. The bitching and moaning when the rest of us get a
|
|
small piece back (in the form of diamond lanes built with a sales tax)
|
|
is ludicrous.
|
|
|
|
There is no such thing as a free lunch
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: GAWD::ROLM "SUTTLES, SHEPPERD, or ALBAUGH" 15-FEB-1989 14:29:09.40
|
|
To: @sys$mail:everybody,ROLM
|
|
CC:
|
|
Subj: Phones and Credit Cards (Those with bulletin boards, please post)
|
|
|
|
WARNING! WARNING! DANGER!! DANGER!!
|
|
|
|
I am sure we have concientious employees who arrange to pay for those
|
|
personal calls they are forced to make from work. The most convenient way
|
|
is to use telephone company credit cards. If you fall in this category,
|
|
this message is for you.
|
|
|
|
There are a few things you should know.
|
|
|
|
MCI is the normal carrier of all long distance calls placed through
|
|
Atari's phone system. By itself, this is not a problem. However, they have
|
|
recently started a moneymaking scheme that you should know about. If you
|
|
dial as though to make a regular credit card call, using another carriers
|
|
card, THEY WILL PROVIDE THE "BONG" that AT&T callers are used to hearing.
|
|
If you then key in your credit card number (usually AT&T), they will honor it,
|
|
completing the call for you. When you get your bill, you will find that you
|
|
paid four to ten times the going rate, and the charge is tacked onto your
|
|
regular AT&T bill through a cooperative service. If you don't pay, AT&T loses,
|
|
and they generally blackball you and rip out your cord by the roots. This
|
|
information, incidentally, applies to pay phones as well as Atari's system.
|
|
You should make sure of your carrier before giving the card number.
|
|
|
|
Another nifty detail is that coin calls are cheaper, at least local
|
|
ones. I have found through my own experience that what would have costed 20
|
|
cents in change can cost up to four dollars if you tell it your number. I am
|
|
told that out-of-lata calls are cheaper by calling card, but infra-lata
|
|
calls are definitely not. The lata we are in includes all of the 408
|
|
area code, all of 415, and most of 707. If you are in these area codes,
|
|
(and I'm assuming that the phone your card is associated with is also)
|
|
you should pay coins to coin phones if you have the option. If you are not
|
|
within these area codes, use the card; it's easier AND cheaper.
|
|
|
|
One more tidbit is that (to the best of my knowledge) only AT&T has
|
|
long distance operators. If you have trouble with a long distance call, if
|
|
it's not with AT&T, you just have to keep trying.
|
|
|
|
The rest of this text is directions on how you can use your carrier
|
|
to place a credit card call. It isn't necessary (or even desirable) to read
|
|
those that don't apply to you.
|
|
|
|
FROM INSIDE ATARI ON MCI
|
|
DO NOT DIAL NINE. Instead, dial the pound key, and 624 (pound MCI).
|
|
Wait for the dial tone AFTER it goes through (you'll hear rings first).
|
|
Next dial the number you want to call.
|
|
Wait for the bong, beep or bell (definitely NOT a dial tone).
|
|
Now dial your credit card number.
|
|
Your call should go through; the charge will appear on your home bill.
|
|
|
|
FROM INSIDE ATARI ON AT&T
|
|
DO NOT DIAL NINE. Instead, dial the pound key, and 600.
|
|
Wait for the AT&T long distance operator.
|
|
You will have to explain that our antiquated system will not allow you
|
|
to direct dial. You may or may not convince the operator on
|
|
the first try. Ask for a station-to-station call (unless you
|
|
want person-to-person).
|
|
You will be asked for the number you want to call and your card number.
|
|
You will be billed on your home bill for an operator-assisted call.
|
|
Sorry, but that's the best we can do; AT&T doesn't believe
|
|
in these relay numbers that everyone else is using.
|
|
|
|
FROM INSIDE ATARI ON SPRINT (using a FONcard)
|
|
DO NOT DIAL NINE. Instead, dial the pound key, and 678
|
|
Wait for the dial tone AFTER it goes through (you'll hear rings first).
|
|
Next dial the number you want to call.
|
|
Wait for the bong, beep or bell (definitely NOT a dial tone).
|
|
Now dial your credit card number.
|
|
Your call should go through; the charge will appear on your home bill.
|
|
|
|
FROM an OUTSIDE LINE ON MCI (on ANY telephone with a network-supplied dial tone)
|
|
Dial 0, 10222, area code, exchange, extension.
|
|
Wait for the bong, beep or bell (definitely NOT a dial tone).
|
|
Now dial your credit card number.
|
|
Your call should go through; the charge will appear on your home bill.
|
|
|
|
FROM an OUTSIDE LINE ON AT&T (on ANY outside telephone)
|
|
Dial 0, 10288, area code, exchange, extension.
|
|
Wait for the bong, beep or bell (definitely NOT a dial tone).
|
|
Now dial your credit card number.
|
|
Your call should go through; the charge will appear on your home bill.
|
|
|
|
Optionally, you can just dial 0, 10288, and wait; an operator will come
|
|
on the line, and you can explain whatever it is you want to do.
|
|
|
|
FROM an OUTSIDE LINE ON SPRINT (using a FONcard) (on ANY outside telephone)
|
|
Dial 1-800-877-8000. This connects you to the Sprint network.
|
|
Any carrier must get you to any 800 number, free.
|
|
Wait for the dial tone AFTER it goes through (you'll hear rings first).
|
|
Next dial the number you want to call.
|
|
Wait for the bong, beep or bell (definitely NOT a dial tone).
|
|
Now dial your credit card number.
|
|
Your call should go through; the charge will appear on your home bill.
|
|
|
|
TO DETERMINE WHAT COMPANY WILL CARRY YOUR CALLS IF YOU DON'T SPECIFY:
|
|
(this only works on outside lines)
|
|
Dial (700)555-1212 yes, 700. You will get a (free) recording
|
|
saying who your long distance company is at that time.
|
|
This number is intended as a service for people who are
|
|
changing carriers so they can tell if it worked or not.
|
|
|
|
IF YOU'RE STILL LOOKING FOR YOUR LONG DISTANCE CARRIER, I don't know how to do
|
|
it yet, so let me know and we'll experiment. I'll publish the results
|
|
so everybody can learn how.
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: KIM::ALBAUGH "Dr. Bizarro" 15-FEB-1989 16:29:48.22
|
|
To: @sys$mail:junk
|
|
CC:
|
|
Subj: More phone info
|
|
|
|
|
|
In general Steve's memo was quite informative and accurate, but you
|
|
should note the following:
|
|
|
|
Our LATA does _not_ include all of 408. Carmel peninsula and perhaps
|
|
as far north as Aptos are not included, but are (408).
|
|
|
|
Inter-Lata calls _may_ be cheaper by credit card, but this is
|
|
totally at the discretion of the COCOT (Customer Owned Coin Operated Telephone).
|
|
Many (if not all) of these contract with an AOS (Alternative Operator Service)
|
|
for any billing, and apply a totally unregulated surcharge (300% is not
|
|
uncommon) for the "work" of forwarding your credit card number to your
|
|
LD carrier.
|
|
|
|
ATT have the only "in-house" operators so far, but all the others,
|
|
to my knowledge, have contracts with AOS's to handle "operator-assisted"
|
|
calls. The surcharges range from annoying to extortionate. As a rule of
|
|
thumb, if you find yourself talking to an operator who does not specifically
|
|
identify him/herself as ATT, HANG UP or be prepared to pay through the nose.
|
|
Note also that these people are carefully trained to give the impression that
|
|
they work for the LD carrier you thought you were using without actually
|
|
stating it (which would be illegal).
|
|
|
|
It may be legally true that any carrier must get you to any 800
|
|
number free, but it is not the case that any COCOT necessarily will place
|
|
the call. These leeches make big bucks by forcing you through their LD
|
|
carrier and AOS, and will desist only as and when forced to do so by
|
|
state attorneys general. At present about six states are looking into
|
|
the widespread abuses of COCOTS and AOSes but California is not among them.
|
|
|
|
If you think this is bad, don't even _think_ about placing a call
|
|
from a hotel!
|
|
|
|
Would now be a good time to suggest that the next time you run
|
|
across a COCOT, you inform the proprietor of the establishment that if
|
|
they do not value your patronage more than an extra quarter, perhaps
|
|
they can do without it?
|
|
|
|
Flame off
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 16-FEB-1989 10:04:00.24
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: STUN RUNNER Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: FEB 10, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
The project has lost the services of Mike Hally. Ed Rotberg has now
|
|
assumed the responsibilities of Project Leader and lead Game Designer.
|
|
|
|
A mini-brainstorming meeting was held last week to discuss possible new
|
|
game themes and goals. This was in light of the almost universal feeling
|
|
that while the game "looked" good, the play appeal was noticably lacking.
|
|
As per that brainstorming session and the team meeting following it, a new
|
|
direction for the game has been established. A document describing the new
|
|
direction has been written, including a somewhat detailed plan for the first
|
|
three waves of the game. This document has been distributed to those
|
|
directly involved with the project. If you are interested in a copy,
|
|
please see Ed Rotberg.
|
|
|
|
In light of this change of direction, new dates have been established for
|
|
the 4th Review, Field Test, Production Release, and FGA. These are
|
|
indicated above. These dates were arrived at based upon a reassesment of
|
|
the tasks that needed to be completed before the game would be ready for
|
|
Field Test.
|
|
|
|
HARDWARE
|
|
The Rev. 2 MutiSync PCB is up and working with only one mod. This is a
|
|
component change in the SCUM circuitry requiring an 'F' part for the clock
|
|
buffer. We have abeen allocated one Rev. 2 board which we will probably
|
|
use for the field test unit. Jed Margolin has also been converting his
|
|
Driver self-test to run on MultiSync standard speed. This will be a great
|
|
help to the project.
|
|
|
|
CONTROLS
|
|
Milt Loper has started working on cost reducing the flight controller.
|
|
Current pricing gives the Namco plastic handles at $8 per set, but Milt
|
|
reports that the reliability of these parts is questionable at best. The
|
|
tooled metal handles currently cost $40 per set. Milt is looking into
|
|
die-cast metal parts. There is no cost projection on these parts but the
|
|
lead time looks like 8 - 10 weeks including drawing time. He is also
|
|
looking into getting our own molded plastic parts from a new vendor that
|
|
believes they can produce them with a lead time of 4 - 6 weeks. The
|
|
projected cost for these would be about $8 per set. Milt is also going to
|
|
look into getting the entire assembly costed by the vendor supplying the
|
|
steering wheel stop mechanism for Hard Drivin' as they gave us an excellent
|
|
price on that part.
|
|
|
|
CABINET
|
|
We are planning on using the Family Cabinet for Field Test. Mike Jang has
|
|
figured out a way to mount our board set and power supply in that cabinet.
|
|
|
|
GRAPHICS
|
|
As per the change in game design, much of the graphics for the game will
|
|
need to be reworked. A meeting was held Wednesday with the animators, and
|
|
we will be supplying them a new prioritized list by the end of the week.
|
|
|
|
AUDIO
|
|
Much of the audio done for the game will be able to be used in the new game
|
|
theme without change. However, many of the voice cues will certainly need
|
|
to be changed. I will be providing a prioritized list of required audio to
|
|
Brad and Don this week, but it will not include voice cues at this time as
|
|
we would like to see how the game plays in its new guise before deciding
|
|
what voice cues we need. Brad says that lead time for voice may be as much
|
|
as 2 - 2 1/2 weeks so that will be a consideration towards getting him that
|
|
list as early as possible before field test.
|
|
|
|
SOFTWARE
|
|
As per my conversation with Rick Moncrief and Max Behensky, we will be
|
|
getting Max and Stephanie's time between now and Teusday 2/21/89. Their
|
|
help is required for the following action items:
|
|
1) Giving us the capablitiy to to BLIT objects both directly to the
|
|
screen and onto polygons (growth BLITs)
|
|
2) Implementing a method to display the control panel using the
|
|
"fast background" method.
|
|
3) Implement vertical scrolling of the background.
|
|
4) Give us the ability to modify a small subset of the color-map.
|
|
5) Give us the ability to convert Fonts supplied by the animation group
|
|
to the format needed for the MultiSync system.
|
|
6) Help us conform the Driver coin & stats package to our needs.
|
|
|
|
On a lower priority level, the animation group has requested that Max
|
|
modify one of the 3D CAD systems to use a tablet instead of the mouse.
|
|
|
|
Additional software changes as per the new game design are under implementation
|
|
by Andy and Ed. This will include designing the first 3 waves, and
|
|
spending time tuning them.
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 23-FEB-1989 14:11:26.71
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Thurdsday Afternoon Attendence
|
|
|
|
|
|
Some people in the Electrical Engineering Department took an extended lunch to
|
|
wish a departing employee farewell Weds., 2/22. Some people returned by 3:00PM.
|
|
Some returned much later...as late as 6:00PM...or 10:00PM ???. I was not
|
|
informed. If you report to me, THIS ISUNACCEPTABLE. You are expected to keep me
|
|
informed if you will be gone during the work day. Under the circumstances, I
|
|
can tolerate an extended lunch (say til 3:00PM?) but only if I am informed. Rob
|
|
Rowe left me a note. Did anyone else? Please let me know if you were gone
|
|
and for how long. I would also like to know if you think you should make this
|
|
lost time up, or if multi-hour farewell lunches are your inalienable right and
|
|
a company-paid benefit. Yes, you might say I am upset. I would appreciate at
|
|
little more consideration from you guys.
|
|
|
|
Your Boss (I think)
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 23-FEB-1989 15:40:38.36
|
|
To: @sys$mail:hardware,MCCARTHY
|
|
CC:
|
|
Subj: Programmable logic.
|
|
|
|
|
|
If you are interested in a programmable device compiler then read on.
|
|
|
|
I have information packets for ABEL and CUPL. If you want to see the
|
|
packets then let me know. I will send them out on a distribution list to
|
|
anyone interested. I also have demonstration software for ABEL, CUPL
|
|
and XILINX on the PC in my office, if anyone wants to look at them.
|
|
|
|
Here is a summary of the software.
|
|
|
|
We currently have PALASM2 and AMAZE programmable device assemblers in both
|
|
DOS and VAX/VMS formats. These products are FREE from AMD/MMI and SIGNETICS
|
|
respectively. They are good for devices from those companies, and second
|
|
sources. e.g PALASM2 does not program AMD PAL18L8s, but this may have been
|
|
corrected since AMD bought MMI. AMAZE covers mostly FPLAs (IFLs). I have not
|
|
used a recent version of AMAZE so if someone knows of expanded capabilities
|
|
please let me know.
|
|
Neither program works with some of the newer devices like EPLDs (ALTERA,
|
|
INTEL) and ERASICs. PALASM2 (DOS vesion only) can program state machines, and
|
|
has a simple MINIMIZER algorithm.
|
|
|
|
PALASM2 and AMAZE are assemblers. The logic equation input is restricted to a
|
|
strict set of rules that are determined by the device being programmed.
|
|
|
|
CUPL and ABEL are compilers. Logic equation entry is free format and device
|
|
independent. Tables and state machine descriptors can be used as well as
|
|
standard logic equations. Vectors and macros allow great flexability in both
|
|
design specification and simulation. The same design specification could be
|
|
used for a PAL, PLA, GAL or EPLD. Design time with a logic compiler is
|
|
probably half that of an assembler. Debug time is probably half to one tenth
|
|
depending on design complexity and use of the simulator.
|
|
|
|
Cost:
|
|
PALASM2 and AMAZE : FREE
|
|
|
|
ABEL : DATA I/O, Redmond, WA
|
|
ABEL on microvax : $3995, includes 1 year maintenence ($600 value)
|
|
ABEL under DOS on a PC : $2275, includes 1 year maintenance
|
|
ABEL version 3.1 ships in February
|
|
|
|
CUPL : LOGICAL DEVICES INC, Ft. Lauderdale, FL
|
|
CUPL on VAX (unlimited users) : $3495
|
|
CUPL on VAX (MAX 3 users) : $2495
|
|
CUPL under DOS single user : $1250
|
|
CUPL maintenance : $360 for 1 year, $595 for 2 years.
|
|
CUPL version 3.0 is "Upcoming" and will add the EP1800 from Altera/Intel and a
|
|
few other new devices.
|
|
|
|
I am interested in getting either ABEL or CUPL, mainly because I want to
|
|
prototype a custom chip using mainly programmable logic, and because I have
|
|
used as many as 6 PAls in a production game and find PALASM2 error prone and
|
|
cumbersome. I need feedback from the other engineers on their potential usage.
|
|
See the next mail message for a feedback questionaire.
|
|
|
|
Comparison of ABEL versus CUPL.
|
|
This is a transcript of an excerpt from a marketing newsletter dated 3rd
|
|
quarter '88. put out by EXEL who makes the 78c800 ERASIC.
|
|
|
|
PLD Software: ABEL vs CUPL
|
|
Comparisons of the two most widely-used PLD design software packages, ABEL and
|
|
CUPL, seem never-ending. In actuality, these best-known logic compilers are
|
|
no longer in a two horse race.
|
|
|
|
Data I/O's ABEL is now, because of its recent enhancements (rev. 3.0), the
|
|
industry's recognised leader. ABEL supports more manufacturers' devices
|
|
(Altera, Cypress, Intel) and has improved its syntax, logic reduction and
|
|
simulator. It has the ability to handle asynchronous or multi-level logic
|
|
(such as ERASIC's) and configurable flip-flops, which include resets-presets.
|
|
|
|
CUPL, in direct contrast, is an orphan looking for a home. It was originally
|
|
the property of Assisted Technology and in 1986 was acquired by Personal CAD
|
|
Systems (PCAD). CUPL has since been sold to Logical Devices Inc. of Florida.
|
|
|
|
CUPL has not been enhanced in over two years and no enhancements are
|
|
projected for the near future. Moreover, PCAD evidently did not provide
|
|
Logical Devices with CUPL source codes, so when EXEL attempted to create an
|
|
enhancement package for use with CUPL (similar to MultiMap/Multisim, our ABEL
|
|
enhancement software), our efforts met without success.
|
|
|
|
ABEL is the only universal logic compiler that has made a long-term
|
|
commitment to its original customers and to the established design
|
|
community.
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 23-FEB-1989 17:46:33.89
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Lawsuits with Nintendo
|
|
|
|
|
|
The following interoffice memo was distributed to Tengen employees today
|
|
regarding the most recent developments in our lawsuits with Nintendo.
|
|
|
|
As matters develop we will keep you informed. As I indicated previously,
|
|
if you get any inquiries regarding the lawsuits, please direct them to me.
|
|
|
|
CONFIDENTIAL - COMPANY PRIVATE
|
|
NOT TO BE SHOWN OUTSIDE THE DISTRIBUTION LIST
|
|
|
|
There are various matters pending before the court in the lawsuits
|
|
involving us and Nintendo, and the judge has taken these matters under
|
|
consideration.
|
|
|
|
The only verbal or written comment that any party may make in these
|
|
matters is "The matters have been taken under consideration by the court."
|
|
|
|
Any inquiries about the present lawsuits should be responded to with
|
|
the sentence within the quotes above. Until otherwise notified, your
|
|
comments and activities must be strictly and simply limited to promoting
|
|
and selling TENGEN PRODUCTS ONLY!
|
|
___________________________________________________________________________
|
|
From: CHARM::MCNAMARA 28-FEB-1989 10:45:36.42
|
|
To: MARGOLIN,MCNAMARA
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
Jed,
|
|
Ed Rotberg would like to have a vcr connected to STUN as soon as
|
|
possible. When you have time I need to have you show me the hardware mod that
|
|
needs to be installed on the main board. The document that will tell us how to
|
|
do this is [salwitz.vcr]vcr.doc. I have the video board and optical transmitter
|
|
that is mentioned in the document.
|
|
Thanks, Glenn.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 2-MAR-1989 09:28:18.81
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: Status Report
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAR 02, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
HARDWARE
|
|
Glen has been bringing up the second moded Rev 1 MultiSync board as we have
|
|
not yet received our Rev 2 board. This board now appears to be up and
|
|
running as well. Glen is also adding the hardware necessarr to drive a VCR
|
|
for Field Test.
|
|
|
|
CONTROLS
|
|
There will be a meeting today (3/2/89) at 2:00 PM to discuss the status and
|
|
plans for the flight controller that we are planning on using.
|
|
|
|
GRAPHICS
|
|
The Animation Group has committed to a schedule for S.T.U.N. RUNNER
|
|
graphics that will get us to Field Test as per the current schedule. We
|
|
have already received a lot of new graphics. We have new bacgrounds, new
|
|
tunnel segments, and a complete animation sequence for the player getting
|
|
into the TTV at game start.
|
|
|
|
AUDIO
|
|
No work on audio at this time, as we are still evaluating our needs.
|
|
|
|
SOFTWARE
|
|
Max Behensky has been giving our project a lot of his time, and as a
|
|
result, many of the action items have been completed. These are:
|
|
1) Giving us the capablitiy to to BLIT objects both directly to the
|
|
screen and onto polygons (growth BLITs)
|
|
2) Implementing a method to display the control panel using the
|
|
"fast background" method.
|
|
3) Give us the ability to modify a small subset of the color-map.
|
|
4) Help us conform the Driver coin & stats package to our needs.
|
|
|
|
Other items specified on the previous list have been dealt with in other
|
|
ways. At present, we are only looking for an improved vector rendering
|
|
algrorithm in the GSP, and our immediate needs from the Applied Research
|
|
group will have been met.
|
|
|
|
Software changes to the game include:
|
|
1) New opening animation sequence.
|
|
2) Scrolling backgrounds (horizontally & vertically).
|
|
3) "Glowing" hotspots.
|
|
4) Cycles now enter from behind player.
|
|
5) No Bonus time.
|
|
|
|
This next week we will be integrating and tuning the new game play in the
|
|
first three waves.
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 6-MAR-1989 16:04:39.99
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Atari Games granted preliminary injunction against Nintendo
|
|
|
|
|
|
MILPITAS, March 3, 1989 -- Atari Games and its wholly-owned subsidiary,
|
|
Tengen, today were granted a preliminary injunction which prohibits
|
|
both Nintendo America and its Japanese parent company, Nintendo Co. Ltd.
|
|
from suing retailers who carry Tengen products for infringement of
|
|
Nintendo's patent.
|
|
|
|
Atari Games and Tengen's motion, granted in the United States
|
|
District Court in San Francisco, was hotly contested by Nintendo. The
|
|
injunction prohibits the video game giant from filing suit against
|
|
Tengen retailers until patent infringement disputes between the
|
|
companies are formally resolved. The court decision places similar
|
|
conditions on Atari Games with respect to its claims of patent
|
|
infringement against Nintendo.
|
|
|
|
The motion was filed by Atari Games and Tengen after they had
|
|
learned that several of Tengen's retailers, including some of the
|
|
nation's largest toy chains, had received letters from Nintendo's
|
|
outside legal counsel insisting that they immediately remove all
|
|
Tengen products from their shelves. The letters stated that failure
|
|
to comply would result in Nintendo taking legal action against
|
|
retailers for third-party patent infringement.
|
|
|
|
"Nintendo has tried to wage this battle on the retail front,
|
|
rather than in the court where it belongs," said Hide Nakajima,
|
|
Atari Games president. "This decision takes the retailer out of
|
|
the middle, and places matters in the appropriate forum.
|
|
|
|
"Nintendo's intimidation tactics have created fear and
|
|
confusion among our retailers," said Nakajima. "We believe this
|
|
decision represents the first step towards creating the kind of
|
|
fair, open market we've been seeking."
|
|
|
|
The motion was filed in connectionwith the anti-trust lawsuit
|
|
filed by Atari Games and Tengen against Nintendo claiming monopoly,
|
|
wrongful business interference and patent infringement.
|
|
|
|
Tengen is the wholly-owned subsidiary of Atari Games
|
|
Corporation and is headquartered at 1901 McCarthy Blvd., Suite 210,
|
|
P. O. Box 360782, Milpitas, Calif, 95035; (408) 435-2650. Atari
|
|
Games is a privately held company, is not affiliated with Atari
|
|
Corporation, and should be referred to as Atari Games.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 9-MAR-1989 11:09:40.53
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAR 09, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
|
|
HARDWARE
|
|
Glen has added the circuitry necessary to drive the VCR from the MSYNC board.
|
|
We have hooked this up to the developement board in order to work out
|
|
glitches in using the VCR as well as using the VCR to help debug the game.
|
|
|
|
Jed is starting to bring up our REV 2 MSYNC board.
|
|
|
|
CONTROLS
|
|
There was a meeting last Thursday (3/2/89) at which we discussed the flight
|
|
controller, the current costs, and ways in which we might be able to reduce
|
|
those costs in both the near term (i.e. for S.T.U.N. RUNNER) and in the
|
|
long term. See the Mechanical Engineering Status report for details.
|
|
|
|
CABINET
|
|
Mike Jang says that we should have a "Family" cabinet by one week prior to
|
|
our scheduled Field Test. This means we should have the cabinet by the
|
|
scheduled 4th Review.
|
|
|
|
GRAPHICS
|
|
Graphics proceeding according to schedule.
|
|
|
|
AUDIO
|
|
Don has been given a new list of SFX for the game. There is still no
|
|
request for voice audio, as the phrases needed have not yet been determined.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) Added "inertia" in turns on the flats
|
|
2) Added friction when touching the rails on the flats.
|
|
3) Two new tunnel sections have been added.
|
|
4) We have taken a number of passes at tuning the first two sections.
|
|
5) Implemented a warp sequence to higher levels.
|
|
6) Added the code to run the VCR under 68010 control. This involved
|
|
rewriting the timing loops that John Salwitz had written for a
|
|
7.19 Mhz 68000 to work on a 8 Mhz 68010. Thanks to Mike A.
|
|
|
|
This week we will be working on:
|
|
1) Map and instruction sequences before each level.
|
|
2) High Score entry for each level for each of four categories.
|
|
3) Improved steering dynamics.
|
|
4) Improved traffic routines.
|
|
5) Tuning traffic/markers/hotspots into levels 3,4, & 5.
|
|
6) Capturing game play statistics and associated display screens.
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 14-MAR-1989 13:00:34.81
|
|
To: @SYS$MAIL:HARDWARE.DIS,GROSSMAN,RAY
|
|
CC:
|
|
Subj: Hardware Meeting Tuesday 3/21 1:30 Engr. conf. room
|
|
|
|
|
|
The next hardware meeting will be next Tuesday at 1:30 in the
|
|
Engineering Conference room. Some of the exciting topics will be:
|
|
|
|
Introduction of new audio engineer -- Byron Sheppard
|
|
|
|
Welcome Doug back from vacation (back to work!)
|
|
|
|
Update on 1M EPROM prices
|
|
|
|
Pros/cons of JAMMAing (adopting the JAMMA standard edge connector).
|
|
|
|
???
|
|
|
|
See you there!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 16-MAR-1989 10:58:24.37
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: staus report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAR 09, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
Carole Cameron has joined the S.T.U.N. RUNNER project team as Project
|
|
Coordinator. Her responsibilities include coordination of all Design
|
|
Services and Visual Communication functions concering this project. She
|
|
will report to Ed Rotberg with regard to her responsibilities in this area.
|
|
|
|
HARDWARE
|
|
Glenn has two more PCB sets up and running.
|
|
|
|
GRAPHICS
|
|
Graphics proceeding according to schedule.
|
|
|
|
AUDIO
|
|
No change.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) The Map/instruction screens have been implemented.
|
|
2) The steering dynamics have bben adjusted but are still not what I
|
|
would like.
|
|
3) New Graphics have been added.
|
|
4) Added the ability to fade into and out of screens, so that the
|
|
slow process of background decompression is not evident to the
|
|
player.
|
|
5) Rewrote the main routine to make it easier to follow/manage.
|
|
|
|
This week we will be working on:
|
|
1) Devise & implement a new scheme for game continuation - level
|
|
qualification.
|
|
2) Improved traffic routines.
|
|
3) Tuning traffic/markers/hotspots into levels 3,4, & 5.
|
|
4) Adding two new attract modes:
|
|
a) Scenario description that sets the tone for the game.
|
|
b) A points screen showing what enemies/targets are worth what
|
|
points.
|
|
5) Capturing game play statistics and associated display screens as per
|
|
marketing input.
|
|
6) Implement add-a-coin fully.
|
|
___________________________________________________________________________
|
|
From: KIM::RUSTY 17-MAR-1989 15:55:00.78
|
|
To: @SYS$MAIL:ENGINEER,RUSTY
|
|
CC:
|
|
Subj: Due to popular demand...
|
|
|
|
|
|
In attempt to try to keep up with my game schedule I am going to establish
|
|
"office hours." This is to try to minimize the number of interruptions I
|
|
am experiencing on any given day and clump them all together at one time!
|
|
This is primarily directed at the RPM users group (audio), the ARIUM benevolent
|
|
society, the MO driver movers and shakers, and the PC haters club.
|
|
|
|
During these hours, I will be available for general consulting on any topic
|
|
I know (or don't know) anything about, and do my best to bash any bug that
|
|
has dared to show its ugly little head in any of the code I am responsible for.
|
|
|
|
However, if you have a question or a bug that is theatening a production
|
|
release, field test, or other IMPORTANT event and that needs immediate fixing,
|
|
you can still track me down right away (this has never been a problem up
|
|
till now!)
|
|
|
|
For now, I am setting aside 1:00 - 3:00 Tues & Fri as the times to nail me.
|
|
If I'm not in the office, I'll probably be somewhere close by (like in the lab).
|
|
|
|
Rusty
|
|
|
|
P.S. I don't expect (or want) everyone to just leave me alone and not ask
|
|
questions, this is primarly an attempt to try to get them all to happen at
|
|
once if possible.
|
|
|
|
P.P.S. Madam Q has ordered me to state that this doesn't apply to anyone
|
|
needing me for anything having to do with "ThunderJaws."
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 21-MAR-1989 11:35:16.35
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: NEW HIRES
|
|
|
|
If the name Franz Lanzinger sounds familiar to a lot of you old-timers, it's
|
|
because Franz worked for Atari Coin-Op from 1982 to 1984 as a Software
|
|
Engineer. He is back (well, sort of---he is at Tengen). Franz is working in
|
|
Steve Calfee's group as a Sr. Programmer, but I am sure we will see a lot of
|
|
him here at Atari.
|
|
|
|
Also starting this week is Chuck Eyler. Chuck has joined that whimsical group
|
|
called the Animation Department. Chuck has been animating since 1977, and has
|
|
just recently finished a stint with Colossal Pictures in San Francisco.
|
|
|
|
Welcome guys!!
|
|
___________________________________________________________________________
|
|
From: KIM::SUTTLES "Doctor DCL" 21-MAR-1989 12:14:39.49
|
|
To: SLOBS,SUTTLES
|
|
CC:
|
|
Subj: (see above)
|
|
|
|
|
|
The printer room is a continuous disgrace. Again, I've cleaned
|
|
up after others, thoughtless people who extract what they came for, without
|
|
paying any attention to the mess they leave behind.
|
|
|
|
If you need to get a printout from the printer, fine. But don't
|
|
rip yours out of a chain and leave the rest. Nobody wants their printouts
|
|
looking like a used kleenex, or trampled from not hitting the basket. If you
|
|
don't want to clean the mess, FINE. Just don't make it any worse! When you
|
|
leave the prior printouts wadded in the basket, whether they were that way
|
|
or you're just too damn lazy to fold the tail in after you snatch your
|
|
printouts, you are causing the very problem you think you're avoiding. And
|
|
somebody else has to clean up the mess you should have quickly straightened,
|
|
PLUS the disaster that will occur from the new listings that have nowhere to go.
|
|
|
|
Now, not everybody does this. Each of you already know if you qualify.
|
|
Many of us have a pretty good idea who the offenders are, even if they are
|
|
particularly careful to take the sheets before and after their job with the
|
|
identifying information. (Q: If you aren't doing anything so wrong, why are
|
|
you so careful to take these identifying headers and trailers?) However,
|
|
the identities can be determined without the headers and trailers, and this
|
|
information could be made public, if that seems required. We could also
|
|
arrange for your printouts to be saved til last, for example...Maybe we'll
|
|
take a poll over what to do about continued abuse...
|
|
|
|
Incidentally, any printouts over two weeks old are encouraged to be
|
|
tossed by anyone who wants to. They should be shredded, if there is any doubt;
|
|
just because they weren't picked up doesn't mean they're not sensitive. A
|
|
quarter of the printouts in there were from 1988; it's a lot easier to find
|
|
your own printouts now. And if you find that you printed something out, and
|
|
don't need it by the time you get to the printer room, please dispose of it.
|
|
There is a trash can and a shredding basket right there; it makes it easier for
|
|
everyone, including yourself.
|
|
|
|
Also incidentally (co-incidentally?), a restatement of long-standing
|
|
policy: IF YOU DON'T KNOW HOW TO SERVICE THE PRINTERS, ==> DON'T!! <==
|
|
Ask anyone in the computer group; we'll be ecstatic to show you how, and
|
|
would rather do it ourselves than have the guy after you complaining about
|
|
how the printer is screwed up (alignment, ribbon, paper jam) and that his
|
|
mail message was deleted as it was printed. Of course, if you can do it
|
|
WITHOUT screwing it up, by all means, go right ahead. We can use all the
|
|
help we can get.
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 22-MAR-1989 14:44:55.77
|
|
To: @STATUS
|
|
CC:
|
|
Subj: status report
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAR 22, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
|
|
HARDWARE
|
|
Jed needs to determine the maximum draw for 5 volts with our configuration so
|
|
we can determine power supply size (is 10 amps enough -- 15 too many??)
|
|
|
|
CABINET
|
|
Cabinet wood should be completed today.
|
|
|
|
CONTROLS
|
|
Controls for field test with plastic handles & down stop by 3/29.
|
|
|
|
HARNESS
|
|
Field test harness by 3/29.
|
|
|
|
CABINET ART
|
|
Kyoko to start cabinet art next week.
|
|
|
|
GRAPHICS
|
|
Graphics proceeding according to schedule.
|
|
|
|
AUDIO
|
|
No change.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) New traffic routines have been implemented.
|
|
2) A "points" attract screen has been added but needs to be changed.
|
|
3) New Graphics have been added.
|
|
4) Added "vertical splits" to be used for warping to higher levels.
|
|
|
|
This week we will be working on:
|
|
1) Devise & implement a new scheme for game continuation - level
|
|
qualification.
|
|
2) Tuning traffic/markers/hotspots into levels 3,4, & 5.
|
|
3) Adding new attract modes:
|
|
a) Scenario description that sets the tone for the game.
|
|
4) Capturing game play statistics and associated display screens as per
|
|
marketing input.
|
|
5) Implement add-a-coin fully.
|
|
___________________________________________________________________________
|
|
From: GAWD::RAY 22-MAR-1989 15:54:18.00
|
|
To: @SYS$MAIL:HARDWARE,RAY
|
|
CC:
|
|
Subj: Hardware meeting 3/21/89 summary
|
|
|
|
Hardware Meeting 3/21/89
|
|
J.Ray 3/22/89
|
|
|
|
Attendees: Mike Albaugh, Chris Downend, Tim Hubberstey, Pat
|
|
McCarthy, Glenn McNamara, Rich Moore, John Ray, Byron
|
|
Sheppard, Doug Snyder, Gary Stempler.
|
|
|
|
Byron Sheppard was introduced as a new hardware engineer in
|
|
Brad Fuller's audio group. Welcome Byron!
|
|
|
|
The latest 1 Meg EPROM info from TI is: They are not in
|
|
production yet. Parts will be available in the summer for
|
|
$18-20. They will not be cost-effective for us until early
|
|
1990 when they should cost about $14.
|
|
|
|
Pat McCarthy reported that he is 90% done with the schematic.
|
|
He will be implementing most of the chip in TTL to keep the
|
|
Thunderjaws project progressing. The expected size of the
|
|
chip is 3000 gates. He is hoping to get the Priority and
|
|
Shifter chips done for Tjaws as well, but is not sure yet if
|
|
this is possible.
|
|
|
|
Doug and Mike reported that they will probably be visiting
|
|
Mississippi next week to check on the design of the ASAP
|
|
chip. Proto chips are expected late May or June. The first
|
|
two boards for the development system (Mother and 68000)
|
|
should be ready in May. The next two boards will be the RAM
|
|
board and the Pod board. The Analyzer will be wire-wrapped
|
|
before it goes to PC. The ASAP development system will be
|
|
packaged in a "baby AT" case due to its cost-effectiveness
|
|
and readily available components (eg. power supplies). Mike
|
|
is working on the software, and will need an AMS for the
|
|
68000 development. The ASAP development system software
|
|
committee has written the first pass report on what they
|
|
would like to see in the system.
|
|
|
|
Pat will be writing up a purchase req. for Data I/Os ABEL
|
|
software for the VAX. This will be an upgrade from the PALASM
|
|
software currently used.
|
|
|
|
Pat will arrange a demo of Viewlogic schematic capture and
|
|
simulation software for the PC.
|
|
|
|
We then discussed moving towards the JAMMA standard edge
|
|
connector. Chris gave a synopsis of the reasons Atari needs
|
|
to move towards this standard: The only games that are
|
|
selling now are blockbuster games (Hard Drivin') and kits.
|
|
Upright games in the $2000 price range are just not selling.
|
|
This change in the market demand requires us to adapt our
|
|
games to the kit market. The kit market is dominated by the
|
|
JAMMA standard.
|
|
|
|
JAMMA PROS
|
|
|
|
Increased kit sales
|
|
Possibly increased whole game sales
|
|
Economies of harness standardization:
|
|
Engineering
|
|
Manufacturing
|
|
Field service (test fixtures)
|
|
|
|
JAMMA CONS
|
|
|
|
Increased PCB costs
|
|
Increased connection costs
|
|
Increased FCC problems
|
|
Reduced power supply capabilities
|
|
Inflexible edge connections
|
|
Reduced audio volumes
|
|
Changes "Standard Audio" methods (increased engineering)
|
|
|
|
Doug Snyder agreed to coordinate documenting the Atari JAMMA
|
|
specification. This specification will cover:
|
|
|
|
Edge connector pinouts
|
|
Video timing, polarity, levels
|
|
Audio levels
|
|
Power supply requirements
|
|
|
|
Byron Sheppard agreed to come up with a standard audio amp
|
|
configuration (for use on JAMMA games) that is cheap and uses
|
|
readily available components.
|
|
|
|
We discussed monitor usage on JAMMA games. The JAMMA edge
|
|
connector only provides for -CSYNC. However, Doug said that
|
|
the kits he has seen also provide taps somewhere on the PCB
|
|
for separate positive syncs. He suggested we do the same (as
|
|
a minimum) on our boards (on Tetris, he provided a separate
|
|
Atari standard monitor header on the PCB). We should also
|
|
make sure that the monitors we will be using will accept
|
|
-CSYNC. (Some monitors accept -CSYNC on both -HSYNC and
|
|
-VSYNC terminals). We should NOT use (on our JAMMA compatible
|
|
cabinets) monitors that only accept positive sync signals.
|
|
|
|
Regarding current and future games:
|
|
|
|
TETRIS and TETRIS cocktail are both JAMMA compatible.
|
|
|
|
ESCAPE upright will not be a JAMMA cabinet.
|
|
ESCAPE kit will have an adaptor board and minor mods to
|
|
the SA audio board to make it JAMMA compatible.
|
|
|
|
SKULL & CROSSBONES main board will be re-designed to
|
|
incorporate the JAMMA connector. The SA II board (with
|
|
minor mods) will mount on top of the main board and have
|
|
connections only to the main board.
|
|
|
|
Games beyond these were not discussed. I would presume
|
|
that all games currently in development except for
|
|
S.T.U.N. Runner will be converted to JAMMA.
|
|
Incorporating the audio board onto the main board should
|
|
be seriously considered for cost savings (keeping the
|
|
software drivers as compatible as possible, however).
|
|
|
|
Please let me know if you have any additions or corrections.
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 23-MAR-1989 17:06:47.31
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: ATARI ALUMNI SEARCH - STEVE EHRET
|
|
|
|
|
|
If anybody knows the whereabouts of Steve Ehret, or knows somebody that might
|
|
know how to reach him, please let me know. He worked on a patent long ago that
|
|
has new relevance regarding the legal/patent dispute with Nintendo. Apparently
|
|
our legal staff would like to discuss the patent with him.
|
|
|
|
Steve Ehret was a Coin-op technician back in the 1975-1979 timeframe.
|
|
___________________________________________________________________________
|
|
From: BERT::GROSSMAN 29-MAR-1989 10:49:23.81
|
|
To: ROTBERG,BURGESS,MARGOLIN,MCNAMARA,COMSTOCK,NOBLE,MOSER,BRAD,DIEKNEITE,RAY,CAMERON,MOMODA,MONCRIEF,MOORE,DOWNEND,RAINS,GROSSMAN
|
|
CC:
|
|
Subj: S.T.U.N. Review
|
|
|
|
Friday, March 31
|
|
2:00 pm
|
|
S.T.U.N. Lab
|
|
|
|
S.T.U.N. REVIEW
|
|
|
|
called by Ed Rotberg
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 30-MAR-1989 09:50:47.95
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAR 30, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89
|
|
PROD RELEASE: 26 MAY 89 19 APR 89
|
|
FGA: 14 JUL 89 4 JUN 89
|
|
|
|
|
|
There will be a game review of this game tomorrow, Friday March 31, at
|
|
2:00 PM.
|
|
|
|
|
|
CABINET
|
|
The cabinet has been delivered to the Lab.
|
|
|
|
|
|
GRAPHICS
|
|
Graphics proceeding according to schedule.
|
|
|
|
AUDIO
|
|
We've started receiving new audio. The new stuff all sounds good.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) Enemy intelligence has been improved.
|
|
2) The "points" attract screen has been modified.
|
|
3) New Graphics have been added, including new title screen.
|
|
4) New tunnel sections have been added.
|
|
5) Continued to tune the game parameters.
|
|
6) Improved collision detection on flats.
|
|
7) Game continuation/ add-a-coin has bee fully implemented.
|
|
|
|
This week we will be working on:
|
|
2) Tuning traffic/markers/hotspots into levels 5,6, & 7.
|
|
3) Adding a new attract mode:
|
|
a) Scenario description that sets the tone for the game.
|
|
4) Capturing game play statistics and associated display screens as per
|
|
marketing input.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 30-MAR-1989 19:11:32.37
|
|
To: ROTBERG,MARGOLIN
|
|
CC:
|
|
Subj: Credit Screen
|
|
|
|
|
|
Please add Erik Durfey to the credit screen. He worked with me
|
|
on the MultiSync boards.
|
|
|
|
Thanks,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::ROTBERG "Professor of Gonzo" 31-MAR-1989 09:49:33.03
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: Credit Screen
|
|
|
|
|
|
Will do Jed,
|
|
The credit screen is in no way completed, probably will be in flux untill
|
|
production release. Can you think of a good "title" for Eric? Let me know.
|
|
|
|
- Ed -
|
|
___________________________________________________________________________
|
|
From: KIM::BEHENSKY 4-APR-1989 12:12:30.75
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: The end of the greenhouse effect and smog, bankruptcy of Exxon, etc.
|
|
|
|
|
|
For those of you who have been intrigued by the reports of
|
|
ROOM TEMPERATURE!!! fusion experiments by the two scientists
|
|
at the university of Utah, I have a limited number of copies
|
|
of a science times article from last week about the issue.
|
|
Considering the earth-shaking implications of the news, it
|
|
is puzzling that there has been very little discussion of the
|
|
issue in the press, especially considering all the hoopla
|
|
afforded the recent advances in superconductivity.
|
|
|
|
It is also intriguing that the scientists who developed the process
|
|
felt they had to go public in such a big way. They say that
|
|
a reporter in Utah was about to write a story about their
|
|
experiments, but I wonder if they were afraid of their discovery
|
|
being suppressed. With the extremely powerful interests who
|
|
will be effected by a potentially very cheap source of
|
|
fusion energy small, simple, and safe enough to be placed in
|
|
your car for propulsion or basement for heat, it would not
|
|
suprise me in the least that someone might try to prevent
|
|
the information from being released. Fortunately, with
|
|
the current publicity, the cat is now out of the bag.
|
|
The technique is simple enough that you could duplicate it
|
|
in your kitchen, given the necessary heavy water and
|
|
palladium wire.
|
|
|
|
Of course, the whole question is moot if the process doesn't work,
|
|
but given the solid reputation of the scientists involved, and the
|
|
relative ease of confirming that fusion is occuring (unexplained
|
|
energy release, presence of helium-3, presence of released neutrons)
|
|
I think it probably does. The energy release is particularly
|
|
telling; they are claiming a 4 to 1 payback in energy ouput
|
|
versus energy input. This should be impossible to miss, and
|
|
unless Drs. Stanley and Fleishmann are intent on throwing
|
|
their careers away, I'm sure they got it right.
|
|
|
|
Still think it doesn't work, and that the government has nothing
|
|
to do with what's going on? News flash this morning: The current
|
|
head of NASA is leaving his job to oversee the Utah fusion project!
|
|
See you on Mars in 1995, folks, in our personal fusion powered
|
|
spaceships.
|
|
|
|
Max
|
|
___________________________________________________________________________
|
|
From: BERT::ARVIDSON 4-APR-1989 14:06:06.61
|
|
To: MARGOLIN,ARVIDSON
|
|
CC:
|
|
Subj: PQFP Assmbly, Housing, Cover.
|
|
|
|
|
|
Can you tell me how the assembly, AMP 821932-4, which consists of a housing
|
|
and a cover, are shipped? Are the housing and cover in separate containers
|
|
or are they paired and partially assembled when received?
|
|
|
|
Jeff refuses to assign an Atari p/n if the housing and cover arrives in
|
|
separate boxes.
|
|
|
|
Other than part numbers, what is the difference between ordering one assembly
|
|
and ordering one each of the housing and the cover?
|
|
|
|
If you can't shed light on the way these are shipped, I will call Bob Grant at AMP.
|
|
|
|
thanks, erwin
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 4-APR-1989 16:35:19.12
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Oakmead-San Jose Land Sale
|
|
|
|
|
|
In April 1988 Atari Games purchased 15.62 acres in the Oakmead-San Jose
|
|
Business Park to build a new factory and a new office building. The
|
|
site also provided us with room to build another building to handle
|
|
future expansion.
|
|
|
|
Recently, the Executive Committee made a decision to sell the land,
|
|
because it was discovered that much more management time than originally
|
|
anticipated would have to be devoted to the project to make it a success.
|
|
Further, the matter was complicated by the ongoing litigation with
|
|
Nintendo. For these reasons, we believe it is better to continue
|
|
leasing our present buildings, as we have very good leases, and sell
|
|
the 15.62 acres.
|
|
|
|
In addition, we purchased the land at a rock bottom price, so we stand
|
|
to make a nice profit when the land sale is final. We certainly can
|
|
use the money to grow our business with Tengen's.
|
|
|
|
If you have any questions on the land sale, please see your departmental
|
|
Vice President.
|
|
Dennis Wood
|
|
___________________________________________________________________________
|
|
From: BERT::OWENS 5-APR-1989 14:18:59.29
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: SANYO DISPLAYS FOR ENG PROTO-GAMES
|
|
|
|
|
|
Several people have asked me about the problems they are having getting the
|
|
correct brightness levels on the Sanyo displays. After looking at several
|
|
different displays, I have concluded that the samples we are receiving from
|
|
MFG are "RAW" units. As in they have not had the Black Level adjusted, and
|
|
they have not been white tracked per Atari specifications. I recommend that
|
|
on all future MTO's the requester specifies on the MTO that the displays
|
|
need to be set-up prior to delivery to Engineering. It is important that the
|
|
displays used in game development represent the actual displays that will be
|
|
used in the product build so that the correct RGB signal levels can be set
|
|
via the bias resistors on the video output circuits. It is very hard to set
|
|
the Black Level on the displays once they are mounted in the cabinet, so the
|
|
best I have been able to do on the field test, and show games is bump up the
|
|
low end of the RGB outputs of the displays to compensate for the loss in the
|
|
brightness range. Your cooperation in this matter is appreciated.
|
|
|
|
RLO
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 5-APR-1989 15:23:55.79
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: MANAGEMENT CHANGES
|
|
|
|
|
|
Effective April 3, 1989, the following personnel changes were
|
|
made at Atari Games and Tengen.
|
|
|
|
Mr. Dan Van Elderen has been appointed Chief Operating Officer
|
|
and Executive Vice President of Tengen. Mr. Randall Broweleit
|
|
will continue as Sr. Vice President of Tengen, reporting to
|
|
Mr. Van Elderen. Mr. Broweleit will assume all the
|
|
responsibilities connected with sales and marketing.
|
|
Mr. Van Elderen will be responsible for the administration,
|
|
finance and engineering functions of the company. As the Chief
|
|
Operating Officer, Mr. Van Elderen will also be responsible for
|
|
the overall functions of Tengen.
|
|
|
|
The aforementioned personnel changes were made in anticipation of
|
|
Tengen's annual sales expanding to potentially three to four
|
|
times it's current 30M.
|
|
|
|
Mr. Lyle Rains, ready for something new, is stepping aside as Sr.
|
|
Vice President of Engineering and his new functions within Atari
|
|
will focus on technological developments. Atari Games expects
|
|
great contributions from Mr. Rains in this area.
|
|
|
|
Mr. Richard Moore has been promoted to Vice President of
|
|
Engineering and will be responsible for all engineering
|
|
operations. His more than 10 years of experience in game design
|
|
and junior management certainly enables him to be a great asset
|
|
to Atari Games in his new capacity as Vice President.
|
|
|
|
Mr. John Klein has resigned from Atari for personal reasons.
|
|
Mr. Robert Sheffield has been promoted to Vice President of the
|
|
Finance Department and Chief Financial Officer of Atari Games.
|
|
Mr. Klein, however, will continue to serve as a consultant,
|
|
assisting us with his vast knowledge of finance.
|
|
|
|
Let's continue our strong support of this new management as they
|
|
address their new responsbilities and help lead our companies
|
|
toward future prosperity.
|
|
___________________________________________________________________________
|
|
From: BERT::ARVIDSON 5-APR-1989 15:54:23.83
|
|
To: MARGOLIN,ARVIDSON
|
|
CC:
|
|
Subj: PQFP SOCKET ASSEMBLY/COVER/HOUSING.
|
|
|
|
|
|
Bob Grant returned OUR calls.
|
|
|
|
He is checking on delivery (qty=500) and will have an answer by tommorrow.
|
|
|
|
Reason for price discrepancy of assembly vs cover & housing separately:
|
|
|
|
Your pricing from C. Eppley in Pennsylvania is almost eight months old
|
|
and the market conditions have changed since 8-17-88.
|
|
|
|
The pricing that I gave you is today's pricing.
|
|
|
|
His office is checking on the condition that the assembly is shipped in and
|
|
will let me know how we will receive the cover and housing under AMP 821932-4.
|
|
|
|
If you wish anything more from him let me know.
|
|
|
|
erwin
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 6-APR-1989 13:41:05.62
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: APR 06, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 14 APR 89 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
The Fourth Review was held as scheduled. There was a lot of good input on
|
|
the game play and the team has started to implement some of those ideas
|
|
already. As per marketing's input, we have pushed back our Field Test date
|
|
by one week, and the also the Production Release and FGA dates by one week
|
|
as well.
|
|
|
|
It was decided to look into as deluxe sit-down cabinet version of the game,
|
|
in addition to the upright version already planned.
|
|
|
|
CABINET
|
|
The Field Test cabinet is being readied for Field Test.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) New Graphics have been added, including new title screen.
|
|
2) New tunnel sections have been added.
|
|
3) Continued to tune the game parameters.
|
|
4) Added a new attract mode, a Scenario description that sets
|
|
the tone for the game.
|
|
5) Improved Enemy intelligence, and added a variable difficulty feature.
|
|
6) Added new sounds to the game.
|
|
|
|
This week we will be working on:
|
|
1) Capturing game play statistics and associated display screens as per
|
|
marketing input.
|
|
2) Tuning all the waves on a time basis.
|
|
3) Fixing bugs in readiness for Field Test.
|
|
4) Adding 50 cents to start 25 cents to continue feature.
|
|
5) Getting the game into the common area.
|
|
6) Getting the VCR power detect working.
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 6-APR-1989 15:40:20.13
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: Jed, See me if you have any questions. Thanks, Ed.
|
|
|
|
From: KIM::RAY 6-APR-1989 15:37
|
|
To: ROTBERG,STUN
|
|
Subj: Audio PCB self test
|
|
|
|
Ed --
|
|
|
|
Jed's self test does not report on the status of the SA II
|
|
audio PCB. You need to get with him so he can change his self
|
|
test program to look for the following info. from the audio
|
|
bd.
|
|
|
|
John
|
|
|
|
From: KIM::BRAD 6-APR-1989 13:58
|
|
To: RAY,BRAD
|
|
Subj: diagnostic results from RPM
|
|
|
|
Below are the bits that RPM set when the following test(s) fails:
|
|
|
|
P1BAD = 080 ;80 = 1st (4000) PROM bad
|
|
P2BAD = 040 ;40 = 2nd (8000) PROM bad
|
|
P3BAD = 020 ;20 = 3rd (C000) PROM bad
|
|
R1BAD = 010 ;10 = 1st (0000) RAM bad
|
|
R2BAD = 008 ;08 = 2nd (0800) RAM bad
|
|
IRBAD = 004 ;04 = IRQs not present
|
|
YMBAD = 002 ;02 = YAMAHA timed out
|
|
MLBAD = 001 ;01 = mainline not running
|
|
|
|
|
|
This byte is reported to the master when S_STAT is called.
|
|
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: BERT::GROSSMAN 6-APR-1989 16:31:45.77
|
|
To: @SURPRISE
|
|
CC:
|
|
Subj: SURPRISE
|
|
|
|
|
|
THE FOLLOWING MESSAGE IS INTENDED AS A SURPRISE FOR DAN, LYLE & RICH !!!
|
|
|
|
Tomorrow at 4:00 pm - Atari Cafeteria
|
|
Cake and Champagne for Dan, Lyle & Rich.
|
|
|
|
Karen Graham and Ken Hata have designed a paper "yellow power tie"
|
|
(no time to order T-shirts) which will be passed out in the morning.
|
|
Marty Viljamma will be taking a group photo of "Dan's kids" before
|
|
during or after the cake and champagne which I'm sure will be hung
|
|
with distinction in Dan's new executive office. Please dress
|
|
according.
|
|
|
|
If you would like to contribute to the cake and champagne (donut fund
|
|
is truly on it's last legs), please drop off a $1.00 on my desk.
|
|
|
|
Remember we would like to keep this as a SURPRISE!
|
|
|
|
cynde
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 6-APR-1989 17:47:41.49
|
|
To: LICHAC,MARGOLIN
|
|
CC:
|
|
Subj: Component Bracket
|
|
|
|
|
|
Last week we got a fax from Jim Seward wherein he complained about a bunch of
|
|
stuff including:
|
|
|
|
" The Component Bracket cannot be secured when two coin counters are fitted."
|
|
|
|
What do you think?
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::LICHAC 7-APR-1989 07:21:20.67
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: COMPONENT BRACKET
|
|
|
|
|
|
I WILL FORWARD YOUR MESSAGE TO MIKE JANG...
|
|
|
|
JERRRRRRRRRRRRRRRRY
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 10-APR-1989 12:32:34.33
|
|
To: MEYETTE,MARGOLIN
|
|
CC:
|
|
Subj: 5 Volt 10 Amp Supply
|
|
|
|
|
|
Will the +5V 10 Amp supply put out 7.5 Amps at 50 degrees Celsius?
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::MEYETTE 10-APR-1989 12:54:36.13
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: 5 Volt 10 Amp Supply
|
|
|
|
|
|
If the power supply is approved under 149003-XXX then it will put out 10 amps,.
|
|
from 0`C to 50`C.
|
|
Rick
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 10-APR-1989 13:22:17.03
|
|
To: RAY,ROTBERG,CAMERON,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner
|
|
|
|
|
|
Stun Runner
|
|
-----------
|
|
In order to use existing coin software:
|
|
|
|
1. The Coin Switches will be connected to the MultiSync Board instead of
|
|
to the SA II.
|
|
|
|
2. One end of the Coin Counter will be connected to the Coin Counter driver
|
|
on the MultiSync Board.
|
|
|
|
The other end will be connected the CC1+ on SA II to pick up +14V through
|
|
a resistor.
|
|
|
|
Carole will find out if the Counter Counter has an internal protection
|
|
diode. If it doesn't, she will put one at the Coin Counter Connector.
|
|
|
|
Carole will add a power ground from SA II to the MultiSync Board to
|
|
augment the ground in the SCUM Cable.
|
|
|
|
The Stun Runner current requirement from the +5 Volt supply is 7.5 Amps. Rick
|
|
Meyette assures me that tne +5 Volt 10 Amp supply is rated to supply 10 Amps
|
|
up to 50 degrees Celsius. Therefore, Stun Runner can use the +5 Volt 10 Amp
|
|
supply.
|
|
|
|
I have obtained a series number for Stun Runner Programmed Parts.
|
|
|
|
I have received a memo on diagnostic test results from RPM. I need to know:
|
|
|
|
1. What is the protocol for communicating to SA II?
|
|
|
|
2. How do I call S_STAT?
|
|
|
|
3. Is there a period after which, with no reponse, I can assume the
|
|
SA II is broken?
|
|
|
|
4. The Status bits indicate three ROMs (at 4000, 8000, and C000). The
|
|
SA II schematic shows only one program ROM. If this ROM is good will
|
|
all three ROM status bits be set or just one? If one, then which
|
|
one?
|
|
|
|
5. The situation for RAMs is similar.
|
|
|
|
6. Does the SA II program deliver ROM checksums?
|
|
|
|
7. Does the SA II test the ROMs connected to the MSM6295?
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 10-APR-1989 15:51:38.96
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER in the Common Area
|
|
|
|
|
|
Alright everybody, this is it, S.T.U.N. RUNNER is finally out for
|
|
all of you to beat to death. The Engineering Common Area has the lastest
|
|
version (it will be updated daily to reflect all your wonderful
|
|
comments, observations, and bug detections). Please use the pad
|
|
on the side of the cabinet to record all your comments.
|
|
|
|
Thanks in Advance!!
|
|
|
|
The S.T.U.N. RUNNER TEAM
|
|
___________________________________________________________________________
|
|
From: KIM::MCNAMARA 10-APR-1989 17:07:59.84
|
|
To: MARGOLIN,MCNAMARA
|
|
CC:
|
|
Subj: STUN COIN COUNTER
|
|
|
|
|
|
Jed,
|
|
I want to let you know that the coin counter on the STUN cabinet is
|
|
connected the way you want it, and it seems to work fine. I didn't look at
|
|
the signals yet to see if any noise is injected into the MSYNC bd from the
|
|
grounding method we use. I haven't noticed anything strange happen to the game
|
|
when the coin counter is activated, like resets that you were worried about.
|
|
|
|
We have another monitor now. This one seems to be much better than the
|
|
last monitor, which was too dark.
|
|
We also connected the development system to the game to look at the pot
|
|
values, and were able to zero the vertical aim pot with this data.
|
|
|
|
The game seems to be working fine at this time.
|
|
|
|
Thanks,
|
|
Glenn.
|
|
___________________________________________________________________________
|
|
From: BERT::JANG 11-APR-1989 07:40:17.30
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: SEWARD COMPLAINTS
|
|
|
|
|
|
I NEED TO KNOW WHICH GAME HE IS TALKING ABOUT AND WHICH COMPONENT BRACKET
|
|
HE IS USING. CAN YOU GET THIS INFORMATION FIRST? WE HAVE USED TONS OF COMPONENT
|
|
BRACKETS (YOU KNOW, THE TYPICAL 10 VERSIONS OF ANY STANDARD PART WE HAVE BECAUSE
|
|
SOMEONE ON A PROJECT TEAM DECIDED TO IMPROVE THE PART FOR HIS OWN GAME) SO WE
|
|
NEED TO SEE SPECIFICS. WE WOULD BE GLAD TO SEND THEM A RECOMMENDATION SINCE
|
|
THEY HAVE ECN CONTROL OF TYPICAL SHEET METAL PARTS. IN OTHERWORDS, THEY DON'T
|
|
NEED AN ECN FROM US BECAUSE WE SET UP THE IRELAND DOCUMENTATION SO THAT THEY
|
|
COULD MAKE DESIGN CHANGES AS THEY PLEASE.
|
|
|
|
MIKE
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 11-APR-1989 08:02:44.31
|
|
To: BERT::JANG,MARGOLIN
|
|
CC:
|
|
Subj: RE: SEWARD COMPLAINTS
|
|
|
|
|
|
He is talking about Hard Drivin' so I assume he is using whatever component
|
|
bracket is called out for Hard Drivin'.
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 11-APR-1989 12:15:40.75
|
|
To: @sys$mail:engineer,MCCARTHY
|
|
CC:
|
|
Subj: GALs.. GALs.. GALs
|
|
|
|
|
|
PAL users and buyers read on.
|
|
|
|
I am recommending that Karen Bjornquest stock LATTICE GALS instead of PALs for
|
|
most applications in engineering. It may be beneficial to also use them in
|
|
production instead of PALs.
|
|
|
|
A GAL is an electrically erasable multifunction PAL. The G stands for
|
|
GENERIC.
|
|
Basically there are three GALs : GAL16V8, GAL20V8 and GAL39V18. The GAL16V8
|
|
will accept the fusemap for a PAL16L8 and most other PALs in the 20 pin
|
|
series. They can be programmed with our current software and hardware. The
|
|
DATA I/O configures the GAL to look like the PAL you intended. You just enter
|
|
the GAL family pin/code. (The JEDEC file has the pal type you intended). The
|
|
GAL20V8 is a generic form of the 24 pin PAL series (8 outputs only). The
|
|
GAL39V18 is a generic form of the PAL22V10 and IFPLs (Signetics 82S153 etc.)
|
|
and includes user selectable latches or flipflops on the inputs and outputs
|
|
and 8 buried state registers.
|
|
|
|
If you want the change the logic in a GAL, simply take the same device back
|
|
to the programmer and program it again.
|
|
|
|
Available speeds are 10nS, 15nS and 25nS for the GAL16V8,
|
|
15nS and 25nS for the GAL20V8 and 30nS for the GAL39V18
|
|
|
|
Costs / availability
|
|
Jerry Greiner, sales manager for Lattice and Joan Alpen from Merit
|
|
Electronics (distributors) indicated that Atari could buy GALS for production
|
|
(at least the GAL16V8-25) at the current going rate for PALs of $0.95 even
|
|
though the the "street" price is around $1.40
|
|
The Atari special on GAL20V8-25 would be around $1.60, (street price $2.25)
|
|
The GAL39V18 (soon to be renamed GAL6001) has a current price of around $9.00
|
|
moving towards $6.00 by the end of the year.
|
|
For production purposes these parts can be programmed at the distributor, and
|
|
should we need to change the program, or over-order a part, they can be
|
|
returned to the distributor for reprogramming.
|
|
|
|
They have a definite cost advantage for engineering prototype development,
|
|
since they are reprogrammable, and since we buy our PALs for engineering use
|
|
at anything up to $2.50 at FRYs. Instead of stocking 16L8s, 16P8s, 16R8s,
|
|
16R6s, 16R4s and 16RP8s, we could just stock 16V8s.
|
|
|
|
|
|
Footnote.
|
|
Lattice are developing a 2000-3000 gate LCA (XILINX look-alike) that will use
|
|
EEPROM technology for configuration instead of RAM as Xilinx uses.
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 12-APR-1989 16:40:12.69
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: YASV (Yet Another Stun Version)
|
|
|
|
|
|
There is the latest version of S.T.U.N. RUNNER in the engineering common
|
|
area. Please play it. We are in desperate need of playtime statistics
|
|
in order to tweek the time allotted for each track (level) in the game.
|
|
|
|
Thanks in advance.
|
|
|
|
Andy
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 12-APR-1989 18:52:45.11
|
|
To: ROTBERG,STUN,MARGOLIN
|
|
CC:
|
|
Subj: Monitor Stuff
|
|
|
|
|
|
Monitor Problem:
|
|
|
|
When I heard that the video output wasn't right, I assumed it was too low.
|
|
|
|
Rick Meyette says the problem is that the Stun Runner board produces Too Much
|
|
video output voltage for the Sanyo Monitor.
|
|
|
|
The way to fix it is to install the 3.3K resistors at R97, R108, and R112.
|
|
Heretofore they were not loaded in order to boost the video output.
|
|
|
|
With these resistors loaded, the maximum video output should be 3.0 volts.
|
|
If it isn't we will adjust the value of the resistors until it is.
|
|
|
|
There may be a problem with threshhold brighness values. To wit:
|
|
|
|
Wells-Gardner Sanyo
|
|
------------- -----
|
|
Max Video 3.5 Volts (255 DAC) 3.0 Volts (255 DAC)
|
|
Gray 1.5 Volts (85 DAC) 1.5 Volts (102 DAC)
|
|
Threshhold 1.0 Volts (42 DAC) 1.0 Volts (51 DAC)
|
|
Min Video 0.5 Volts (0 DAC) 0.5 Volts (0 DAC)
|
|
|
|
|
|
The Sanyo cannot be adjusted to work with Wells-Gardner video levels.
|
|
Meyette say the Wells can be adjusted to work with Sanyo levels. I suggest
|
|
we use Sanyo levels.
|
|
|
|
Let's plan on adding the resistors to a board and connecting it to a
|
|
Sanyo monitor. It may be necessary to adjust the gray levels in software.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 12-APR-1989 19:10:47.07
|
|
To: GROSSMAN,MARGOLIN
|
|
CC:
|
|
Subj: Status Report
|
|
|
|
Atari Confidential
|
|
|
|
Hard Drivin' Status Report
|
|
Date: April 13, 1989
|
|
Reported by Margolin
|
|
|
|
|
|
This week's top story, filed by correspondent Rick Moncrief, concerns the
|
|
Atari Games Distributers' Show. Moncrief reports:
|
|
|
|
"Things went well at the Show. There were favorable comments about both
|
|
the Sitdown and the Compact..... . There was some concern about the
|
|
security of the cash box."
|
|
|
|
In local news, the problem with the Hard Drivin' Motor Amp has been addressed
|
|
and, with Erik Durfey's help, hopefully solved on this, the second attempt in
|
|
as many days.
|
|
|
|
A petition for an ECN will be filed after it has been verified that these new
|
|
mods solve the problem.
|
|
|
|
|
|
-30-
|
|
___________________________________________________________________________
|
|
From: BERT::LINDA "Evening Receptionist" 12-APR-1989 21:06:29.59
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: Message
|
|
|
|
|
|
Rick says Super Deal!!!
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 13-APR-1989 10:50:41.64
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN RUNNER status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: APR 13, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: 14 APR 89 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
CABINET
|
|
The Field Test cabinet is nearly ready for Field Test. Kyoko should have
|
|
the control panel finished today, and the attract plex by early tomorrow.
|
|
|
|
HARDWARE
|
|
|
|
We will be using a Wells-Gardner monitor for the Field Test as the Sanyo
|
|
monitor was not compatible with the voltage levels output by the Multisync
|
|
board. We will address this problem sometime after Field Test and correct it.
|
|
|
|
SOFTWARE
|
|
|
|
Software changes to the game include:
|
|
1) New Graphics have been added, including new title screen.
|
|
2) Continued to tune the game parameters.
|
|
3) Capturing game play statistics and associated display screens as per
|
|
marketing input, including backdoor for display of histograms
|
|
without opening up the game.
|
|
4) Added new sounds to the game.
|
|
5) Added 50 cents to start 25 cents to continue feature and fixed
|
|
all coin messages appropriately.
|
|
6) Got the game into the common area.
|
|
7) Got the VCR power detect working.
|
|
8) Modified other games routines as needed for game play.
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 14-APR-1989 12:36:50.80
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER Field Test
|
|
|
|
|
|
Yes folks, The moment has finally arrived. S.T.U.N. RUNNER is officially
|
|
out on field test. Wish us luck!!
|
|
|
|
The S.T.U.N. RUNNER TEAM
|
|
Ed Rotberg, Andrew Burgess, Glenn McNamara, Don Diekneite, Jed Margolin,
|
|
Sam Comstock, Will Noble, Kris Moser, and the rest of the support staff.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 14-APR-1989 15:23:00.99
|
|
To: BURNIAS,ARVIDSON,MARGOLIN
|
|
CC:
|
|
Subj: Degrading 74AS573s
|
|
|
|
|
|
TIs request for a waiver is for the following parameters:
|
|
|
|
|
|
Parmeter From To Datasheet Waiver
|
|
-------- ---- -- --------- ----------
|
|
TPLH D Q 6.0 ns max 8.0 ns max
|
|
TPHL D Q 6.0 ns max 7.0 ns max
|
|
TPLH C Q 11.5 ns max 13.0 ns max
|
|
|
|
|
|
I have looked at the Driver Main circuit where the 74AS573s are used and I
|
|
believe these degraded parts will work, BUT ALL BETS ARE OFF IF OTHER PARAMETERS
|
|
ARE ALSO DEGRADED, ESPECIALLY:
|
|
|
|
tsu Setup time, data before enable C low transition
|
|
th Hold time, data after enable C low transition
|
|
|
|
Also, I object to their insistence that these parts be non-cancellable and non-
|
|
returnable. If these parts don't work properly in the circuit we ought to be
|
|
able to return the parts not used and cancel the parts not received.
|
|
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 14-APR-1989 16:23:40.57
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: PROMOTIONS AND NEW HIRES
|
|
|
|
|
|
PROMOTIONS:
|
|
|
|
Please extend congratulations to Elaine Shirley who has been promoted to
|
|
Director of Customer Service. Elaine's excellent work record during her 16
|
|
years at Atari as well as her new responsibilities within Tengen, has justified
|
|
her promotion. Elaine and her group are highly committed to their jobs, and
|
|
will put out the extra effort to keep their department on schedule. Way to go,
|
|
Elaine!
|
|
|
|
Congratulations also go to Bart Carlee. Bart has been promoted to the position
|
|
of Quality Assurance Manager of Atari Games, on assignment to Tengen. Bart has
|
|
made significant contributions to Tengen's growth and success during the
|
|
previous year. In addition to source inspection, his responsibilities include
|
|
process improvement and long-range manufacturing strategies. Good job, Bart!
|
|
|
|
|
|
NEW HIRES: ATARI
|
|
|
|
Richard Dickson is our new Shipping and Receiving Supervisor, reporting to Tom
|
|
Smith. Just recently from Digital Communications Associates, Inc., in San
|
|
Jose, Richard will be responsible for shipping and inventory control.
|
|
|
|
|
|
Having started out at Atari as a temporary employee in the Human Resources
|
|
Department, Rhonda Allen is now a secretary asing department, replacing Marie J
|
|
___________________________________________________________________________
|
|
From: BERT::LINDA "Evening Receptionist" 14-APR-1989 16:47:04.39
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: FREUDIAN SLIP
|
|
|
|
|
|
Due to a minor glitch, Sandi has accidently promoted Rhonda Allen to an
|
|
erroneous position in the previous promotion announcement. Please disregard:
|
|
correction to follow.........
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 17-APR-1989 13:05:58.02
|
|
To: FRYE,MARGOLIN
|
|
CC:
|
|
Subj: Old Chair
|
|
|
|
|
|
Please return my old office chair. I have a problem with a compressed nerve
|
|
in my leg and the old chair is the only one that does not cause me problems.
|
|
Possibly the new chair would be ok but I am not interested in finding out.
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 17-APR-1989 15:19:25.84
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: PROMOTIONS AND NEW HIRES
|
|
|
|
|
|
I am re-submitting this message. I sent it unfinished and garbled on Friday,
|
|
but I hear that some of you didn't receive it anyway. So here goes again...
|
|
|
|
PROMOTIONS:
|
|
|
|
Please extend congratulations to ELAINE SHIRLEY who has been promoted to
|
|
Director of Customer Service. Elaine's excellent work record during her 16
|
|
years at Atari as well as her new responsibilities within Tengen, has justified
|
|
her promotion. Elaine and her group are highly committed to their jobs, and
|
|
will put out the extra effort to keep their department on schedule. Way to go,
|
|
Elaine!
|
|
|
|
Congratulations also go out to BART CARLEE. Bart has been promoted to the
|
|
position of Quality Assurance Manager of Atari Games, on assignment to Tengen.
|
|
Bart has made significant contributions to Tengen's growth and success during
|
|
the previous year. In addition to source inspection, his responsibilities
|
|
include process improvement and long-range manufacturing strategies. Good job,
|
|
Bart!
|
|
|
|
|
|
NEW HIRES: ATARI
|
|
|
|
RICHARD DICKSON is our new Shipping and Receiving Supervisor, reporting to
|
|
Tom Smith. Just recently from Digital Communications Associates, Inc. in San
|
|
Jose, Richard will be responsible for shipping and inventory control.
|
|
|
|
Having started out at Atari as a temporary employee in the Human Resources
|
|
Department, RHONDA ALLEN is now a secretary in the Purchasing Department.
|
|
Rhonda has replaced MARIE JULIAN who transferred to Tengen as Steve Calfee's
|
|
secretary in the Product Development Department.
|
|
|
|
Replacing Katy Dwyer in accounting, is PHYLLIS WHITEHURST. Phyllis is
|
|
Accounts Payable Accounting Assistant, reporting to Rick Thompson.
|
|
Phyllis started her accounting career while serving in the U.S. Army Reserve,
|
|
but has also worked for Eggo Foods and Counterpoint Computers.
|
|
|
|
|
|
NEW HIRES: TENGEN
|
|
|
|
PAT RILEY started working for Steve Calfee at Tengen as a temporary Game Player
|
|
earlier this year, testing the Gauntlet software. He has now been hired as a
|
|
Game Counselor. Patrick, along with the two other Tengen game couselors, has
|
|
to play-test games as well as answer telephone inquiries.
|
|
|
|
Also joining Steve Calfee's Product Development Department recently is
|
|
LISA CHING. Hired as a Sr. Programmer, Lisa has nine years experience in the
|
|
computer field, with application programming emphasis.
|
|
|
|
Let's give all of these new Atari and Tengen employees a big "HOWDY".
|
|
___________________________________________________________________________
|
|
From: CHARM::MORRIS 18-APR-1989 12:14:45.38
|
|
To: MONCRIEF,MARGOLIN,BEHENSKY,MOTT
|
|
CC:
|
|
Subj: more hd usenet feedback
|
|
|
|
FYI
|
|
===
|
|
Path: dms!motcsd!hpda!hplabs!hp-sdd!ucsdhub!sdcsvax!ucsd!ucbvax!tut.cis.ohio-state.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf
|
|
From: mdf@ziebmef.uucp (Matthew Francey)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <1989Apr12.200433.15706@ziebmef.uucp>
|
|
Date: 13 Apr 89 00:04:31 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>
|
|
Organization: Ziebmef Public Access Unix, Toronto, Canada
|
|
Lines: 19
|
|
|
|
In article <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>, bw0i+@andrew.cmu.edu (Bryan Wu) writes:
|
|
|
|
> Real Physics!
|
|
|
|
I dunno... the collisions are VERY elastic, and in some regions of the
|
|
"universe" (while off road), you encounter some very strange zones where
|
|
angular momentum is definitely not conserved.
|
|
|
|
But on-road... wow. My only problem is with the stick shift/clutch. I
|
|
find I have to put all my weight behind a single gear change. Since I don't
|
|
drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask
|
|
the net if this is (in general) the case in real life ("heavy" stick shifts).
|
|
|
|
By the way.. has anyone else seen the new Sega "Out Run - Turbo"? Like most
|
|
sequels, a major disappointment. Compared to Hard Drivin' a huge joke. Sega
|
|
should be ashamed of itself.
|
|
--
|
|
Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m
|
|
mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf
|
|
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!decvax!ima!haddock!eli
|
|
From: eli@haddock.ima.isc.com (Elias Israel)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <12720@haddock.ima.isc.com>
|
|
Date: 17 Apr 89 14:15:34 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu> <1989Apr12.200433.15706@ziebmef.uucp>
|
|
Reply-To: eli@haddock.ima.isc.com (Elias Israel)
|
|
Organization: Interactive Systems, Boston
|
|
Lines: 68
|
|
|
|
In article <1989Apr12.200433.15706@ziebmef.uucp> mdf@ziebmef.uucp (Matthew Francey) writes:
|
|
>In article <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>, bw0i+@andrew.cmu.edu (Bryan Wu) writes:
|
|
>
|
|
>> Real Physics!
|
|
>
|
|
> I dunno... the collisions are VERY elastic, and in some regions of the
|
|
>"universe" (while off road), you encounter some very strange zones where
|
|
>angular momentum is definitely not conserved.
|
|
|
|
The elastic collisions are kind of unreal, especially when viewed alongside
|
|
the stunning realism of the rest of the game. But I don't understand
|
|
what you mean by angular momentum failing to be conserved. What symptoms
|
|
of driving off-road are you referring to?
|
|
|
|
> But on-road... wow. My only problem is with the stick shift/clutch. I
|
|
>find I have to put all my weight behind a single gear change. Since I don't
|
|
>drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask
|
|
>the net if this is (in general) the case in real life ("heavy" stick shifts).
|
|
|
|
No, cars in general have much lighter sticks and race cars in
|
|
particular have shorter "throws", that is a shorter distance from the
|
|
gear position to the neutral position. While this makes for quicker
|
|
shifts, your hand position and timing have to be more accurate. This, I
|
|
think, is the reason that the game is set up the way that it is. After
|
|
all, what's the use of an arcade game that can't be played by
|
|
gum-popping high schol teens who, for the most part, have never driven
|
|
before at all?
|
|
|
|
Also, I have seen that these games take a fair amount of abuse (the
|
|
shifter is a prime candidate for rough handling) and the shifter can
|
|
become even harder to use.
|
|
|
|
Really, the major strength of the game is the nearly complete realism of
|
|
the control inputs and the results that you see. I was amazed when I was
|
|
able to take what meager knowledge of performance driving such as I have
|
|
and apply it and see it WORK! No other driving game does this. I was
|
|
able to see places where I was failing, hypothesize about the reasons why
|
|
from a knowledge of cars and driving (not from a knowledge of the game's
|
|
workings), test my hypothesis in the game and prove it correct!
|
|
|
|
|
|
It's also major loads of fun to try all kinds of nasty things that only
|
|
fools would try in a real car, like taking the car to the top of the
|
|
loop and throwing it off, taking jumps at incredible speeds, and
|
|
generally driving to endanger.
|
|
|
|
Things to try:
|
|
(1) On the first turn of the stunt course, there is a barn with a cow
|
|
standing next to it. Hit the cow.
|
|
(2) At the very start of the race, make a hard left turn as soon as you
|
|
get the car started. You'll find another road there.
|
|
(3) The game does not keep you from driving the course in reverse. You
|
|
can't get any extra time that way, but it can be used for general
|
|
mayhem.
|
|
(4) Stragely enough, although the game allows you to drive almost
|
|
anywhere, there is one place you can't drive. It causes a collision
|
|
with an invisible object.
|
|
(5) Hitting different objects produce different sounds. Try hitting
|
|
a sign post, another car, a building...
|
|
|
|
People who want more hints can send me mail. If enough people ask for
|
|
it, I'll post to the net.
|
|
|
|
Elias Israel | "Justice, n. A commodity which in more or
|
|
Interactive Systems Corp. | less adulterated condition the State sells
|
|
Boston, MA | to the citizen as a reward for his allegiance,
|
|
..!ima!haddock!eli | taxes, and personal service."
|
|
| -- Ambrose Bierce, _The Devil's Dictionary_
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 18-APR-1989 13:16:21.40
|
|
To: ROTBERG,STUN,MARGOLIN
|
|
CC:
|
|
Subj: SA II Self Test
|
|
|
|
|
|
I need the information about SA II Self Test soon. Refer to my previous
|
|
mail message for the specific information I need.
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 18-APR-1989 13:40:31.49
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: sa II self test
|
|
|
|
From: KIM::BRAD 18-APR-1989 13:28
|
|
To: STUN ,BRAD
|
|
Subj: RPM status bits
|
|
|
|
Below are the bits that RPM set when the following test(s) fails:
|
|
|
|
P1BAD = 080 ;80 = 1st (4000) PROM bad
|
|
P2BAD = 040 ;40 = 2nd (8000) PROM bad
|
|
P3BAD = 020 ;20 = 3rd (C000) PROM bad
|
|
R1BAD = 010 ;10 = 1st (0000) RAM bad
|
|
R2BAD = 008 ;08 = 2nd (0800) RAM bad
|
|
IRBAD = 004 ;04 = IRQs not present
|
|
YMBAD = 002 ;02 = YAMAHA timed out
|
|
MLBAD = 001 ;01 = mainline not running
|
|
|
|
This byte is reported to the master when S_STAT is called.
|
|
|
|
Since S_STAT is an EXCEPTion routine it is processed immediately. The status
|
|
byte should come back within 50 microseconds. If you wait 16ms it will be
|
|
plenty of time
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 18-APR-1989 15:44:31.35
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Press release regarding litigation
|
|
|
|
|
|
For all Atari Games, Tengen and AOI employees, the following is a press
|
|
release that was sent out concerning the latest developments in the
|
|
ongoing litigation with Nintendo:
|
|
|
|
ATARI GAMES FILES LAWSUIT AGAINST NINTENDO
|
|
CHARGING COPYRIGHT INFRINGEMENT ON SOVIET-DEVELOPED GAME
|
|
|
|
MILPITAS, Calif., April 18, 1989 -- Tengen Inc., the wholly-owned
|
|
subsidiary of Atari Games Corporation, filed a lawsuit yesterday charging
|
|
Nintendo of America and its Japanese parent with infringing Tengen's
|
|
exclusive copyrights in its new home video game, Tetris.
|
|
|
|
According to the lawsuit filed in U. S. District Court, Northern
|
|
District of California in San Francisco, Tengen has the exclusive right
|
|
to manufacture and distribute Tetris cartridges for play on the Nintendo
|
|
Entertainment System (NES). In a news release last week, Nintendo
|
|
announced plans to manufacture its own version of Tetris, which Tengen
|
|
alleges infringes Tengen's copyrights.
|
|
|
|
Tetris is an internationally acclaimed home computer game
|
|
originally developed by two Russian computer programmers. The game
|
|
tests a player's dexterity and spatial perception.
|
|
|
|
|
|
According to the lawsuit, Tengen acquired worldwide exclusive
|
|
rights to Tetris in May, 1988 from Mirrorsoft, one of Europe's largest
|
|
and most reputable software publishing companies. Mirrorsoft is a
|
|
subsidiary of London-based Maxwell Communications, one of the world's
|
|
largest communications conglomerates.
|
|
|
|
|
|
Under the licensing agreement with Mirrorsoft, Atari Games has
|
|
been manufacturing and marketing the arcade version of Tetris since
|
|
February 1989.
|
|
|
|
"We have an air-tight, iron-clad agreement with one of the
|
|
largest and most reputable publishing companies in the world which
|
|
gives us exclusive rights to manufacture and market Tetris for the
|
|
NES," said Hideyuki Nakajima, president of Atari Games. "Nintendo
|
|
is aware of the validity of our licensing agreement, and has known
|
|
that Tengen intended to exclusively market Tetris since we announced
|
|
the agreement over a year ago.
|
|
|
|
"Tengen had presented Tetris as a potential title to Nintendo
|
|
when Tengen was a Nintendo licensee. Nintendo never questioned the
|
|
validity of Tengen's rights when the game was presented to them for
|
|
approval, and was quite aware of Tengen's plans to bring the game to
|
|
market," Nakajima continued. "This is another example of the kind
|
|
of harrassment we have been facing from Nintendo since we decided to
|
|
challenge Nintendo's monopoly of the video game market." Nakajima
|
|
was referring to an ongoingbattle between Nintendo and Atari Games/
|
|
Tengen.
|
|
|
|
In 1988, Tengen and Atari Games introduced the first independently
|
|
manufactured Nintendo-compatible game cartridges and Atari Games
|
|
simultaneously filed an antitrust lawsuit against Nintendo claiming
|
|
monopoly and restraint of trade. That lawsuit was expanded in
|
|
February to include allegations of wrongful business interference and
|
|
patent infringement.
|
|
|
|
Atari Games and Tengen subsequently were granted a preliminary
|
|
injunction prohibiting Nintendo from suing retailers who were selling
|
|
the Tengen game cartridges for patent infringement.
|
|
|
|
Yesterday's lawsuit charges that Nintendo has no right to manu-
|
|
facture or distribute NES-compatible Tetris games, and that to do so
|
|
would infringe on two Tengen copyrights. The suit seeks declaratory
|
|
relief and monetary damages, and asks that Nintendo be enjoined from
|
|
selling products which infringe Tengen's copyrights.
|
|
|
|
Tengen is the wholly-owned subsidiary of Atari Games Corporation
|
|
and is headquatered at 1901 McCarthy Blvd., Suite 210, P. O. Box 360782,
|
|
Milpitas, Calif., 95035; (408) 435-2650. Atari Games is a privately
|
|
held company, is not affiliated with Atari Corp. and should be
|
|
referred to as Atari Games.
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 19-APR-1989 13:41:55.70
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: SAD Board self test procedure
|
|
|
|
|
|
SAD Board Self Test Procedure
|
|
|
|
1) Do a WORD write to SNDRST ($604000). This is alledged to reset
|
|
both the SCOM chip AND the 6502.
|
|
|
|
2) Do a BYTE read of RDCHAR ($600000). This is the initial read of
|
|
the port, it should be $FF, but if not keep reading unitl it is.
|
|
A time out of 16 milliseconds is plenty long for this -- should be
|
|
$ff almost immediately.
|
|
|
|
3) Do a BYTE write to WCHAR ($600000) of $07. This is the send status
|
|
command.
|
|
|
|
4) The 6502 should respond within about 50 microseconds with a value that
|
|
can be read from RCHAR. A time out of 16 milliseconds will be plenty
|
|
long. The following bits in the returned status byte indicate the
|
|
corresponding problem.
|
|
|
|
P1BAD = 080 ;80 = 6502 program PROM bad
|
|
P2BAD = 040 ;40 = 6502 program PROM bad
|
|
P3BAD = 020 ;20 = 6502 program PROM bad
|
|
R1BAD = 010 ;10 = 1st (0000) RAM bad
|
|
R2BAD = 008 ;08 = 2nd (0800) RAM bad
|
|
IRBAD = 004 ;04 = IRQs not present
|
|
YMBAD = 002 ;02 = YAMAHA timed out
|
|
MLBAD = 001 ;01 = mainline not running
|
|
|
|
Note that P1BAD, P2BAD, or P3BAD all indicate a problem in the 6502 program
|
|
PROM. This is probably for historical reasons. I am told by Brad that there
|
|
is currently no way to test the validity of the four PCM PROMs.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 19-APR-1989 14:05:07.67
|
|
To: CHARM::STUN,MARGOLIN
|
|
CC:
|
|
Subj: RE: SAD Board self test procedure
|
|
|
|
|
|
Thank you.
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 20-APR-1989 09:32:33.13
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN RUnner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: APR 20, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
STUN Runner went out on Field Test on 4/14/89 as scheduled. We have been
|
|
receiving early results that indicate that the game times are too long, and
|
|
that some players are able to play through the game for their initial 50
|
|
cents. We have addressed these problems as follows:
|
|
|
|
* Increased the difficulty of the game in the higher levels. This
|
|
involved reworking the program so that the upper levels were not
|
|
necessarily exact repeats of earlier levels, allowing us to modify
|
|
the difficulty on a level by level basis. We also increased the
|
|
Probot difficulty more at higher levels of game play.
|
|
|
|
* As there were considerable problems tuning the wave times, we
|
|
adjusted the game's time clock to run relative to frame time as
|
|
opposed to real time. This made the timings more consistent, and
|
|
independant of how the display was changing, allowing us to tune
|
|
the wave times accurately.
|
|
|
|
* Fixed a bug which did not allow the game Difficulty setting to
|
|
drop below the initial Difficulty setting (medium) with each
|
|
coin drop. This made it so that the game did not get easier with
|
|
each coin drop as it was supposed to. In addition to fixing this
|
|
bug, we also increased the effect from game difficulty.
|
|
|
|
A new version of the game, with these changes, was installed at the test
|
|
location on Wednesday evening, 4/19.
|
|
|
|
There will be a meeting on Monday 4/24 to discuss a sitdown cabinet for STUN
|
|
Runner.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 21-APR-1989 10:38:33.83
|
|
To: MARGOLIN,BEHENSKY,MOTT,MONCRIEF,DURFEY
|
|
CC:
|
|
Subj: More Hard Drivin reviews from UseNet
|
|
|
|
|
|
Path: dms!motcsd!hpda!hplabs!hp-sdd!ucsdhub!sdcsvax!ucsd!ucbvax!tut.cis.ohio-state.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf
|
|
From: mdf@ziebmef.uucp (Matthew Francey)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <1989Apr12.200433.15706@ziebmef.uucp>
|
|
Date: 13 Apr 89 00:04:31 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>
|
|
Organization: Ziebmef Public Access Unix, Toronto, Canada
|
|
Lines: 19
|
|
|
|
In article <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>, bw0i+@andrew.cmu.edu (Bryan Wu) writes:
|
|
|
|
> Real Physics!
|
|
|
|
I dunno... the collisions are VERY elastic, and in some regions of the
|
|
"universe" (while off road), you encounter some very strange zones where
|
|
angular momentum is definitely not conserved.
|
|
|
|
But on-road... wow. My only problem is with the stick shift/clutch. I
|
|
find I have to put all my weight behind a single gear change. Since I don't
|
|
drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask
|
|
the net if this is (in general) the case in real life ("heavy" stick shifts).
|
|
|
|
By the way.. has anyone else seen the new Sega "Out Run - Turbo"? Like most
|
|
sequels, a major disappointment. Compared to Hard Drivin' a huge joke. Sega
|
|
should be ashamed of itself.
|
|
--
|
|
Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m
|
|
mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!decvax!ima!haddock!eli
|
|
From: eli@haddock.ima.isc.com (Elias Israel)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <12720@haddock.ima.isc.com>
|
|
Date: 17 Apr 89 14:15:34 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu> <1989Apr12.200433.15706@ziebmef.uucp>
|
|
Reply-To: eli@haddock.ima.isc.com (Elias Israel)
|
|
Organization: Interactive Systems, Boston
|
|
Lines: 68
|
|
|
|
In article <1989Apr12.200433.15706@ziebmef.uucp> mdf@ziebmef.uucp (Matthew Francey) writes:
|
|
>In article <MYCGHGy00XodM0Ym1m@andrew.cmu.edu>, bw0i+@andrew.cmu.edu (Bryan Wu) writes:
|
|
>
|
|
>> Real Physics!
|
|
>
|
|
> I dunno... the collisions are VERY elastic, and in some regions of the
|
|
>"universe" (while off road), you encounter some very strange zones where
|
|
>angular momentum is definitely not conserved.
|
|
|
|
The elastic collisions are kind of unreal, especially when viewed alongside
|
|
the stunning realism of the rest of the game. But I don't understand
|
|
what you mean by angular momentum failing to be conserved. What symptoms
|
|
of driving off-road are you referring to?
|
|
|
|
> But on-road... wow. My only problem is with the stick shift/clutch. I
|
|
>find I have to put all my weight behind a single gear change. Since I don't
|
|
>drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask
|
|
>the net if this is (in general) the case in real life ("heavy" stick shifts).
|
|
|
|
No, cars in general have much lighter sticks and race cars in
|
|
particular have shorter "throws", that is a shorter distance from the
|
|
gear position to the neutral position. While this makes for quicker
|
|
shifts, your hand position and timing have to be more accurate. This, I
|
|
think, is the reason that the game is set up the way that it is. After
|
|
all, what's the use of an arcade game that can't be played by
|
|
gum-popping high schol teens who, for the most part, have never driven
|
|
before at all?
|
|
|
|
Also, I have seen that these games take a fair amount of abuse (the
|
|
shifter is a prime candidate for rough handling) and the shifter can
|
|
become even harder to use.
|
|
|
|
Really, the major strength of the game is the nearly complete realism of
|
|
the control inputs and the results that you see. I was amazed when I was
|
|
able to take what meager knowledge of performance driving such as I have
|
|
and apply it and see it WORK! No other driving game does this. I was
|
|
able to see places where I was failing, hypothesize about the reasons why
|
|
from a knowledge of cars and driving (not from a knowledge of the game's
|
|
workings), test my hypothesis in the game and prove it correct!
|
|
|
|
It's also major loads of fun to try all kinds of nasty things that only
|
|
fools would try in a real car, like taking the car to the top of the
|
|
loop and throwing it off, taking jumps at incredible speeds, and
|
|
generally driving to endanger.
|
|
|
|
Things to try:
|
|
(1) On the first turn of the stunt course, there is a barn with a cow
|
|
standing next to it. Hit the cow.
|
|
(2) At the very start of the race, make a hard left turn as soon as you
|
|
get the car started. You'll find another road there.
|
|
(3) The game does not keep you from driving the course in reverse. You
|
|
can't get any extra time that way, but it can be used for general
|
|
mayhem.
|
|
(4) Stragely enough, although the game allows you to drive almost
|
|
anywhere, there is one place you can't drive. It causes a collision
|
|
with an invisible object.
|
|
(5) Hitting different objects produce different sounds. Try hitting
|
|
a sign post, another car, a building...
|
|
|
|
People who want more hints can send me mail. If enough people ask for
|
|
it, I'll post to the net.
|
|
|
|
Elias Israel | "Justice, n. A commodity which in more or
|
|
Interactive Systems Corp. | less adulterated condition the State sells
|
|
Boston, MA | to the citizen as a reward for his allegiance,
|
|
..!ima!haddock!eli | taxes, and personal service."
|
|
| -- Ambrose Bierce, _The Devil's Dictionary_
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 21-APR-1989 10:41:38.86
|
|
To: STUN,BURGESS,MARGOLIN,MCNAMARA,CAMERON
|
|
CC:
|
|
Subj: STUN #1 !!!!!!!
|
|
|
|
From: BERT::FUJIHARA 21-APR-1989 10:21
|
|
To: ROTBERG,RAY,MOMODA,MOORE,BENZLER ,FUJIHARA
|
|
Subj: STUN COLLECTIONS
|
|
|
|
First full week pulled in #1 collections at Regency.
|
|
|
|
Stun $340 2coins start/1 continue
|
|
Off Road 335
|
|
Op. T-Bolt 310 2 coins
|
|
C-Ball 291
|
|
C-Ball 317
|
|
Turbo Out 300 2 coins start/1 continue
|
|
H. Drivin 295 Down 1/2 week - 2 coins
|
|
Tetris 229
|
|
|
|
Total 8334
|
|
|
|
The manager says several regulars have complained that the new version
|
|
is too hard...as we expected.
|
|
|
|
Ed - One of the employees who is an avid player wanted to talk to you
|
|
about the game so he may call you today. His name is Mike.
|
|
|
|
The arcade volume is certainly lower than in the past few months, however,
|
|
compared to this time last year, they are at least the same, if not
|
|
better.
|
|
|
|
Therefore, the collection on Stun is real strong for the current period.
|
|
|
|
Mary
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 21-APR-1989 14:54:39.19
|
|
To: BENZLER,FUJIHARA,MARGOLIN
|
|
CC:
|
|
Subj: H.D Compact Shipment
|
|
|
|
|
|
When Ralph and the guys removed the front piece to clean the monitor on one of
|
|
the H.D Compacts they are getting ready for shipment, they noticed that the
|
|
monitor bracket was bent.
|
|
|
|
Nobody noticed it in the game. We were primarily concerned that it reach
|
|
Ireland in one piece.
|
|
|
|
The options were:
|
|
|
|
1. Replace the monitor which would require mechanical time as well as
|
|
electrical time to reverse the yoke wires and perform monitor setup.
|
|
Erik isn't here today so I would have to do it. (It would take me longer
|
|
to do it than it would take him, and apparently the truck is waiting.)
|
|
|
|
2. Remove the monitor and ship it in a separate box.
|
|
|
|
3. Not send the game today.
|
|
|
|
Ralph was pretty sure that the monitor bracket will hold together so we decided
|
|
to send the game as is.
|
|
|
|
The reason for this memo is so:
|
|
|
|
1. You know what we did.
|
|
|
|
2. You will alert Ireland that the monitor bracket is bent.
|
|
|
|
I assume we are sending it to Ireland so they can convert it to 220VAC
|
|
operation.
|
|
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 21-APR-1989 15:55:33.06
|
|
To: MARGOLIN,CAMERON,RAY
|
|
CC:
|
|
Subj: Stun cabinet meeting
|
|
|
|
From: BERT::GROSSMAN 18-APR-1989 17:44
|
|
To: TAKAICHI,JANG,MOORE,RAY,ROTBERG,BURGESS,FUJIHARA,MOMODA,GROSSMAN
|
|
Subj: STUN Runner Cabinet Review
|
|
|
|
|
|
Monday, April 24
|
|
2:00 p.m.
|
|
Engineering Conference Room
|
|
|
|
STUN RUNNER Sitdown Cabinet Review
|
|
|
|
called by Jerry Momoda
|
|
|
|
Jed --
|
|
You are welcome, but not required, to attend.
|
|
John
|
|
___________________________________________________________________________
|
|
From: BERT::FUJIHARA 24-APR-1989 09:53:40.08
|
|
To: KIM::MARGOLIN,FUJIHARA
|
|
CC:
|
|
Subj: RE: H.D Compact Shipment
|
|
|
|
|
|
Thanks for your message Jed...I forwarded the info on to Ireland so they
|
|
will resolve the problem.
|
|
|
|
MF
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 26-APR-1989 13:22:42.25
|
|
To: RAY,ROTBERG,MARGOLIN
|
|
CC:
|
|
Subj: ADSP II
|
|
|
|
We have film and fab for ADSP II. How many boards do you want?
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 27-APR-1989 09:52:01.72
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: APR 27, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
The cabinet meeting held on Monday turned into a general marketing,
|
|
pricing, and scheduling meeting. While many options for the cabinet, and
|
|
eventual pricing of the game were discussed, there were not a lot of hard
|
|
decisions made. What follows is a brief summary of of what was agreed upon.
|
|
|
|
Pete's group will design and build a sit-down cabinet for STUN Runner. We
|
|
will go to the market with this version first, as a high-end deluxe piece
|
|
distributor price around $4995). We hope to have a prototype for test in 6
|
|
weeks. This version will feature a 25" monitor, and be designed to enhance
|
|
the STUN Runner tunnel theme with a sectional plex canopy.
|
|
|
|
We will explore the possibilty of a "compact" upright version that will
|
|
also feature a 25" monitor, and be priced considerably higher than an
|
|
"average" upright piece ($3495). The idea would be to make it a "deluxe"
|
|
game in the same sense that Hard Drivin' Compact is a deluxe game, and not
|
|
worry about trying to meet a specific low-ball price to the distributor.
|
|
|
|
The idea of a low-end game with a 19" monitor that tries to get to the
|
|
distributor for a lower price ($2995) has not been completely abandoned.
|
|
At present, its feasability is questionable.
|
|
|
|
While I have not changed the Production Release and FGA dates on the above
|
|
schedule yet, they will certainly change in the near future. It is pretty
|
|
apparent that with the sit-down cabinet, and the current release schedule
|
|
of other games, that STUN Runner will probably go into production sometime
|
|
in the September time frame. This additional time will also be invaluable
|
|
for the game-play development.
|
|
|
|
The Field Test unit has been further "tweaked" in response to the
|
|
statistics that have been collected to date. The player survey is
|
|
scheduled for this weekend. The first week's collections were very good.
|
|
|
|
Game developement continues. We are adding new levels, and some new features.
|
|
|
|
We now have film and fab for ADSP II boards (expanded graphics memory space)
|
|
(film at 11:00). 10 boards have been ordered. Seven of these are slated for
|
|
the STUN Runner project. Thanks to Jed we also have a new, customized
|
|
hardware self-test for the STUN Runner multisync board.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 27-APR-1989 12:27:47.14
|
|
To: BEHENSKY,DURFEY,MARGOLIN,MONCRIEF,MOTT
|
|
CC:
|
|
Subj: More reviews
|
|
|
|
|
|
Thought you folks would be interested... If you want to answer
|
|
any questions raised here, send me mail and I'll post it...
|
|
|
|
Mike
|
|
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!ucbvax!pasteur!ames!ig!bionet!csd4.milw.wisc.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf
|
|
From: mdf@ziebmef.uucp (Matthew Francey)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <1989Apr24.205442.4426@ziebmef.uucp>
|
|
Date: 25 Apr 89 00:54:40 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu> <1989Apr12.200433.15706@ziebmef.uucp> <12720@haddock.ima.isc.com>
|
|
Reply-To: mdf@ziebmef.UUCP (Matthew Francey)
|
|
Organization: Ziebmef Public Access Unix, Toronto, Ontario
|
|
Lines: 58
|
|
|
|
In article <12720@haddock.ima.isc.com> eli@haddock.ima.isc.com (Elias Israel) writes:
|
|
|
|
>The elastic collisions are kind of unreal, especially when viewed alongside
|
|
>the stunning realism of the rest of the game. But I don't understand
|
|
>what you mean by angular momentum failing to be conserved. What symptoms
|
|
>of driving off-road are you referring to?
|
|
|
|
(below)
|
|
|
|
>Also, I have seen that these games take a fair amount of abuse (the
|
|
>shifter is a prime candidate for rough handling) and the shifter can
|
|
>become even harder to use.
|
|
|
|
All the machines I know of are now "automatic only" because of this. :-(
|
|
|
|
>Really, the major strength of the game is the nearly complete realism of
|
|
>the control inputs and the results that you see. I was amazed when I was
|
|
>able to take what meager knowledge of performance driving such as I have
|
|
>and apply it and see it WORK! No other driving game does this. I was
|
|
>able to see places where I was failing, hypothesize about the reasons why
|
|
>from a knowledge of cars and driving (not from a knowledge of the game's
|
|
>workings), test my hypothesis in the game and prove it correct!
|
|
|
|
Indeed. I do much the same thing. I find that the few minutes in that
|
|
machine are extremely enjoyable ones for this very reason. (Though the
|
|
cursing and swearing might not be the best way to express this :-)
|
|
|
|
>(1) On the first turn of the stunt course, there is a barn with a cow
|
|
> standing next to it. Hit the cow.
|
|
|
|
Sick! Absolutely sick! (Ok, I will admit to hitting it a few
|
|
times myself, but for purely scientific reasons, I assure you...)
|
|
|
|
>(2) At the very start of the race, make a hard left turn as soon as you
|
|
> get the car started. You'll find another road there.
|
|
|
|
Has anyone figured out what this is for? The one I know of leads to a
|
|
large circular black track with a "post" in the middle of it. What is it
|
|
purpose in life?
|
|
|
|
>(4) Stragely enough, although the game allows you to drive almost
|
|
> anywhere, there is one place you can't drive. It causes a collision
|
|
> with an invisible object.
|
|
|
|
This may be one aspect of the "conservation violation" above. On the
|
|
speed track, just before the 1st check point, is a dip then a bridge. If you
|
|
are unlucky enough to leave the road before the bridge and hit that sign/fence
|
|
on the left, your car goes into a wild state of rotation. A similar effect
|
|
is observed when you fly off the banked section of the stunt track.
|
|
|
|
>People who want more hints can send me mail. If enough people ask for
|
|
>it, I'll post to the net.
|
|
|
|
Please post. There is far too much Nintendo-related stuff here, and not
|
|
enough Real Honest-To-God Video Games.
|
|
--
|
|
Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m
|
|
mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf
|
|
___________________________________________________________________________
|
|
From: BERT::RAINS 27-APR-1989 13:29:12.06
|
|
To: MONCRIEF,BEHENSKY,MOTT,MARGOLIN,MOORE
|
|
CC:
|
|
Subj: from UseNet
|
|
|
|
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!ucbvax!pasteur!ames!ig!bionet!csd4.milw.wisc.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf
|
|
From: mdf@ziebmef.uucp (Matthew Francey)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <1989Apr24.205442.4426@ziebmef.uucp>
|
|
Date: 25 Apr 89 00:54:40 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu> <1989Apr12.200433.15706@ziebmef.uucp> <12720@haddock.ima.isc.com>
|
|
Reply-To: mdf@ziebmef.UUCP (Matthew Francey)
|
|
Organization: Ziebmef Public Access Unix, Toronto, Ontario
|
|
Lines: 58
|
|
|
|
In article <12720@haddock.ima.isc.com> eli@haddock.ima.isc.com (Elias Israel) writes:
|
|
|
|
>The elastic collisions are kind of unreal, especially when viewed alongside
|
|
>the stunning realism of the rest of the game. But I don't understand
|
|
>what you mean by angular momentum failing to be conserved. What symptoms
|
|
>of driving off-road are you referring to?
|
|
|
|
(below)
|
|
|
|
>Also, I have seen that these games take a fair amount of abuse (the
|
|
>shifter is a prime candidate for rough handling) and the shifter can
|
|
>become even harder to use.
|
|
|
|
All the machines I know of are now "automatic only" because of this. :-(
|
|
|
|
>Really, the major strength of the game is the nearly complete realism of
|
|
>the control inputs and the results that you see. I was amazed when I was
|
|
>able to take what meager knowledge of performance driving such as I have
|
|
>and apply it and see it WORK! No other driving game does this. I was
|
|
>able to see places where I was failing, hypothesize about the reasons why
|
|
>from a knowledge of cars and driving (not from a knowledge of the game's
|
|
>workings), test my hypothesis in the game and prove it correct!
|
|
|
|
Indeed. I do much the same thing. I find that the few minutes in that
|
|
machine are extremely enjoyable ones for this very reason. (Though the
|
|
cursing and swearing might not be the best way to express this :-)
|
|
|
|
>(1) On the first turn of the stunt course, there is a barn with a cow
|
|
> standing next to it. Hit the cow.
|
|
|
|
Sick! Absolutely sick! (Ok, I will admit to hitting it a few
|
|
times myself, but for purely scientific reasons, I assure you...)
|
|
|
|
>(2) At the very start of the race, make a hard left turn as soon as you
|
|
> get the car started. You'll find another road there.
|
|
|
|
Has anyone figured out what this is for? The one I know of leads to a
|
|
large circular black track with a "post" in the middle of it. What is it
|
|
purpose in life?
|
|
|
|
>(4) Stragely enough, although the game allows you to drive almost
|
|
> anywhere, there is one place you can't drive. It causes a collision
|
|
> with an invisible object.
|
|
|
|
This may be one aspect of the "conservation violation" above. On the
|
|
speed track, just before the 1st check point, is a dip then a bridge. If you
|
|
are unlucky enough to leave the road before the bridge and hit that sign/fence
|
|
on the left, your car goes into a wild state of rotation. A similar effect
|
|
is observed when you fly off the banked section of the stunt track.
|
|
|
|
>People who want more hints can send me mail. If enough people ask for
|
|
>it, I'll post to the net.
|
|
|
|
Please post. There is far too much Nintendo-related stuff here, and not
|
|
enough Real Honest-To-God Video Games.
|
|
--
|
|
Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m
|
|
mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 28-APR-1989 14:52:05.62
|
|
To: OHARA,MARGOLIN
|
|
|
|
CC:
|
|
Subj: Spinwriter ribbon cartridges
|
|
|
|
Yesterday I installed the second to the last ribbon cartridge for the
|
|
Spinwriter.
|
|
|
|
I thought I should tell you because the person who uses the Last Spinwriter
|
|
ribbon cartridge probably won't.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::PPS 1-MAY-1989 10:07:04.53
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: New Celprocess Release
|
|
|
|
|
|
Notification of a new release of Celprocess. Following Changes:
|
|
|
|
1) /blank = n This option requested for NES programs. Allows
|
|
the substitution of a flag number (n) in place of
|
|
storing blank (all zeros) stamps.
|
|
|
|
2) /nobuffer This option requested for G1 (Growth Motion
|
|
Object Hardware). Does not buffer any graphics
|
|
(.IMG file) data. So, no matching or optimization
|
|
of any kind is done with the graphics.
|
|
|
|
3) Text output of CEL numbers (/debug = 1) does not include any
|
|
Backspaces when SYS$OUTPUT is directed to a file (such as during
|
|
a batch process).
|
|
|
|
4) Bug was fixed which generated false multiple palette error
|
|
messages. Specifically, this occurred when the size of
|
|
a CEL was not an integer multiple of the /stamp parameter
|
|
(extraction) size.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 1-MAY-1989 17:43:52.99
|
|
To: BEHENSKY,DURFEY,MARGOLIN,MONCRIEF,MOTT
|
|
CC:
|
|
Subj: Yet more UseNet commentary
|
|
|
|
|
|
More of the same. Are you folks _sure_ you don't want to reply
|
|
to some of this speculation? (just asking...)
|
|
Mike
|
|
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!labrea!rutgers!bellcore!decvax!ima!haddock!eli
|
|
From: eli@haddock.ima.isc.com (Elias Israel)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: Atari: Hard Driving!
|
|
Message-ID: <12867@haddock.ima.isc.com>
|
|
Date: 30 Apr 89 17:42:43 GMT
|
|
References: <MYCGHGy00XodM0Ym1m@andrew.cmu.edu> <1989Apr12.200433.15706@ziebmef.uucp> <12720@haddock.ima.isc.com> <1989Apr24.205442.4426@ziebmef.uucp>
|
|
Reply-To: eli@haddock.ima.isc.com (Elias Israel)
|
|
Organization: Interactive Systems, Boston
|
|
Lines: 87
|
|
|
|
In article <1989Apr24.205442.4426@ziebmef.uucp> mdf@ziebmef.UUCP (Matthew Francey) writes:
|
|
>In article <12720@haddock.ima.isc.com> eli@haddock.ima.isc.com (Elias Israel) writes:
|
|
>
|
|
>>(1) On the first turn of the stunt course, there is a barn with a cow
|
|
>> standing next to it. Hit the cow.
|
|
>
|
|
> Sick! Absolutely sick! (Ok, I will admit to hitting it a few
|
|
>times myself, but for purely scientific reasons, I assure you...)
|
|
|
|
The funny thing is that you can't damage the cow! You'd expect little
|
|
(and big) bits of electronic beef to fly everywhere, but if you turn
|
|
around, the cow is still standing there!
|
|
|
|
>>(2) At the very start of the race, make a hard left turn as soon as you
|
|
>> get the car started. You'll find another road there.
|
|
>
|
|
> Has anyone figured out what this is for? The one I know of leads to a
|
|
>large circular black track with a "post" in the middle of it. What is it
|
|
>purpose in life?
|
|
|
|
This is a skid pad, I think. The purpose of a skid pad is to give you a
|
|
nice circular course that you can run at high speed. I think that you
|
|
use it like this: You run the course, increasing the speed of the car
|
|
until you can't keep it in the circle anymore. From the maximum speed
|
|
and the (known) radius of the circle, you can figure out the lateral
|
|
acceleration that the car's suspension can withstand.
|
|
|
|
Usually, you can find this figure for a given production car in the write-up
|
|
done by the more respectable auto magazines. The number is usually expressed
|
|
as a decimal fraction of the acceleration of gravity (G). For example,
|
|
a Chevy Corvette can withstand a lateral accelaration of about 0.95G
|
|
(95/100 of the accelaration due to gravity) without losing its footing.
|
|
|
|
>>(4) Stragely enough, although the game allows you to drive almost
|
|
>> anywhere, there is one place you can't drive. It causes a collision
|
|
>> with an invisible object.
|
|
>
|
|
> This may be one aspect of the "conservation violation" above. On the
|
|
>speed track, just before the 1st check point, is a dip then a bridge. If you
|
|
>are unlucky enough to leave the road before the bridge and hit that sign/fence
|
|
>on the left, your car goes into a wild state of rotation. A similar effect
|
|
>is observed when you fly off the banked section of the stunt track.
|
|
|
|
I don't think so. What I was referring to is that while you can usually
|
|
leave the track for a short time and return to it, you can't use that
|
|
trick when it comes to the loop on the stunt course. If you try to go
|
|
around the loop, you will have a collision, no matter how carefully you
|
|
navigate the obstacles or how slowly you drive.
|
|
|
|
I think what you may be experiencing is the different tractions on the
|
|
different surfaces (asphalt vs. grass). Grass can't give the tires
|
|
nearly as much bite as the asphalt, which means that the car will tend
|
|
to understeer much more on grass than on asphalt.
|
|
|
|
The event on the dip/bridge combination is also tricky, but I think that
|
|
I have figured it out. I think that it is important that when you leave the
|
|
ground and when you hit it again at that jump, you must keep your wheels
|
|
straight. Otherwise, one of the front wheels may hit the ground first or
|
|
(if the wheels aren't straight when you land) the turn of the wheel may
|
|
yank the car around. I have found that if you line up the jump and keep
|
|
the wheels straight, that particular jump is much easier to do.
|
|
|
|
In general, there are some driving habits that we have from our normal
|
|
cars that work (more or less) in those circumstances but fail in
|
|
performance driving.
|
|
|
|
For example, when taking turns at high speed, the car is naturally
|
|
pushed to the outside of the curve. The first impulse is to correct the
|
|
drift with the steering wheel, but at the speeds that you are
|
|
travelling, this may cause total loss of control of the car. Instead,
|
|
plot a gentle arc through the turn with the steering wheel and hold it.
|
|
When the car begins to drift to the outside of the curve, release the
|
|
accelerator just a bit until the drift is controllable. Don't bre afraid
|
|
of using the oncoming traffic lane if it looks clear (but beware of
|
|
blind turns and hills). Don't slow the car so much that it doesn't drift
|
|
at all, just enough so that all four wheels stay on the asphalt.
|
|
Whenever possible, take the car through the widest arc possible in the
|
|
turn (because the wider the arc, the smaller the lateral acceleration
|
|
and the greater the speed you can safely manage).
|
|
|
|
Anyone else have any tidbits worth sharing?
|
|
|
|
Elias Israel | "Justice, n. A commodity which in more or
|
|
Interactive Systems Corp. | less adulterated condition the State sells
|
|
Boston, MA | to the citizen as a reward for his allegiance,
|
|
..!ima!haddock!eli | taxes, and personal service."
|
|
| -- Ambrose Bierce, _The Devil's Dictionary_
|
|
___________________________________________________________________________
|
|
From: MIKE::DENTON 4-MAY-1989 11:00:23.71
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: CUSTOMER SERVICES NEW ARRIVAL
|
|
|
|
|
|
WHAT'S A FOOT AND A HALF AND WEIGHTS 6 lbs & 12 ozs. ?
|
|
|
|
|
|
NO ! IT'S NOT TODAYS SPECIAL AT THE CAFETERIA
|
|
NO TRY AGAIN,
|
|
NO IT'S NOT A NEW T-SHIRT EITHER!!
|
|
NO NO!
|
|
FORGET THE FOOD GROUP.
|
|
COME ON NOW CAN'T YOU DO BETTER THAN THAT?
|
|
|
|
NO ! WRONG AGAIN , IT'S NOT TAMMY FAYES MAKE-UP KIT EITHER.
|
|
|
|
OK OK I'LL TELL YOU,
|
|
|
|
it's MARK and JACKIE SHERMANS new born baby
|
|
|
|
JACKIE AND MARK ARE RECOUPING AT LOS GATOS GOOD SAM HOSPITAL
|
|
WHILE DEBATING OVER A NAME FOR THEIR BEAUTIFULL GIRL.
|
|
|
|
MARK IS ESPECIALLY HAPPY FOR HE'S ALREADY GOT CHARGE
|
|
CARDS FROM NORDSTROM & MACY'S PRESSED FOR HIS LITTLE GIRL
|
|
"ROXANNE" OR IS IT "CAROLYNN ELIZABETH " OR WHATEVER THEY'LL
|
|
FINALLY DECIDE ON CALLING HER.
|
|
|
|
CONGRATULATIONS TO JACKIE & MARK SHERMAN
|
|
|
|
|
|
Ritchie
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 4-MAY-1989 11:22:55.25
|
|
To: @STUN.DIS
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER STATUS REPORT (ajb)
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAY 04, 89
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88
|
|
|
|
9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
SCHEDULE ISSUES:
|
|
----------------
|
|
While we have not changed the Production Release and FGA dates on the above
|
|
schedule yet, they will certainly change in the near future. It is pretty
|
|
apparent that with the sit-down cabinet, and the current release schedule
|
|
of other games, that STUN Runner will probably go into production sometime
|
|
in the September time frame. This additional time will also be invaluable
|
|
for the game-play development.
|
|
|
|
Once we know what management's decision is on STUN Runner's placement in the
|
|
scheduled release of games, in particular, which games are going to AMOA in
|
|
September, the sooner we can supply an updated schedule.
|
|
|
|
HARDWARE ISSUES:
|
|
----------------
|
|
We are eagerly awaiting the new ASDP boards. These boards will have more
|
|
graphics ROM sockets (see GRAPHICS ISSUES).
|
|
|
|
We have currently been alloted four multisync boards for development and
|
|
field test purposes.
|
|
|
|
ID ISSUES:
|
|
----------
|
|
Jess Melchor and Milt Loper are still working on a Family Cabinet version of
|
|
the upright STUN RUNNER (code:FC). This cabinet is not to be confused with
|
|
the proposed "fancy" upright we talked about at last week's cabinet design
|
|
meeting. The FC cabinet will be available early next week. This cabinet
|
|
will be used if a deluxe cabinet cannot be ready for our next field test,
|
|
though we would prefer to go out with the deleuxe version.
|
|
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
Pete's group is currently in the design stages for the Deluxe STUN RUNNER
|
|
sit-down cabinet. Via input from the marketing/sales staff, they are working
|
|
on several conceptual designs. These designs include a high end deluxe
|
|
sit-down similar to the sectional plex canopy proposed last week and a smaller
|
|
streamlined deluxe sit-down. They hope to have a proposal package prepared
|
|
by the end of this week and will set up a meeting (Monday??) to present these
|
|
new designs.
|
|
|
|
The 25" vs. 19" monitor issue still needs to be resolved. Most likely a
|
|
mock-up for a sit-down will be created with the 25" monitor in order to
|
|
address the possible visual perception problems.
|
|
|
|
|
|
MARKETING/SALES ISSUES:
|
|
-----------------------
|
|
Jerry Momoda has received the player survey forms for the STUN Runner 2 week
|
|
field test at the Regency Game Palace. He will be writting up a summary
|
|
report as soon as he finishes his current CyberII responsibilities.
|
|
|
|
Mary Fujihara and the sales staff have been discussing various cabinet and
|
|
monitor issues in order to help ID determine which route to take in their
|
|
conceptual design for the STUN Runner project.
|
|
|
|
SOFTWARE ISSUES:
|
|
----------------
|
|
New tracks have been designed by Andrew Burgess, Glenn McNamara, and Ed
|
|
Rotberg. We currently have 12 unique tracks, the last 3 are still without
|
|
any traffic. We hope to have somewhere around 20 unique tracks by the
|
|
next field test, with the capability to loop back on them for longer play
|
|
time.
|
|
|
|
We are currently designing new traffic intelligence for the various enemy
|
|
vehicles, particularly the flyiung vehicles.
|
|
|
|
A new game over sequence is being designed so that the player will be able
|
|
to see just how far the got on a track that they were unable to complete.
|
|
|
|
Sparks have been added to help the player recognise that they are scraping
|
|
against various objects. Inparticular, when a player scrapes against the
|
|
rails in the flats or lands from one of the jump ramps.
|
|
|
|
We still need to address an END-GAME scenario. Some ideas that have been
|
|
proposed are: 1) a phantom driver race similar to "Hard-Drivin", 2) a
|
|
super-track with a T-Shirt give-away. We would deeply appreciate any
|
|
additional ideas people would like to submit.
|
|
|
|
GRAPHICS ISSUES:
|
|
----------------
|
|
New object graphics have been received: 1) more 50' and 75' diameter tunnel
|
|
pieces, a shockwave (super-blaster). There are more in the design stage.
|
|
Unfortunately we are currently out of object ROM space and will not be able
|
|
to add anymore objects until we get the new ADSP boards.
|
|
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
New station backgrounds have been supplied by Kris Moser and are currently
|
|
in the lastest version.
|
|
|
|
New outside backgrounds have been supplied by Sam Comstock and are currently
|
|
in the lastest version.
|
|
|
|
Will Noble is currently working taking more jaggies out of the STUN Runner
|
|
attract screen and hopes to have it available for us in the next few days.
|
|
|
|
AUDIO ISSUES:
|
|
-------------
|
|
No new audio at this time. We still need to get together with Don Diekneite
|
|
and the audio group to discuss various voice and sound effects.
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 9-MAY-1989 08:51:57.73
|
|
To: @SYS$MAIL:JUNK,BRAD
|
|
CC:
|
|
Subj:
|
|
|
|
ATTENTION ALL IBM PC USERS
|
|
|
|
|
|
The 'offical' catalog of shareware products for IBM computers and compatibles
|
|
from the Association of Shareware Professionals is now available. The catalog
|
|
is in two parts and can be found in ee$userdisk:[brad.public]. The files are:
|
|
|
|
cis1701.txt (main catalog)
|
|
cis1701.upd (update to cis1701.txt)
|
|
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: GAWD::MORRIS 9-MAY-1989 14:15:07.28
|
|
To: @sys$mail:engineer
|
|
CC:
|
|
Subj: PC interrupt list
|
|
|
|
|
|
For any interested partys, a very complete (and LARGE) list of all
|
|
documented (and some undocumented) PC interrupts can be found in a file
|
|
charm$userdisk:[morris]interrup.prn. If you print this file out make sure
|
|
you do a print/nofeed as it contains FF's.
|
|
|
|
Also a summary of the interrupts is in a file called interrup.sum.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 11-MAY-1989 14:35:01.78
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Status Report for STUN Runner
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAY 11, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
Another cabinet meeting was held on Monday, and the general consesus is now to
|
|
go with a "ride-on" type of cabinet, probably with the 19" monitor. Two mock-
|
|
ups have been delivered to the STUN lab and hooked up to the game development
|
|
for evaluation tommorrow.
|
|
|
|
A meeting was held with John Ray, Jerry Momoda, Andy Burgess, and Ed
|
|
Rotberg on Wednesday, to discuss the agenda for development.
|
|
|
|
We are currently unable to add any more object graphics until the ADSP II
|
|
boards are available. Will is working on a new concept for the presentation
|
|
of the maps in the game. Sam is working on the "ring-o-fire" weapon.
|
|
|
|
The "ring-o-fire" weapon has been added to the software, and is currently
|
|
always available. We are still trying to decide on the rules for when the
|
|
player will receive this weapon, and how to visually indicate that he has it.
|
|
The "Momo" switch has been implemented, allowing the steering in the tunnel
|
|
to be the reverse of the way it has been so for. This is set up on an option
|
|
switch so that we can evaluate this option fully. The audio self-test has been
|
|
re-written.
|
|
___________________________________________________________________________
|
|
From: KIM::MCCARTHY 12-MAY-1989 16:20:55.20
|
|
To: @sys$mail:hardware,MCCARTHY
|
|
CC:
|
|
Subj: Programming your GAL.
|
|
|
|
|
|
The DATA I/O logic programmer is now upgraded to version 9.1 (it was at
|
|
version 2.0). It can program GALs from Lattice, National, and apparently
|
|
several other companies making GALs (I didn't know that there were others),
|
|
as well as a bunch of other newer programmable logic types.
|
|
We have 500 GALs in stock in engineering (25nS 16V8 variety).
|
|
A new wall chart is up showing family/pin codes.
|
|
|
|
ABEL should arrive next week.
|
|
|
|
Pat.
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 15-MAY-1989 13:38:59.33
|
|
To: @sys$mail:hardware,MCCARTHY
|
|
CC:
|
|
Subj: Gal update.
|
|
|
|
|
|
If you are trying to program a GAL using a PAL jedec file (this is called
|
|
cross programming) you must supply the Data I/O with the RAL family pin
|
|
code of the device you are emulating. (RAL is reconfigurable array logic.)
|
|
This tells the Data I/O what configuration to use.
|
|
|
|
e.g. You have a Lattice GAL. You have a jedec file for a PAL16L8.
|
|
|
|
Give the Data I/O programmer the Lattice 16l8 RAL f/p code of 36/17 instead of
|
|
the Lattice GAL f/p code of 36/55. That is all that is required.
|
|
|
|
The new chart does not give RAL numbers, but the old one does and the
|
|
manual does.
|
|
|
|
Pat.
|
|
___________________________________________________________________________
|
|
From: BERT::LINDA "Evening Receptionist" 16-MAY-1989 16:31:52.29
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: TWINS: THE SEQUEL
|
|
|
|
|
|
Congradulations are in order for Pat McCarthy and his wife Louise who have
|
|
just given birth to twins. The male twins are Alex (weighing in at 6lbs, 10 oz.,
|
|
and 20 in) and Kyle (weighing in at 6lbs, 12 oz, 20 in.). Mother and babies are
|
|
doing great.
|
|
___________________________________________________________________________
|
|
From: BERT::LINDA "Evening Receptionist" 16-MAY-1989 16:31:52.29
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: TWINS: THE SEQUEL
|
|
|
|
|
|
Congradulations are in order for Pat McCarthy and his wife Louise who have
|
|
just given birth to twins. The male twins are Alex (weighing in at 6lbs, 10 oz.,
|
|
and 20 in) and Kyle (weighing in at 6lbs, 12 oz, 20 in.). Mother and babies are
|
|
doing great.
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 17-MAY-1989 15:29:52.04
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Judy Tolonen
|
|
|
|
|
|
Tomorrow at 5:00pm you are all invited to go to Riffs in the Sheraton down the
|
|
street. We are saying good bye to Judy Tolonen, Friday is her last day here
|
|
at Atari, so if you can please come on down and party you buns off with us.
|
|
Steph
|
|
___________________________________________________________________________
|
|
From: GAWD::SUTTLES "Doctor DCL" 17-MAY-1989 16:58:43.45
|
|
To: @SYS$MAIL:JUNK,SUTTLES
|
|
CC:
|
|
Subj: spreading rumors...
|
|
|
|
|
|
Attention mass mailers! I've been asked to document POST,
|
|
and have done so. You'll find it in DOK:POSTIT.DOC. TYPE (or PRINT)
|
|
this file to get the new and latest in how to spread the word.
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: CHARM::THEURER 18-MAY-1989 13:36:13.13
|
|
To: @SYS$MAIL:ANIMATORS,@SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: RADMOD update
|
|
|
|
|
|
RADMOD update: 5/18/89
|
|
|
|
MAJOR:
|
|
> ability to write files with 1024 cells (used to be 256).
|
|
> handles merging of files with different palettes.
|
|
> TARGA conversion produces a lot better results (better color reduction).
|
|
MINOR:
|
|
> cell chooser list function now displays "DONE" by cells already operated on
|
|
(in case you forgot what you were doing).
|
|
> "destination cell #" (MOVE option question) now has a default reply (which is
|
|
1st cell number after the last one in the output file).
|
|
> the program no longer terminates if you enter "x" to cell chooser without
|
|
having selected any cells (it simply goes back to the menu).
|
|
-------------------------------------------------------------------------
|
|
> Writing files with 1024 or 256 cells:
|
|
The default output rad size is 256 cells, since this takes a lot less disk
|
|
space. If you want to have the output rad size be 1024 cells, either
|
|
-- use the OUTT (change output type) menu option and enter RADB (for RAD BIG) OR
|
|
-- start with a source RAD file that has 1024 cells.
|
|
If your output RAD file size is 256 and you try to write higher cells, you're
|
|
outta luck.
|
|
|
|
> Merging files with different palettes:
|
|
This is a real messy situation. When you're combining several RAD files,
|
|
(using the OPEN menu command) RADMOD will check each RAD file as you open it
|
|
to see if its palette agrees with the current palette. If all the colors are
|
|
the same, then no problem. Otherwise it's time for you to make a decision
|
|
about how you want to resolve this problem. The unused palettes will be
|
|
listed on the screen. Your options:
|
|
-- ignore new palette and use the original.
|
|
-- discard original palette and use new palette.
|
|
-- offset new palette (if there's room it can be relocated after the original
|
|
palette). You simply enter the palette offset (1 to 15). The new palette
|
|
will start at this number, and all the new pixels will be adjusted to point
|
|
to it.
|
|
-- remap new palette to best matches in original palette and ignore sub-
|
|
palette boundaries. Don't use this if you've got stamps that require
|
|
the primitive 16 colors/subpalette.
|
|
-- remap new palette to best matches in original palette, but respect sub-
|
|
palette boundaries. This keeps colors within their original 16 color
|
|
subpalettes.
|
|
-- try 3 things in indicated order, respecting subpalette boundaries:
|
|
1> remap new subpalettes to identical original subpalettes.
|
|
2> remap new subpalettes to black (unused) original subpalettes.
|
|
3> remap new subpalettes to closest original subpalettes.
|
|
This last option is the RECOMMENDED one.
|
|
(A subpalette is a set of 16 colors, starting at color 0,16,32,48,64,80...)
|
|
Dave T.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 18-MAY-1989 15:36:00.58
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Status report for STUN Runner
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAY 18, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
Another wrench has been thrown into the control issue. A "new" Slider control
|
|
was tested, and many feel it is clearly the superior control. By the same
|
|
token, many feel that it is seriously worse, not better. We are planning
|
|
on Focus testing the two controllers with the hope of getting some unbiased
|
|
feedback on this issue.
|
|
|
|
The ADSP II board has been delivered, stuffed, and is being tested.
|
|
|
|
Graphics developement continues. We have a new Map screen, and are trying to
|
|
speed up the decompression routine in order to make it fit seamlessly.
|
|
|
|
Software development continues. Unfortunately so much time has been spent
|
|
on things like the cabinet and the controller issues that we are falling
|
|
behind on the tunnel design.
|
|
___________________________________________________________________________
|
|
From: BERT::ADS 23-MAY-1989 14:50:50.28
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Intermetrics Librarian
|
|
|
|
|
|
For the upcoming Asap development system, I am going to need at least
|
|
_some_ of the functionality of the Intermetrics librarian. Being nearly 100%
|
|
non-Intermetrics, I'd like to replace the *&^%%% thing. I assume that there are
|
|
others out there with similar feelings. I need the ability to add "asap" object
|
|
modules without it croaking and would like it to handle .ob (or .obj) as well as
|
|
.ol formats. The add/delete/update could be much cleaner too. Now here's where
|
|
_you_ come in. Please reply to this message if you use the librarian, or would
|
|
if some particularly annoying bug were removed. Please let me know _how_ you use
|
|
it, so I can implement it the way we use it, rather than blindly mimicking their
|
|
somewhat strange commands.
|
|
|
|
Remember, "Qui tacit, consentit", which means, roughly: "We'll just tack
|
|
this here consent form to your forehead, if'n you have no objections..."
|
|
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 24-MAY-1989 10:29:06.16
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: JAMMA Power Supplies
|
|
|
|
|
|
Components Engineering has the official word on all this, but I have some PRICE
|
|
info that I want to pass along. So, if you are designing electronics for a game
|
|
that is to be JAMMA compatible, read on. You currently have (or will soon
|
|
have), two choices for triple-output switching supplies for JAMMA games:
|
|
higher current lower current
|
|
MFG: HITRON HITRON
|
|
MFG P/N: HFA130 HSA130
|
|
Atari P/N: 149013-XXX 149014-XXX
|
|
PRICE: $44.00 $31.50 qty. 1 to 1001.
|
|
+ 5 volt rating (amps) 11 7
|
|
+12 volt rating (amps) 2 1
|
|
- 5 volt rating (amps) 1 1
|
|
TOTAL WATTS, OUTPUT: 84 52
|
|
PRICE PER WATT: $.52 $.60
|
|
|
|
|
|
Remember that a complete power supply includes a sheetmetal base, isolation
|
|
transformer, line filter, fuse block and misc. components as well as the
|
|
triple output switcher.
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 25-MAY-1989 09:40:44.63
|
|
To: @SYS$MAIL:ENGINEER,@SYS$MAIL:TEAMTACO,CC::FUJIHARA,MOMODA,RAY
|
|
CC:
|
|
Subj: STUN Runner "Focus"
|
|
|
|
|
|
Regarding the STUN Runner testing that is going on ....
|
|
|
|
It is VERY important that you not say ANYTHING to the people
|
|
who are playing STUN Runner or filling out the questionnaires.
|
|
|
|
Thank you!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 25-MAY-1989 09:52:13.10
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Status Report for STUN Runner
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: MAY 25, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
|
|
The "Focusing" of the two controllers was done yesterday, and Jerry has
|
|
collected the questionaires. Hopefully we will have some definite
|
|
direction from this input.
|
|
|
|
The graphics decompression algorithms have been rewrtitten in assembler in
|
|
order to spped up the decompression of backgrounds (thanks to Mike A. for
|
|
his assistance). The code really screams now and as a result, the new map
|
|
screens which look a lot better can be used.
|
|
|
|
We are planning on swithcing over to the ADSP II board today or tomorrow
|
|
and will be adding new graphics as a result. This may have to wait because
|
|
of further control testing, or because we need some of Max's time to
|
|
implement the banking required with the new scheme.
|
|
|
|
The Audio group has been given a list of voice cues to implement.
|
|
|
|
The new Galaxy background has been added to the game and looks great, as
|
|
does the latest title screen. The first run of the Ring-of-Fire graphics
|
|
has been done.
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 30-MAY-1989 12:00:45.57
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Atari Games and Tengen v. Nintendo
|
|
|
|
On Thursday, May 25, we were successful in opposing a temporary
|
|
restraining order sought by Nintendo to prevent the sale of our Tetris
|
|
cartridges. The press release we issued as follows:
|
|
|
|
COURT DENIES NINTENDO RESTRAINING ORDER;
|
|
TENGEN REASSERTS RIGHTS TO "TETRIS"
|
|
|
|
MILPITAS, Calif., May 26, 1989 -- Judge Fern Smith of the United States
|
|
District Court in San Francisco yesterday denied a motion by Nintendo
|
|
to temporarily restrain Tengen Inc., a wholly-owned subsidiary of
|
|
Atari Games Corp., from distributing its independently manufactured,
|
|
Nintendo-compatible version of the video game "Tetris."
|
|
|
|
"Tetris," a highly popular video game developed by two Soviet
|
|
computer programmers, has been the object of an ongoing legel battle
|
|
between the companies over who owns the exclusive rights to distribute
|
|
the game for play on the Nintendo Entertainment System (NES).
|
|
|
|
In her ruling, Judge Smith stated that "Nintendo has failed to
|
|
meet the high standard necessary for this Court to grant the relief
|
|
requested. Although Nintendo claims that it has the exclusive rights
|
|
to the 'Tetris' video cartridge, the moving papers fail to fully
|
|
support this claim. Further, Nintendo has failed to show that it
|
|
will be irreparably injured by allowing Tengen to meet its existing
|
|
commitments."
|
|
|
|
On June 15, the Court will hear motions by both Tengen and
|
|
Nintendo, in which each will seek to enjoin the other from selling
|
|
its "Tetris" cartridges.
|
|
|
|
The request for a temporary restraining order accompanied
|
|
Nintendo's response to a Tengen copyright infringement lawsuit
|
|
filed in April. The lawsuit was filed after Tengen learned that
|
|
Nintendo was claiming it had negotiated the rights to "Tetris"
|
|
on the NES from the Soviet Foreign Trade Association, Elorg.
|
|
|
|
According to Tengen, however, exclusive rights to "Tetris"
|
|
for play on the NES and other computers had previously been granted
|
|
by Elorg to Andromeda Software Ltd., a London-based software
|
|
company. Those rights were transferred to Mirrorsoft, a U. K.
|
|
subsidiary of Maxwell Communications, one of the world's leading
|
|
publishers. Tengen acquired the exclusive rights to develop and
|
|
market an NES version of the hit game from Mirrorsoft in May 1988.
|
|
|
|
Atari Games released its highly successful arcade conversion
|
|
of "Tetris" last February. Tengen began taking orders for its
|
|
NES-compatible "Tetris" cartridges at the Consumer Electronics
|
|
Show in January 1989 and began shipping the product earlier this
|
|
month. "Tetris" is currently available in retail outlets
|
|
nationwide.
|
|
|
|
Tengen is the wholly-owned subsidiary of Atari Games
|
|
Corporation and is headquartered at 1901 McCarthy Blvd., Suite
|
|
210, P. O. Box 360782, Milpitas, Calif. 95035; (408) 435-2650.
|
|
Atari Games is a privately held companyy, is not affiliated with
|
|
Atari Corporation and should be referred to as Atari Games.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 1-JUN-1989 12:48:05.79
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JUNE 1, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: 16 JUN 89
|
|
PROD RELEASE: 28 JUL 89 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 15 SEP 89 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
The schedule above now reflects our current plands to have Finished Goods
|
|
by mid-Spetember.
|
|
|
|
The controller survey was completed and we will be using the Star Wars
|
|
controller as originally planned.
|
|
|
|
Max Behensky will be working on a change to ADSP code to help us deal with
|
|
the controller response problems. Hopefully he will be able to get this
|
|
soon, but it will not be until after Compact HD release.
|
|
|
|
We have swithced over to the ADSP II board and it works as advertised --
|
|
Thanks to Jed M.
|
|
|
|
Currently plans include:
|
|
* Getting game out to common area 6/12/89
|
|
* Finishing end-of-game map sequence to show how far player got.
|
|
* Adding Ring-of_fire weapon into the game play
|
|
* Re-laying out the levels and re-tuning them in order to introduce
|
|
the different enemies more slowly.
|
|
* Adding more "personality" to the flying enemies.
|
|
* Giving bonus points for each shield piece left at end of level
|
|
* Awarding one new shield piece, if needed, after successful
|
|
completion of a level.
|
|
* Try to emphasize intermediate goals.
|
|
* Add new audio.
|
|
___________________________________________________________________________
|
|
From: KIM::ROWE "Rofo" 1-JUN-1989 14:35:06.14
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: I am stupid
|
|
|
|
|
|
I left myself logged in at the printer room. I am very, very sorry, but I
|
|
don't know how sorry, yet. Anyone wanting to make fun of me, please get a
|
|
form from Cindy first.
|
|
|
|
DELETE *.*;*
|
|
|
|
exit
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 1-JUN-1989 16:21:34.07
|
|
To: @sys$mail:hardware,MCCARTHY
|
|
CC:
|
|
Subj: ABEL is running.
|
|
|
|
|
|
Abel is up and running. Here is what you need to know and do.
|
|
|
|
Create a source file with a .abl extension. eg. GALS.ABL
|
|
Many examples may be found in ABEL$ROOT:[EXAMPLES], including one called
|
|
gals.abl. I have the manual with full syntax and execution details.
|
|
|
|
Before you can do any compiling you need to do : @ABELEXE:ABEL_LOGIN
|
|
Put this in your login or wherever you want, or define a shorter symbol for it.
|
|
|
|
Then to process your source file do : ABEL your_source_file
|
|
eg. ABEL GALS Leave out the extension. You can put optional
|
|
switches after the filename. There are restrictions on the computer node that
|
|
this can be run on. Read on.
|
|
|
|
|
|
|
|
ABEL (a symbol for @ABELEXE:ABEL.COM) runs PARSE TRANSFOR REDUCE FUSEMAP
|
|
SIMULATE and DOCUMENT programs using default options and settings. Use
|
|
ABELMAN to find out what these are. See below.
|
|
|
|
The Abel copy security check is embedded in FUSEMAP and SIMULATE only. These
|
|
programs must be run on a microvax II such as BERT, SANDY, or ICY. However
|
|
you can PARSE, TRANSFOR and REDUCE on any computer (eg GAWD). FUSEMAP is the
|
|
program that generates the JEDEC file so you have to do that sometime before
|
|
you try burning the device. You can copy ABEL.COM from ABELEXE: and hack it
|
|
so that the repetative task of parsing can be done on whatever computer you
|
|
want and then submit the fusemap and simulate portions to one of the
|
|
microvax_II queues when you are ready. You may want to adjust the default
|
|
reduction level anyway from 1 (simple) to 2 (best for PALs). By the way, if
|
|
you are interested in logic reduction, ABEL can use both PRESTO (three
|
|
levels) and ESPRESSO.
|
|
|
|
|
|
Here are some more useful commands:
|
|
|
|
ABELMAN program displays on your screen a text file about 'program'
|
|
where 'program' can be any of : ABEL ABELLIB DOCUMENT ESPRESSO FUSEMAP IFLDOC
|
|
JEDABEL PARSE REDUCE RFILE SIMULATE TOABEL TRANSFOR
|
|
Any of these can be printed by printing ABEL3DEV:'program'.1
|
|
The ABELMAN program consists of the one line :
|
|
type /page abel3dev:'p1'.1
|
|
|
|
FINDDEV device searches for 'device' in a master file of devices.
|
|
This is a simple DCL SEARCH of ABEL3DEV:DEVICES.TXT. By the way, this file
|
|
includes family/pin codes for all devices (except RALs for some reason) so it
|
|
is useful when you actually burn the device.
|
|
The FINDDEV program consists of the two lines :
|
|
write sys$output "MFG Part Type Package F/P Code Device"
|
|
$ search abel3dev:devices.txt 'p1'
|
|
|
|
|
|
EZSIM source_file executes PARSE TRANSFOR and SIMULATE with doing any
|
|
reduction, fusemap or document.
|
|
|
|
CLEANUP cleans out all ABEL files except source codes from the current
|
|
directory.
|
|
The CLEANUP program consists of the one line :
|
|
$ delete *.tm%;*,*.out;*,*.jed;*,*.sim;*,*.lst;*,*.doc;*,*.p8%;*,rfile.*;*
|
|
|
|
|
|
Note ABELEXE, ABEL3DEV and ABEL$ROOT are system logicals.
|
|
Here is the text of ABELEXE:ABEL.COM
|
|
|
|
$ ! ABEL.COM Mar 18, 1989
|
|
$ ! Run ABEL (release 3.1) package on source file.
|
|
$ !
|
|
$ ! Use:
|
|
$ ! @abel sourcefilename { option }
|
|
$ !
|
|
$ ! In order to use this batch file the following logicals
|
|
$ ! must be defined:
|
|
$ ! ABEL3DEV: points to the directory where the devices are
|
|
$ ! ABELEXE: points to the directory where the executable files are
|
|
$ !
|
|
$ write sys$output "ABEL(tm) Version 3.1 Copyright 1983-1989 Data I/O Corp"
|
|
$ !
|
|
$ docexe := "$ abelexe:document"
|
|
$ on error then goto errparse
|
|
$ tempexe := "$ abelexe:parse"
|
|
$ tempexe -i'p1'.abl -o'p1'.tm1 -l'p1'.lst 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ on error then goto errtrans
|
|
$ tempexe := "$ abelexe:transfor"
|
|
$ tempexe -i'p1'.tm1 -o'p1'.tm2 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ delete 'p1'.tm1;
|
|
$ on error then goto erreduce
|
|
$ tempexe := "$ abelexe:reduce"
|
|
$ tempexe -i'p1'.tm2 -o'p1'.tm3 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ delete 'p1'.tm2;
|
|
$ on error then goto errfuse
|
|
$ tempexe := "$ abelexe:fusemap"
|
|
$ tempexe -i'p1'.tm3 -o'p1'.out 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ delete 'p1'.tm3;
|
|
$ if (f$search("rfile.in")).nes. "" then delete rfile.*;*
|
|
$ on error then goto errsim
|
|
$ tempexe := "$ abelexe:simulate"
|
|
$ tempexe -i'p1'.out -o'p1'.sim 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ on error then goto errdoc
|
|
$ tempexe := "$ abelexe:document"
|
|
$ tempexe -i'p1'.out -o'p1'.doc -g -q2 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ exit 1
|
|
$!
|
|
$errparse:
|
|
$ write sys$error "Error(s) in PARSE"
|
|
$ exit %X10000002
|
|
$errtrans:
|
|
$ docexe -i'p1'.tm1 -o'p1'.doc -g -q0 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ write sys$error "Error(s) in TRANSFOR"
|
|
$ exit %X10000002
|
|
$erreduce:
|
|
$ docexe -i'p1'.tm2 -o'p1'.doc -g -q1 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ write sys$error "Error(s) in REDUCE"
|
|
$ exit %X10000002
|
|
$errfuse:
|
|
$ docexe -i'p1'.tm3 -o'p1'.doc -v -g -q2 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ write sys$error "Error(s) in FUSEMAP"
|
|
$ exit %X10000002
|
|
$errsim:
|
|
$ docexe -i'p1'.out -o'p1'.doc -f -g -v -q2 'p2' 'p3' 'p4' 'p5' 'p6' 'p7' 'p8'
|
|
$ write sys$error "Error(s) in SIMULATE"
|
|
$ exit %X10000002
|
|
$errdoc:
|
|
$ write sys$error "Error(s) in DOCUMENT"
|
|
$ exit %X10000002
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 8-JUN-1989 09:22:11.79
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JUNE 8, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: 16 JUN 89
|
|
PROD RELEASE: 28 JUL 89 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 15 SEP 89 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
Finished end-of-game map sequence to show how far player got. Added
|
|
shock-wave weapon into the game play. Re-layed out the levels and we will
|
|
be re-tuning them in order to introduce the different enemies more slowly.
|
|
We are now giving bonus points for each shield piece left at end of level
|
|
as well as awarding one new shield piece, if needed, after successful
|
|
completion of each level. We are also adding an initial level select screen.
|
|
|
|
The animation group has given us new graphics for the shcok-wave, an "energy
|
|
splash" against the player's car for when it is hit by a Probot shot,
|
|
satelites for the space wave, and all the new maps we could ever want.
|
|
|
|
The audio group has been getting our voice cues digitized, and shoudl be ready
|
|
in plenty of time for the upcoming Field Test.
|
|
|
|
We should have the prototype "ride-on" cabinet sometime around 6/30.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 8-JUN-1989 16:53:16.70
|
|
To: BEHENSKY,DURFEY,MARGOLIN,MONCRIEF,MOTT
|
|
CC:
|
|
Subj: More comment on Hard Drivin
|
|
|
|
|
|
The not ethat this is sort of a reply to was pretty much more
|
|
of the same, so I didn't save it. This one brings up the "mystery spot"
|
|
which I think I've seen mentioned before. Would any of you care to elaborate
|
|
(to me, not the net)?
|
|
Mike
|
|
|
|
Path: dms!motcsd!hpda!hplabs!decwrl!ucbvax!tut.cis.ohio-state.edu!cs.utexas.edu!rutgers!orstcs!bigtime!larryg
|
|
From: larryg@bigtime.fidonet.org (Larry Gilbert)
|
|
Newsgroups: rec.games.video
|
|
Subject: Re: New game comments -- Hard Drivin' from Atari
|
|
Message-ID: <385.248D7177@bigtime.fidonet.org>
|
|
Date: 7 Jun 89 17:16:00 GMT
|
|
Organization: Big Time Television
|
|
Lines: 21
|
|
|
|
Ken Streeter writes:
|
|
|
|
> a satisfying driving experience (except for the $1.00 cost!)
|
|
|
|
Dude, you got ripped off. Come to Oregon State University, visit the
|
|
Rec Center, and you can play all the Hard Drivin' you like for 50 cents
|
|
a pop.
|
|
|
|
So it's a little far to travel... It's worth saving half your income,
|
|
right? :-)
|
|
|
|
My only complaint with the game is that, occasionally, after landing on
|
|
the other side of a hill at just the wrong angle, the simulation enters
|
|
the Twilight Zone, and the scenery flies by wildly for about 10 seconds
|
|
before the car finally "crashes". The instant replay shows the car
|
|
doing something pretty crazy, such as spinning on one corner of the
|
|
front bumper. <sigh> If they could fix that, it'd be *perfect!* :-)
|
|
.
|
|
--
|
|
Larry Gilbert, larryg@bigtime.fidonet.org, 1:152/201, +1 503 753 3511 (bbs)
|
|
"Coming to you live and direct from Big Time Television."
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 9-JUN-1989 12:16:20.30
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: EMPLOYEE MEETING
|
|
|
|
|
|
THERE WILL BE A GENERAL EMPLOYEE MEETING FOR ALL PERMANENT EMPLOYEES ON
|
|
MONDAY, JUNE 12. THE MEETING WILL BE AT 2:00 P.M. IN THE CAFETERIA.
|
|
|
|
ALL PERMANENT EMPLOYEES ARE ASKED TO BE PRESENT AND PROMPT.
|
|
|
|
HUMAN RESOURCES
|
|
___________________________________________________________________________
|
|
From: KIM::PETRICK "Jim Petrick" 13-JUN-1989 16:17:01.41
|
|
To: @SM:ENGINEER,PETRICK
|
|
CC:
|
|
Subj: New Celprocess
|
|
|
|
|
|
A new version of CELPROCESS is now in [PPS.UTILITIES]CELPROCESS.EXE. This
|
|
version has two new formats for the NES system. They are similar to the older
|
|
formats 3 and 4, except they output NES color tables and output the CEL data
|
|
run-length encoded. The new format types are
|
|
|
|
/FORMAT=5 - NES decimal byte .MAC file output
|
|
/FORMAT=6 - NES hex byte .MAC file output
|
|
|
|
There is also a bug fix applied to horizontally flipped, optimized cels which
|
|
have enough non-zero data so they don't actually get reduced in size. The
|
|
horizontal offset of these cels was not being calculated correctly, and now is.
|
|
|
|
Let me know if any problems occur with this new release. (version 1.63)
|
|
|
|
-- jim
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 15-JUN-1989 08:59:53.88
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER
|
|
|
|
|
|
The latest and greatest version of S.T.U.N. RUNNER is now in the
|
|
engineering common area. Please come over and give it a try. We need
|
|
to find any bugs or excessive difficulty before we go out to field
|
|
test this weekend.
|
|
|
|
Thanks in advance,
|
|
The S.T.U.N. RUNNER Team
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 16-JUN-1989 14:28:11.86
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Suspect Parts - LS374
|
|
|
|
|
|
Drobny has found problems on Skull PCB's and Nintendo Development cards
|
|
traced to what looks like a bad batch of LS374's.
|
|
|
|
SUSPECT PARTS: TI SN74LS374N BRAZIL 843 D
|
|
|
|
BEWARE....BEWARE....BEWARE....BEWARE....BEWARE....BEWARE....BEWARE....
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 19-JUN-1989 11:02:03.65
|
|
To: SNYDER,MCCARTHY, PAAUW,MARGOLIN
|
|
CC:
|
|
Subj: EEPROM, Flash EEPROMs....an idea...
|
|
|
|
|
|
The programmers are always gripping about the logjam at the EPROM programmers.
|
|
What if...Game PCBs (at least the pre-production revs) supported EEPROMs
|
|
or flash EEPROM's and the programmers could download and "burn" EPROMS right
|
|
in their game PCB, and then erase them there too.
|
|
|
|
Another alrenative has already been prototyped by Doug and is in use on
|
|
the G1 hardware: Doug designed a aux PCB full of SRAM that exists in
|
|
the memory map of the processor AND the game graphics space. Programmers
|
|
can then download graphics just like program with this scheme. Doug may
|
|
want to give us a quick report on the results of his two protos.
|
|
|
|
Any comments?
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 19-JUN-1989 12:12:38.34
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Press Release
|
|
|
|
|
|
The following press release was issued by Atari Games and Tengen
|
|
on Friday, June 16:
|
|
|
|
COURT HEARS TENGEN AND NINTENDO TETRIS MOTIONS;
|
|
RULING DUE JUNE 21
|
|
|
|
MILPITAS, Calif., June 15, 1989 -- Judge Fern Smith of the United
|
|
States District Court in San Francisco said today that she will rule
|
|
on cross-motions for preliminary injunction filed by Tengen Inc., a
|
|
wholly-owned subsidiary of Atari Games, and Nintendo against the
|
|
sale of the popular Russian-developed video game Tetris by Wednesday,
|
|
June 21. In the interim, both sides voluntarily agreed to refrain
|
|
from shipping Tetris cartridges until the court has made its ruling.
|
|
|
|
Both Tengen and Nintendo filed cross-motions last month, in which
|
|
each side is seeking to enjoin the other from selling Tetris for play
|
|
on the NES.
|
|
|
|
Tengen is the wholly-owned subsidiary of Atari Games Corporation
|
|
and is headquartered at 1901 McCarthy Blvd., Suite 210, P. O. Box 360782,
|
|
Milpitas, Calif. 95035; (408) 435-2650. Atari Games is a privately
|
|
held company, is not affiliated with Atari Corporation and should be
|
|
referrred to as Atari Games.
|
|
___________________________________________________________________________
|
|
From: KIM::KWINN 19-JUN-1989 13:38:27.78
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Entertainment Software Bargains
|
|
|
|
|
|
To Those of You Who Can't Get Enough of this Computer Games Business
|
|
At Work and Own Computers of Their Own So They Can Play Games
|
|
At Home, Too,
|
|
|
|
I received a postcard from a company called Products Plus last week,
|
|
telling of a big Sale of theirs, so I went to look this weekend. The thing
|
|
most worth mentioning is a stock of Firebird/Rainbird (makers of Starglider
|
|
and Carrier Command, among others) games they have. They have titles for Mac,
|
|
Apple II, Commodore 64, IBM, Amiga, and (largest selection of all) Atari ST.
|
|
These games (mix and match as you like) are:
|
|
|
|
$2.59 each or 5 for $10 !!!
|
|
===========================
|
|
|
|
They only have Carrier Command and Universal Military Simulator (2 of
|
|
their biggest) for the ST, but they have Starglider for several machines and
|
|
illustrated text adventures (The Pawn, Jinxter, etc.) and a few other games.
|
|
They also have some other Mac software and modems (I don't know prices),
|
|
IBM shareware, disk boxes, bulk 3.5" (DSDD, w/ labels, 25/pack) @ $.65 each,
|
|
bulk 5.25" (DSDD, 25/pack) @ $.23 each, and other stuff.
|
|
Some of the prices are only good for the sale (thru 6/24).
|
|
|
|
Products Plus
|
|
800-544-3472/408-727-9048
|
|
3350 Scott Blvd., Ste. 1903
|
|
Santa Clara, CA 95054
|
|
|
|
From Atari Games:
|
|
Take 237 West to Great America Parkway. Turn left on G.A.P., go past
|
|
Great America and over 101 (G.A.P. becomes Bowers as it crosses 101). 2nd
|
|
light after 101 is Scott. Turn right, go through 1 light to Garrett. U-turn
|
|
at Garrett, then take the next driveway on the right (into Koll-Oakmead
|
|
complex). Products Plus is on your left.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 21-JUN-1989 13:11:42.79
|
|
To: DOWNEND,MARGOLIN
|
|
CC:
|
|
Subj: Development
|
|
|
|
|
|
It sounds good to me.
|
|
|
|
Intel makes flash EPROMs that require +12 Volts for programming.
|
|
|
|
Texas Instruments is supposedly working on flash EPROMs that require only
|
|
+5 Volts.
|
|
|
|
In Hard Drivin' the only memory not supported by RAM is the Sound Data ROM.
|
|
Everything else uses either emulator memory, has internal RAM like the GSP VRAM,
|
|
or has an optional external board like the 1 MB Program RAM board or the
|
|
ADSP Graphics RAM Board.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 22-JUN-1989 11:30:21.20
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JUNE 22, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: 7 JUL 89
|
|
PROD RELEASE: 28 JUL 89 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 15 SEP 89 21 JUL 89 14 JUL 89 4 JUN 89
|
|
|
|
Missed last weeks status report... oops, sorry!
|
|
|
|
STUN Runner is at Milpitas Golfland, and has been Friday (6/16) afternoon.
|
|
We have made these minor modifications to the game twice since that time:
|
|
|
|
* Put in a "teach" function that allows us to freeze the game and
|
|
display a text message on the screen -- such as when we detect the
|
|
player riding on the wrong side of the tunnel in a curve.
|
|
|
|
* Adjusted the time limit on Level 16.
|
|
|
|
* Updated some graphics including showing boost pads in the maps.
|
|
|
|
We are currently working on adding new tunnel sections, and improving enemy
|
|
variety, especially with the flying enemies.
|
|
|
|
We have PCB sets for the two "ride on" cabinets. Glenn is in the process
|
|
of assembling the board sets and readying each for Field Test on 7/7/89.
|
|
One set has been given to Carole Cameron.
|
|
|
|
The date for the "earnings" Field Test with the ride-on cabinet had to be
|
|
slipped as the fiberglass prototype for the control panel (vacu-form) piece
|
|
will not arrive in time to have the cabinet ready for 6/30. As the next
|
|
week is a 3-day week, we have changed the Field Test date to 7/7.
|
|
|
|
There will be a meeting today (6/22) to go over cabinet graphics concepts.
|
|
___________________________________________________________________________
|
|
From: BERT::WOOD 22-JUN-1989 12:05:15.55
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Press Release
|
|
|
|
|
|
The following press release was issued yesterday by Atari Games
|
|
and Tengen:
|
|
|
|
TENGEN REASSERTS RIGHTS TO SOVIET VIDEO GAME;
|
|
INJUNCTION HAS NO IMPACT ON POPULAR TENGEN PRODUCT LINE
|
|
|
|
MILPITAS, Calif., June 21, 1989 -- Tengen Inc., the wholly-owned
|
|
subsidiary of Atari Games Corporation, reasserted its claim to the
|
|
popular Soviet video game, Tetris, despite the awarding today of a
|
|
preliminary injunction against Tengen.
|
|
|
|
Judge Fern Smith of the United States District Court in San
|
|
Francisco issued an order prohibiting further distribution by
|
|
Tengen of the Tengen-manufactured Nintendo-compatible version of
|
|
the game pending the outcome of litigation currently before the
|
|
Court between Tengen and Nintendo regarding the ownership of the
|
|
Tetris video game rights.
|
|
|
|
"Tengen believes it has legitimate rights to Tetris," said
|
|
Dan Van Elderen, Tengen chief operating officer and executive
|
|
vice president. "We have a valid and binding agreement for
|
|
Tetris which we believe will be upheld in the Court's final decision.
|
|
While we are disappointed that we must temporarily refrain from
|
|
shipping additional Tetris cartridges, we are confident that we
|
|
will eventually prevail." Tengen has been distributing its
|
|
highly popular NES-compatible version of Tetris since early May.
|
|
|
|
The Tetris matter is one of many legal issues between Tengen
|
|
and Nintendo, and is completely separate from the $100 million
|
|
lawsuit filed by Tengen against Nintendo last December. That
|
|
complaint concerns larger issues such as Nintendo's alleged
|
|
monopolization of the home video game industry, its wrongful
|
|
business practices and Tengen's rights to manufacture and
|
|
distribute its full line of Nintendo-compatible products.
|
|
|
|
"This preliminary decision over Tetris is not related in
|
|
any way to the other, more significant charges facing Nintendo,
|
|
and has no legal affect on our ability to manufacture and
|
|
market our other Nintendo-compatible titles," said Van Elderen.
|
|
"Tengen products have been extremely in demand and well received
|
|
by both our consumers and our dealers. We willl continue to
|
|
provide our customres with the highest quality home video games."
|
|
|
|
Tengen is the wholly-owned subsidiary of Atari Games
|
|
Corporation and is headquartered at 1623 Buckeye Drive, P. O.
|
|
Box 360782, Milpitas, Calif.; (408) 435-2650. Atari Games is
|
|
a privately held company, is not affiliated with Atari
|
|
Corporation and should be referred to as Atari Games.
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farokh Khodadadi" 22-JUN-1989 14:34:04.46
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Hard Drivin' racing jackets
|
|
|
|
|
|
A lot of people want to know where they can buy the new Hard Drivin'
|
|
racing jacket.Well,the same nice people in customer service who brought you
|
|
the T-shirts can help you.
|
|
A limited quantity of these jackets will be available on special
|
|
order only.You can choose the color and size in black,red,or white.Also
|
|
at no extra charge your first name can go on the front of the jacket for
|
|
a totally custom look.
|
|
So hurry to customer service and place your order before FRIDAY THE
|
|
13th.
|
|
Oh I almost forgot I have a sample that you can look at too.Just
|
|
look me up around lunch time in the cafeteria or call me at:
|
|
ext:1775
|
|
crazy hard driver
|
|
Farrokh
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 27-JUN-1989 10:27:18.22
|
|
To: ROTBERG,STUN,CAMERON,MARGOLIN,FYI::TAKAICHI,RAY
|
|
CC:
|
|
Subj: STUN long lead items
|
|
|
|
|
|
Rich has asked us to put together a list of long-lead ( > 6wks )
|
|
parts for STUN Runner.
|
|
|
|
Carole is working on the cabinet, controls, etc.
|
|
|
|
Jed -- can you mark up Rick's list of Hard Drivin's long-lead
|
|
or common parts with STUN?
|
|
|
|
Please have these lists (with cost estimates) to me by Thursday.
|
|
|
|
Ed -- Rich also reminded me that your program must use SLAPSTICK
|
|
so customers cannot convert a Hard Drivin' Multisync to a STUN
|
|
Multisync. It should be in a socket. This needs to be done
|
|
before the first game is shipped to a customer (pre-prod?).
|
|
|
|
Thanks!!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 27-JUN-1989 15:13:53.79
|
|
To: MARGOLIN,MARGOLIN
|
|
CC:
|
|
Subj:
|
|
|
|
1 of 2
|
|
To: John Ray
|
|
Fr: Jed Margolin
|
|
Re: STUN RUNNER Parts that are common with Compact Hard Drivin'
|
|
Dt: 6/27/89
|
|
|
|
|
|
ADSP II
|
|
-------
|
|
We have ECNed Hard Drivin' and Compact Hard Drivin' to use ADSP II
|
|
on the next buy. Therefore, ADSP II is common to Hard Drivin', Compact
|
|
Hard Drivin', and Stun Runner. (Stun Runner will presumably make use of
|
|
the two extra ROM sockets.)
|
|
|
|
|
|
MultiSync Board
|
|
---------------
|
|
1. Stun Runner uses a 40 MHz oscillator module at XOSC4 instead of the
|
|
32 MHz unit that Compact Hard Drivin' uses. Oscillator modules frequently
|
|
require several weeks' lead time.
|
|
|
|
2. To reduce costs the Timekeeper will be replaced with another ZeroPower RAM.
|
|
|
|
3. Slapstik 17 was reserved for Hard Drivin' but not used. I assume it is
|
|
available for Stun Runner.
|
|
|
|
4. There are several parts that Compact Hard Drivin' uses that Stun Runner
|
|
does not.
|
|
|
|
The following are not used on Stun Runner
|
|
|
|
5 137540-150 1 IC, 48T02-15, RAM 200E
|
|
|
|
8 137543-001 1 IC, 68681 200A
|
|
|
|
46 137580-001 1 IC, 4066B 205B
|
|
47 137546-003 4 IC, 4464, 64K X 4, DRAM 5K,15K,25K,35K
|
|
|
|
83 136068-1135 1 IC, PROM, 82S123 195U
|
|
|
|
84 137403-001 1 IC, MC1488 210A
|
|
85 137263-001 1 IC, MC1489AL 210B
|
|
|
|
89 137614-001 1 IC, AD711KN 15B
|
|
|
|
136 144000-011 1 XTAL, 3.6864, STANDUP XTAL1
|
|
|
|
138 144008-005 1 XTAL, 50 MHZ, OSCILLATOR XOSC3
|
|
|
|
miscellaneous other ICs, connectors, resistors, and capacitors
|
|
|
|
2 of 2
|
|
|
|
5. There are a few parts that Stun Runner uses that Compact Hard Drivin'
|
|
does not. They are:
|
|
|
|
137526-001 1 IC, SCUM 175W
|
|
|
|
137484-001 1 IC, AS08 175T
|
|
|
|
137134-001 1 IC, 74LS245 175R
|
|
|
|
144008-004 1 Oscillator, 40 MHz XOSC4
|
|
|
|
137412-117 1 Slapstic 17 200K
|
|
|
|
6. Parts with changes in quantities:
|
|
|
|
137538-002 IC, 34010-50 Uses One instead of Two
|
|
|
|
179237-068 SOCKET, 68 PIN Uses Two instead of Three
|
|
|
|
137442-150 IC, 48Z02-15, RAM Uses Two instead of One
|
|
|
|
|
|
I need Ed to tell me that the special board I had made up for him works, so
|
|
I can give Art the schematic, so we can get an official Stun Runner parts list.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 29-JUN-1989 11:11:47.00
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JUNE 22, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: 7 JUL 89
|
|
PROD RELEASE: 28 JUL 89 2 JUN 89 26 MAY 89 19 APR 89
|
|
FGA: 27 SEP 89 15 SEP 89 21 JUL 89 14 JUL 89
|
|
|
|
STUN Runner is still at Milpitas Golfland, and has been giving us good feedback
|
|
on gameplay changes.
|
|
|
|
Software changes include adding "kamakazi" intelligence to the HoverBot,
|
|
another new level (19 in all now) has been added, reworked the opening
|
|
animation sequence to tie into the "ride-on" cabinet theme.
|
|
|
|
In addition, we are continuing to tweak the game play as per input from
|
|
field test.
|
|
|
|
Max Behensky has been working on improving the vector mode of the GSP and
|
|
has also been improving overall performance for us. Stephanie Mott will be
|
|
making changes to the ADSP code to help us improve control response time
|
|
when she is fully recovered.
|
|
|
|
Will has been supplying us with the graphics for the new opening animation
|
|
sequence, and Kris Moser has been giving us new Depot backgrounds.
|
|
|
|
We are anticipating new audio including a new music track as well as some
|
|
additional voice and sound effects.
|
|
|
|
The fiberglass prototypes for the seat and control panel have both arrived
|
|
and they look "excellent!" A meeting was held this week to review cabinet
|
|
graphic concepts, and Kyoko is in the process of reworking the concepts as
|
|
dictated by that meeting.
|
|
|
|
We should be able to make the "ride-on" cabinet field test date of 7/7
|
|
comfortably.
|
|
|
|
"Th-th-that's all folks!"
|
|
___________________________________________________________________________
|
|
From: KIM::DURFEY 29-JUN-1989 14:31:50.21
|
|
To: MARGOLIN,BEHENSKY,MOTT
|
|
CC:
|
|
Subj: in the dark
|
|
___________________________________________________________________________
|
|
From: KIM::BJORKQUIST 29-JUN-1989 14:30
|
|
To: DURFEY
|
|
Subj: OKBYE
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 22-JUN-1989 13:47
|
|
To: @ALPHAGANG.DIS
|
|
Subj: Product Bonus plan changes
|
|
|
|
|
|
!!!!!!! THIS IS CONFIDENTIAL: ATARI EYES AND EARS ONLY !!!!!!!!
|
|
|
|
There are two changes in effect on the bonus plan - Rich asked that
|
|
we mention these verbally since it will be a while before the changes
|
|
are published:
|
|
|
|
1) Previously, the cap on overhead was $325; now it is $350.
|
|
Additionally this applies to "Standard single display games".
|
|
For games like 4-player Cyberball there would be no cap on
|
|
overhead; instead the standard overhead rate would apply fully
|
|
when calculating profit. Games like Compact Hard Drivin and
|
|
Stun Runner are likely to be treated as "non-standard" although
|
|
a final decision has not been reached as near as I could tell.
|
|
For reference, the standard overhead on Cyberball was $353.
|
|
The standard overhead on Escape is $325.50 derived from
|
|
4.34 hours of labor times the new $75/hr overhead rate.
|
|
|
|
2) In games (like coin-op Tetris) where the
|
|
implementation existed previously, and the coin-op game is a
|
|
conversion of a pre-existing game, then there is a cap or
|
|
maximum on the bonus pool of $240,000. Additionly the funding
|
|
percentages are different - they are 3% and 6% as opposed
|
|
to 4% and 7%. As I recall the profit levels are the same, i.e.
|
|
0% for the first $500,000, 3% between 500,000 and $3,000,000, and
|
|
6% above $3M up to the 240,000 cap.
|
|
|
|
!!!!!!! THIS IS CONFIDENTIAL: ATARI EYES AND EARS ONLY !!!!!!!!
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 29-JUN-1989 23:57:36.61
|
|
To: @SYS$MAIL:HARDWARE.DIS,RAY
|
|
CC:
|
|
Subj: Hardware Meeting 6/26/89 Summary
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|
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Hardware Meeting 6/26/89
|
|
J.Ray 6/29/89
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|
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Attendees: Chris Downend, Tim Hubberstey, Farrokh Khodadadi,
|
|
Jed Margolin, Pat McCarthy, Glenn McNamara, Rich Moore,
|
|
John Ray, Doug Snyder, Alex Taccir.
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|
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NEW EMPLOYEES:
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|
|
Tom Clark is the new Component Engineer in Rick Meyette's
|
|
group. Welcome aboard, Tom!!
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|
|
|
Farrokh Khodadadi is a "new" technician in Chris Downend's
|
|
team. He most recently worked in Atari's Field Service.
|
|
Welcome aboard, Farrokh!!
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|
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ANALOG PC DESIGN:
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|
|
|
What will increase our success at designing analog PCBs that
|
|
work? Doug and Pat feel that the hardware engineer should do
|
|
the placement on Scicards. The knowledge required to interact
|
|
with the system can be obtained fairly quickly with the help
|
|
of the PC designers. Jed feels that a PC-based layout
|
|
program would be a worthwhile investment.
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JAMMA EDGE CONNECTOR CURRENT CAPACITY:
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|
|
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John Ray announced that the standard we will use (for the
|
|
near term) is 3 Amps per terminal + 1 redundant terminal. So
|
|
both +12V and both -5V terminals need to be used to bring
|
|
power to the board. For a game that requires 5A at +5V, you
|
|
should use three of the four +5V terminals for power. John
|
|
will publish a memo in the near future that will be more
|
|
specific and incorporate some exceptions that Rick Meyette
|
|
suggested. Pat McCarthy will request data from the
|
|
manufacturers that will help us decide on the long-term
|
|
standard.
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EPROM PROGRAMMERS:
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|
|
John Ray announced that the version 4.0 Data I/O 288 release
|
|
(expected late July) will incorporate TI's SNAP programming
|
|
algorithm. This algorithm will allow us to program TI parts
|
|
significantly faster. We will need to use only TI EPROMs,
|
|
however, but this is not expected to be a big problem. Chris
|
|
Downend is investigating other EPROM programmers. The
|
|
hardware engineers should keep abreast of flash EEPROMs, as
|
|
they will someday allow each development station to burn
|
|
their EEPROMs right in the PCB!!
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|
ELECTRO-STATIC DISCHARGE (ESD):
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|
|
Our games are subjected to shocks from players who have
|
|
walked across a carpet and then touch a metal part of the
|
|
game. The game must not do anything weird when this happens.
|
|
Pat McCarthy reminded us that Rick Meyette's group needs to
|
|
perform an ESD test on every new game, just like the FCC test
|
|
(and the heat test??). Pat and Rick should look at
|
|
structuring the procedures so that they do not get left out
|
|
on any new games.
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|
|
|
The Hitron power supply was shutting down when subjected to
|
|
ESD. Rick Meyette has a fix to keep it from doing this.
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|
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RF COMPONENTS ON ALL PCBs:
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|
|
Rick Meyette should look at a plot of all new PCBs for EMI
|
|
component placement (before the PCB is fabbed). The hardware
|
|
engineer should make sure this happens.
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|
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32K X 8 85nS:
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|
|
|
The hardware engineers responded that this speed will work in
|
|
any current applications where this part is being used.
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|
|
DOUG LEAVING:
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|
|
Doug Snyder has decided to leave Atari effective July 7. Doug
|
|
has been an extremely creative, productive, valuable
|
|
employee. We will miss him!!
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|
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Doug -- Best of luck for your future!! Thanks for a job well
|
|
done!!
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|
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Please forward any additions, corrections, or questions to
|
|
John Ray.
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 30-JUN-1989 00:43:43.25
|
|
To: @SYS$MAIL:ENGINEER,LEON,POPKIN,DIEU,@SYS$MAIL:MARKETING,RAY
|
|
CC:
|
|
Subj: Doug Snyder's retirement lunch -- 7/7/89
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|
|
|
I am planning on setting up Doug's retirement lunch at Stuft
|
|
Pizza (Landess [Montague] and 680) on Friday, July 7. I have
|
|
not called the restaurant yet to confirm, but I don't expect
|
|
any problem having a large group.
|
|
|
|
Please respond by VAXmail if you would like to attend.
|
|
|
|
Thanks!!
|
|
|
|
John
|
|
|
|
(I will give further info. to those who respond.)
|
|
___________________________________________________________________________
|
|
From: KIM::PIERCE 5-JUL-1989 12:35:09.51
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Summertime Brainstormin'
|
|
|
|
|
|
Hello:
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|
|
|
Dave Akers and myself are about to embark on our next project
|
|
together and would like some help from the many talented, innovative
|
|
and handsome people hear at Atari.
|
|
|
|
We have informally run a number of possible game types past
|
|
some of the grande fromages here at this company and have decided
|
|
to explore the genre of the low cost puzzle type game. Pong, Tetris
|
|
and Arkinoid being prime examples of these types of games that have
|
|
been successful in the past. Hopefully this NEW game will be added
|
|
to that list in the future.
|
|
|
|
So we are going to have a little "PO-like" get-together to try
|
|
and compile as many ideas as possible and y'all are invited.
|
|
|
|
Friday afternoon the 14th of July @ 3:30
|
|
Central Conference Room
|
|
675 Sycamore.
|
|
|
|
A variety of beverages, snacks and various materials will be
|
|
available for your personal consumption and enjoyment.
|
|
|
|
Remember: Think cheap, think simple, think addictive.
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|
|
|
Formal attire optional.
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|
|
|
Thanx,
|
|
|
|
MSP
|
|
|
|
PS If you are not talented, innovative or handsome we will have a
|
|
short meeting before the 3:30 meeting to determine any new
|
|
catagories that need to be established to fit your circumstance.
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 6-JUL-1989 10:13:50.78
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: RIDE-ON S.T.U.N. RUNNER
|
|
|
|
|
|
Yes folks, the new and improved S.T.U.N. RUNNER is now in the engineering
|
|
common area. This new version is now available in the new RIDE-ON cabinet.
|
|
Come over and play!!! NOTE: Please play one (1) credit at a time as we are
|
|
trying to verify the coin stats routines.
|
|
|
|
Thanks,
|
|
|
|
The S.T.U.N. RUNNER Team
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 6-JUL-1989 14:12:43.11
|
|
To: GRAHAM,@STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JULY 6, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: 7 JUL 89
|
|
PROD RELEASE: 4 AUG 89 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 25 SEP 89 15 SEP 89 21 JUL 89 14 JUL 89
|
|
|
|
STUN Runner has been pulled from Milpitas Golfland after giving us good feedback
|
|
on gameplay changes. We were #2 for two weeks (behind Hard Drivin') on 25
|
|
cent play!
|
|
|
|
We are continuing to tweak the game play as per input from field test.
|
|
|
|
Max Behensky has finished working on improving the vector mode of the GSP and
|
|
has also improved overall performance for us. Stephanie Mott has
|
|
made changes to the ADSP code to help us improve control response time and we
|
|
are curretnly implemneting the changes neede to take advantage of her efforts.
|
|
|
|
We are anticipating new audio including a new music track as well as some
|
|
additional voice and sound effects.
|
|
|
|
We have received the Field Test cabinet and set it up for test. The game
|
|
is currently in the Engineering Common area.
|
|
|
|
"Th-th-that's all folks!"
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 6-JUL-1989 15:46:41.28
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
In our continuing efforts to provide the best benefits, a supplemental
|
|
Universal Life Insurance program is once again available. This program, called
|
|
Benefits 360, is underwritten by Aetna Life Insurance and Annuity Company.
|
|
|
|
We selected Benefits 360 because we think it offers our employees a good way to
|
|
improve their financial security. Many financial experts say the type of
|
|
universal life insurance offered in this plan is a smart choice because it
|
|
features:
|
|
Death Benefit protection when you need it, even if you move or retire.
|
|
|
|
Cash Value that earns a competitive interest rate, with all interest earned
|
|
tax-free until withdrawal.
|
|
|
|
This excellent insurance is available to you with the advantages of "mass
|
|
purchasing power". These include favorable underwriting, easy enrollment, and
|
|
favorable rates.
|
|
|
|
If you have been a full time or part time employee for the last 12 months and
|
|
are over 21 years of age, you are eligible to participate in the Benefits 360
|
|
program. Participation in the program is voluntary, but I hope you will
|
|
seriously consider what the plan can mean to you and those who depend on you.
|
|
|
|
Keep these three points in mind:
|
|
|
|
You will own your own policy and can purchase policies for your spouse,
|
|
dependent children and grandchildren even if you don't have a policy
|
|
yourself.
|
|
|
|
Plan premiums are flexible enough to fit most budgets an you pay premiums
|
|
through payroll deduction.
|
|
|
|
If you should ever leave Atari Games employment, you policy goes with you
|
|
without a premium change.
|
|
|
|
To help you learn all you want to know about Benefits 360, you will have the
|
|
chance to meet individually with an Aetna benefits counselor. Individual
|
|
meetings are planned to start the week of July 10, 1989.
|
|
|
|
Thank you,
|
|
Yvette
|
|
|
|
P.S. If you are not interested in this plan, you have to sign a waver. Please
|
|
contact Yvette at x5850.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 6-JUL-1989 16:59:44.19
|
|
To: RAY,ROTBERG,CAMERON,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner
|
|
|
|
|
|
Stun Runner
|
|
-----------
|
|
Last week I gave Art the inputs for Stun MultiSync, which requires marking the
|
|
schematics to show what is loaded on the board and doing the parts list.
|
|
It does not involve any PC layout changes.
|
|
|
|
We have been bumped from the schedule by a job they are doing for Tengen. I
|
|
have not been given a reschedule date.
|
|
|
|
|
|
ADSP II
|
|
-------
|
|
The parts list for the Stun Runner version of ADSP II is ready to be signed off.
|
|
This assumes you want all six graphics ROMs stuffed.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 7-JUL-1989 14:49:26.66
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: Stun Runner
|
|
|
|
|
|
Jed,
|
|
|
|
Yep, we want (read as NEED) all 6 roms.
|
|
|
|
Thanks -- will sign it off on Monday.
|
|
|
|
Ed
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 9-JUL-1989 15:27:19.99
|
|
To: @SYS$MAIL:EVERYBODY,RAY
|
|
CC:
|
|
Subj: Promotion of Pat McCarthy
|
|
|
|
|
|
I am pleased to announce the promotion of Pat McCarthy to
|
|
Supervisor, Electrical Design. Electrical Design is a new
|
|
department created to centralize the hardware design and
|
|
support efforts for the Alpha, Nu, and Omega teams. The
|
|
personnel transferring into Electrical Design are Don Paauw,
|
|
Tim Hubberstey, Cris Drobny, Farrokh Khodadadi, Glenn
|
|
McNamara, and Alex Taccir. Pat will report to John Ray.
|
|
|
|
Pat has been a key contributor in the hardware design area
|
|
for many years. His broad background in customer service,
|
|
digital design, ASIC design, and system design prepares him
|
|
very well for his new role. Please lend Pat your support as
|
|
he takes on his new responsibilities.
|
|
|
|
Congratulations, Pat!!
|
|
___________________________________________________________________________
|
|
From: BERT::GRAHAM 10-JUL-1989 15:47:24.39
|
|
To: @SYS$MAIL:ENGINEER,@SYS$MAIL:TEAMTACO,WOOD,BROWN,SHEFFIELD,THOMPSON,FUJIHARA,SHIRLEY,MSHERMAN,BENZLER,MOMODA,WALLIN,SMITH,STEWART,BRESHEARS,BRYANT,DICKSON,MAEDER,WILLIAMS
|
|
CC:
|
|
Subj:
|
|
|
|
NEWS FLASH
|
|
PITCHERS FINALLY HAVE THEIR DAY, AUGUST 23, 1989!!!!
|
|
|
|
NO! This isn't a story about the ATARI Survivors
|
|
(how are they doin' anyway?). This is about YOUR
|
|
chance (THE PITCHERS) to present your game ideas
|
|
to project teams (THE PITCHEES) in what we call
|
|
a "PITCH SESSION".
|
|
|
|
Remember those great ideas you had at the last
|
|
brainstorming? Did you feel that your group had
|
|
a great idea only to be destined to the dusty
|
|
shelves of antiquity? If so (or even if you have
|
|
a new idea) here's your chance to let others hear
|
|
about it! (AND, just for doing the pitch, your
|
|
team will receive an incentive of $100.!)
|
|
|
|
CAN YOU AFFORD TO PASS UP THIS OPPORTUNITY?????
|
|
|
|
Of course not! Get your buddies together and stop
|
|
by LOIS TURNER's office for your free Pitch Session
|
|
Packet. It will outline what a Pitch Session is
|
|
and show you how to present your idea.
|
|
|
|
DO IT TODAY!!!!
|
|
___________________________________________________________________________
|
|
From: KIM::MOTT 10-JUL-1989 16:17:41.72
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: say what
|
|
|
|
From: BERT::GRAHAM 10-JUL-1989 15:47
|
|
To: @SYS$MAIL:ENGINEER,@SYS$MAIL:TEAMTACO,WOOD,BROWN,SHEFFIELD,THOMPSON,FUJIHARA,SHIRLEY,MSHERMAN,BENZLER,MOMODA,WALLIN,SMITH,STEWART,BRESHEARS,BRYANT,DICKSON,MAEDER,WILLIAMS
|
|
Subj:
|
|
|
|
NEWS FLASH
|
|
PITCHERS FINALLY HAVE THEIR DAY, AUGUST 23, 1989!!!!
|
|
|
|
NO! This isn't a story about the ATARI Survivors
|
|
(how are they doin' anyway?). This is about YOUR
|
|
chance (THE PITCHERS) to present your game ideas
|
|
to project teams (THE PITCHEES) in what we call
|
|
a "PITCH SESSION".
|
|
|
|
Remember those great ideas you had at the last
|
|
brainstorming? Did you feel that your group had
|
|
a great idea only to be destined to the dusty
|
|
shelves of antiquity? If so (or even if you have
|
|
a new idea) here's your chance to let others hear
|
|
about it! (AND, just for doing the pitch, your
|
|
team will receive an incentive of $100.!)
|
|
|
|
CAN YOU AFFORD TO PASS UP THIS OPPORTUNITY?????
|
|
|
|
Of course not! Get your buddies together and stop
|
|
by LOIS TURNER's office for your free Pitch Session
|
|
Packet. It will outline what a Pitch Session is
|
|
and show you how to present your idea.
|
|
|
|
DO IT TODAY!!!!
|
|
___________________________________________________________________________
|
|
From: KIM::ROLM "SUTTLES, SHEPPERD, or ALBAUGH" 10-JUL-1989 18:14:56.96
|
|
To: @SYS$MAIL:EVERYBODY,ROLM
|
|
CC:
|
|
Subj: Just when you thought it was safe to pick up the phone...
|
|
|
|
|
|
Hey, Tengen affictionados:
|
|
|
|
We can't dial Tengen directly as though they were extensions,
|
|
cuz the hardware didn't work reliably enough, and it cost an arm and a
|
|
leg. However, there is a system speed dial to help you along.
|
|
|
|
At an INSIDE dial tone, you can dial pound-6, and the last 4
|
|
digits of a Tengen extension (which you can get off the phone list).
|
|
The first two digits of this will be 94. So, if you wanted to call
|
|
their operator, you would dial pound, 6, 9, 4, 0, 0 (their operator's
|
|
phone number is 473-9400). DO NOT DIAL 9 first, or you'll get wierd
|
|
(but inexpensive) (and also useless) results.
|
|
|
|
For those of you with ETS sets, you can replace the pound-6
|
|
part with SYS SPD. So you dial SYS SPD, 9, 4, 0, 0 to get the operator.
|
|
|
|
Of course, for those whose tired fingers can't learn new tricks,
|
|
the old way (9, 473-94xx) will still work. As will the old corporate
|
|
phone number (ends in 2650), which we are trying to phase out.
|
|
|
|
The phone list is again being updated. Be patient; James has
|
|
quite a few things to do before he can give you a nicely printed copy.
|
|
Watch for them at your local mail station, and let your fingers do
|
|
the talking!
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 11-JUL-1989 15:18:45.89
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: WATER
|
|
|
|
DO NOT DRINK THE WATER ON THE PREMISES UNTIL TOMORROW, IT HAS TO MUCH CHLORINE
|
|
IN IT AND THE WATER COMPANY WON'T HAVE IT FLUSHED OUT UNTIL THEN. BOB FRYE
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 11-JUL-1989 15:40:08.32
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: WATER
|
|
|
|
THE CITY OF MILPITAS WAS JUST HERE AND THEY GAVE US AN A OK ON THE WATER, SO
|
|
YOU CAN START DRINKING AWAY!!!! STEPH
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 13-JUL-1989 09:46:22.94
|
|
To: @SYS$MAIL:ENGINEER,BRAD
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
********** REMINDER ************
|
|
|
|
R.S.V.P. to Lois Turner by Monday July 17th if you are interested
|
|
in pitching your game idea on Aug 24th.
|
|
|
|
********** REMINDER ************
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farokh Khodadadi" 13-JUL-1989 10:19:44.11
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Hard Drivin jackets
|
|
|
|
|
|
So you all know about the jackets, and you're probably trying
|
|
to zero in on the color of your choice to match your set of wheels.
|
|
But you also wann'a know how much $ it's gonna set you back, right?
|
|
Well that depends on the total number of orders that Elaine gets from
|
|
everyone, but the most it can cost is about $40 maybe less. By the way
|
|
we've moved the dead line to next Friday July 21st. I know I said Friday
|
|
the 13th before, I was looking at July of 1990. Don't forget to tell
|
|
Elaine if you want to have your name on the front of your jacket, it
|
|
is a service that the vender is offering us at no extra charge.
|
|
If you still have not seen it, go check it out at customer
|
|
service. They have one in white but you can get it in black or red, I
|
|
think one of each will be perfect ! decisions decisions ...
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 13-JUL-1989 13:22:21.59
|
|
To: @SYS$MAIL:EVERYBODY,BRAD
|
|
CC:
|
|
Subj: Not everybody received this message so we're resending it
|
|
|
|
|
|
NEWS FLASH!!!
|
|
PITCHERS FINALLY HAVE THEIR DAY, August 23, 1989!!!
|
|
|
|
NO! This isn't a story about the ATARI survivors (how are they
|
|
doin' anyway?). This is about your chance (THE PITCHERS) to present your
|
|
game idea to project teams (THE PITCHEES) in what we call a 'PITCH
|
|
SESSION'.
|
|
|
|
Remember those great ideas you had at the last brainstorming? Did
|
|
you feel that your group had a great idea only to be destined to the
|
|
dusty shelves of antiquity? If so (or even if you have a new idea)
|
|
here's your chance to let others hear about it! (AND, just for doing the
|
|
pitch, your team will receive an incentive of $100!)
|
|
|
|
CAN YOU AFFORD TO PASS UP THIS OPPORTUNITITY?
|
|
|
|
Of course not! Get your buddies together and stop by Lois Turner's
|
|
office for your free Pitch Session Packet. It will outline what a Pitch
|
|
Session is and show you how to present your idea.
|
|
|
|
|
|
|
|
DO IT TODAY!!
|
|
___________________________________________________________________________
|
|
From: BERT::LTURNER 13-JUL-1989 16:44:43.33
|
|
To: BRAD,BYRON,DIEKNEITE,MONCRIEF,MARGOLIN,BEHENSKY,MOTT,DURFEY
|
|
CC:
|
|
Subj: Monday Meeting
|
|
|
|
|
|
There will be a meeting on Monday, July 17, in the central conference room
|
|
at 2:00 PM. The engineering bonus plan will be discussed. If you are
|
|
interested please plan to attend.
|
|
|
|
LBT
|
|
|
|
P.S. Payday is tomorrow. I will be in my office from 10:00 - 11:00 if
|
|
you wish to pick up your check.
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 14-JUL-1989 18:16:47.68
|
|
To: @SYS$MAIL:EVERYBODY,BRAD
|
|
CC:
|
|
Subj: R E M I D E R
|
|
|
|
|
|
********** REMINDER ************
|
|
|
|
R.S.V.P. to Lois Turner by Monday July 17th if you are interested
|
|
in pitching your game idea on Aug 24th.
|
|
|
|
********** REMINDER ************
|
|
___________________________________________________________________________
|
|
From: MIKE::SMITH 18-JUL-1989 14:29:35.27
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Stockroom/Incoming Receiving/Incoming Inspection Reorganization.
|
|
|
|
|
|
Sorry about the short notice but things seem to happen faster than we can
|
|
communicate them. If you have been in the manufacturing area in building 735
|
|
anytime this week you would have seen some contractors working on lighting and
|
|
new fencing which will illuminate and secure the manufacturing inventory.
|
|
|
|
We had a very small window, in between Escape, Skull & Xbones, and Cyberball
|
|
to accomplish this reorganization. We are currently planning to follow this
|
|
simplified schedule:
|
|
1. Incoming Receiving - Shutdown Thursday July 20th at 12:30pm and re-open
|
|
Tuesday morning July 25th. Possibly earlier !
|
|
2. Stockroom - Shutdown Thursday July 20th at 2:00pm and re-open Tuesday
|
|
morning July 25th.
|
|
During this shutdown period we will restructure the stockroom strictly in part
|
|
number sequence with locator addresses for the material that must be stored in
|
|
bulk locations. Additionally we will do a complete physical inventory to insure
|
|
an accurate on hand quantity.
|
|
|
|
This is an extremely aggressive schedule and will require the complete focus
|
|
of the entire materials organization. It would be of great help if any material
|
|
requirement that you have during this four day period could be requested by
|
|
12:00pm on Thursday July 20th. We would do our very best to fill those orders
|
|
by 2:30pm the same day. Also if you are expecting the receipt of a Purchase
|
|
Order that MUST be received, please let me know, we'll make sure it is received
|
|
and that you are notified.
|
|
|
|
Thanx very much for your understanding and patience. We will be looking
|
|
forward to showing you our NEW Stockroom in the very near future when we have
|
|
our OPEN HOUSE.
|
|
|
|
Tom Smith ext. 3923
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 18-JUL-1989 15:59:11.58
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Armed and Dangerous
|
|
|
|
|
|
Just a word of warning to ALL: Our Fed Ex man just informed me that there are
|
|
two guys in the McCarthy area that are armed and dangerous, the police are in
|
|
the area trying to trap them. So be careful when you leave today. Steph
|
|
___________________________________________________________________________
|
|
From: BERT::LINDA "Evening Receptionist" 18-JUL-1989 16:43:46.83
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: ARMED & DANGEROUS
|
|
|
|
|
|
THE ARMED AND DANGEROUS INDIVIDUAL AS REPORTED BY THE MILPITAS POLICE DEPT.
|
|
IS A THIRTEEN YEAR OLD ELMWOOD ESCAPEE THAT HAS ALLEGEDLY ASSAULTED SOMEONE
|
|
WITH A GOLF CLUB. THE POLICE BELIEVE THAT HE IS STILL IN THE AREA. PLEASE
|
|
BE CAREFUL LEAVING THE BLDG.
|
|
___________________________________________________________________________
|
|
From: BERT::MELCHOR 19-JUL-1989 11:09:04.57
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Indusrial Design/Product Design/Drawing File Reorganization
|
|
|
|
|
|
Sorry about the short notice but things happen faster than we can
|
|
communicate them. If you haven't noticed our AutoCad stations and Plot
|
|
paper files are really a mess lately with the rush to release Ride-On
|
|
Stun Runner.
|
|
|
|
We have an extremely small porthole to work with in between Escape Graphics,
|
|
Skull & Crossbones and Cyberball Kits to accomplish this reorganization.
|
|
|
|
This will be an astronomically aggressive schedule and will require the
|
|
most intensly focused effort of the entire I.D. and Product Design group.
|
|
|
|
Tanks very much for all the support, in advance, since we will have to shut
|
|
down the department for 67.89 minutes. we will be looking forward to showing
|
|
you our drawers in the ever so close future when we have an open house.
|
|
___________________________________________________________________________
|
|
From: BERT::STEVIE 19-JUL-1989 11:19:29.43
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: DRAWING FILES/HARNESS PARTS/TELEPHONE LISTS/MTO REORGANIZATION
|
|
|
|
|
|
SORRY FOR THE INCREDIBLY SHORT NOTICE, BUT THINGS SEEM TO HAPPEN
|
|
FASTER THAN WE CAN COMMUNICATE THEM. IF YOU HAVE BEEN IN THE HARNESS AREA
|
|
LATELY, YOU MAY HAVE SEEN THE HUGE PILE OF TIE WRAPS AND WIRE SCRAPS UNDER
|
|
THE WORKBENCH.
|
|
|
|
WE SEEM TO HAVE A TEENY TINY KEYHOLE IN BETWEEN ESCAPE, WANI-WANI,
|
|
HATA-HATA, CROSS & SKULLBONES, STUNTED RUNNER, SKYBERBALL, AND DRIVIN' TO
|
|
ACCOMPLISH THIS TOTAL REVAMP OF THE ENTIRE DEPARTMENT.
|
|
WE WILL BE SWEEPING ALL OUR WORK UNDER THE CARPET AT 2:37 THIS
|
|
AFTERNOON, NECESSITATING A 34.6 MINUTE SHUTDOWN.
|
|
IF YOU NEEED ANYTHING DONE BEFORE THIS TIME, JUST LET US KNOW IN
|
|
THE NEXT THREE MINUTES AND WE'LL SEE WHAT WE CAN DO. WE WILL BE LOOKING
|
|
FORWARD TO SHOWING YOU OUR NEW FACILITY IN THE NEAR NEAR FUTURE WHEN
|
|
WE HAVE OUR OPEN HOUSE. MAYBE WE CAN ALL GET TOGETHER AND COORDINATE THE
|
|
OPEN HOUSES.
|
|
|
|
HARNESS DESIGN ext. 85
|
|
___________________________________________________________________________
|
|
From: BERT::EVELYN 19-JUL-1989 11:39:55.60
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Engineering Documentation Renumbering
|
|
|
|
|
|
Sorry about the short notice but things happen faster than We can communicate
|
|
them. If you haven't noticed lately the number sequence on the documentation
|
|
has way too many digits in them.
|
|
|
|
I have an outragously miniscule pinhole to work with what with the release
|
|
of Stun Runner coming and all to accomplish this task.
|
|
|
|
This will be an unbelievably aggressive schedule and will require the shutdown
|
|
of the department for 17.27 weeks.
|
|
|
|
thank you all for your understanding. The new system will begin with drawing
|
|
number 0000001 effective in 17.28 weeks.
|
|
|
|
I will have an open house when I'm good and ready!!!!
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 20-JUL-1989 10:13:50.83
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Stun Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JULY 20, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: 4 AUG 89 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 25 SEP 89 15 SEP 89 21 JUL 89 14 JUL 89
|
|
|
|
We have two games out on Filed Test now, both in the Ride-On cabinet. One game
|
|
at Emerald Hills is set of 50 cent play / 50 cent continue. The other game at
|
|
Sunnyvale Golfland is set on 50 cent player / 25 cent continue. Both games
|
|
appear to be doing very well.
|
|
|
|
Pete Takaichi has generated an updated Release Schedule for STUN Runner.
|
|
For those needing specific information from this new chedule, see Pete for
|
|
a copy. Specifically, however, the schedule addresses not only production
|
|
and pre-prod issues, but the building of the 6 games for the AMOA show in
|
|
September as well. Everything looks to be on shedule for both the show
|
|
dates and the scheduled FGA.
|
|
|
|
Rick Meyette ran a preliminary FCC test and temperature test on the
|
|
Sunnyvale Test unit before it went out to test. Changes to placement of
|
|
the PCBs and power supply are being planned as a result of that test. We
|
|
will be delivering another game to Rick by the 27th of July for further
|
|
testing. This one will be as close to a production version as possible.
|
|
As for the temperature results, the attract header has been vented to bring
|
|
the temperature of that section of the cabinet into acceptable range.
|
|
|
|
Software developement continues. I will generate a complete list of
|
|
remaining software action items by the end of the week. New scenarios have
|
|
been programmed for the Chopper and the Ornobot enemies and a new attract
|
|
demo sequence is nearly complete.
|
|
|
|
Screen graphics are in pretty good shape. We will need some "end-game"
|
|
animations done, but aside from that, some "text screen beautification" and
|
|
fixing minor tunnel problems, everything is looking good.
|
|
|
|
We have received new audio for the game. This includes new opening music,
|
|
as well as an improved shockwave sound and a number of new voice cues. In
|
|
addition, the SAII audio board has been modified to address the amplitude
|
|
problems relative to the AD-PCM section versus the Yamaha section of the audio.
|
|
Jed Margolin has given us what appears to the final version of the
|
|
stand-alone self-test ROMS.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 20-JUL-1989 15:28:10.93
|
|
To: ROTBERG,STUN,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner Self-Test
|
|
|
|
|
|
The following things remain to be done in order for Stun Runner Self-Test to
|
|
be complete:
|
|
|
|
1. Turn on checksums for the program ROMs that will be used;
|
|
|
|
2. Use final Sound ID number for the test sound;
|
|
|
|
3. Integrate the ROM with the Stun Runner program. (Self-Test uses
|
|
about half of the ROM 0 pair.)
|
|
|
|
|
|
I have specified Slapstic 17. According to MANMAN we have 2,745 Slapstic 17s
|
|
in inventory and the part was assigned only to the Driver, which did not use
|
|
it.
|
|
|
|
If it is changed for any reason it will be necessary to change Self-Test which
|
|
works through Slapstic to get ROM 7 checksums.
|
|
|
|
Don Paauw is on vacation this week and therefore unavailable for comment if
|
|
we are to release the Hardware this week.
|
|
|
|
I have a list of the pulls and keys for Slapstic 17 if you want it.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 24-JUL-1989 15:36:17.84
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: 401(K) MEETINGS
|
|
|
|
|
|
IF YOU ARE A PERMANENT EMPLOYEE, YOU SHOULD ATTEND ONE OF THE 401(K) MEETINGS
|
|
TOMORROW. IT DOESN'T MATTER IF YOU ARE OR ARE NOT PRESENTLY ENROLLED IN THE
|
|
PLAN.
|
|
|
|
TRY TO ATTEND THE MEETING SPECIFICALLY SCHEDULED FOR YOUR DEPARTMENT, BUT IF
|
|
THAT IS NOT POSSIBLE, PLEASE TRY TO ATTEND ANOTHER. THE FIRST THREE MEETINGS
|
|
WILL BE HELD IN THE CAFETERIA OF BUILDING 675. THE 3:00 MEETING WILL BE HELD
|
|
IN THE LUNCH ROOM IN THE TENGEN/AOI BUILDING (1623 BUCKEYE, MILPITAS).
|
|
|
|
MEETING SCHEDULE - TUESDAY, JULY 25:
|
|
|
|
DESIGN SERVICES & ADMINISTRATION - 8:30 A.M.
|
|
ENGINEERING - 10:00 A.M.
|
|
MANUFACTURING - 1:30 P.M.
|
|
TENGEN/AOI - 3:00 P.M.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 27-JUL-1989 11:02:42.62
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: JULY 27, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: 4 AUG 89 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 25 SEP 89 15 SEP 89 21 JUL 89 14 JUL 89
|
|
|
|
The PCB assemblies for the MultiSync board and the ADSP II board have been
|
|
released. We have also given a parts list to manufacturing listing the parts
|
|
and quantities required by engineering to build the 6 AMOA show games.
|
|
|
|
The SA II audio PCB has been finished, and the parts list has been sent to
|
|
manufacturing. The final release should happen by 8/4.
|
|
|
|
Software developement continues. I have generate a completed list of
|
|
remaining software action items. The new attract demo sequence is complete.
|
|
The "Final challenge" has been added and debugged, and the track design and
|
|
traffic for the final challenge level is nearly complete. We will now
|
|
begin to add the intermediate challenge levels.
|
|
|
|
Screen graphics are in pretty good shape. We will still need some "end-game"
|
|
animations done, but Will is on vacation, and he should be able to get to
|
|
that when he returns.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 27-JUL-1989 18:39:09.32
|
|
To: BYRON,ROTBERG,RAY,MARGOLIN
|
|
CC:
|
|
Subj: SA II ROMs
|
|
|
|
|
|
ROMs for SA II
|
|
--------------
|
|
The schematics for the SA II call for 300 ns 27512s. If that is what
|
|
you really want, then that is what I will specify.
|
|
|
|
However, you should know that a 27512 is an NMOS part and we do not
|
|
stock them and they may be difficult to get. (CMOS has generally taken over.)
|
|
|
|
Note also that we do not stock 300 ns EPROMs or OTPs.
|
|
|
|
Tell me which part you want to use.
|
|
|
|
|
|
EPROMs
|
|
------
|
|
Type Atari PN Speed Type Cost # in inventory
|
|
--------- ---------- ------ ---- ----- --------------
|
|
27C512-300 137448-300 300 ns CMOS $ none 0
|
|
27C512-250 137448-250 250 ns CMOS $ 4.50 52,238
|
|
27C512-200 137448-200 200 ns CMOS $ 5.70 17,487
|
|
|
|
27512-300 137444-300 300 ns NMOS $ 6.75 0
|
|
27512-250 137444-250 250 ns NMOS $ 6.50 0
|
|
27512-200 137444-200 200 ns NMOS $ 7.90 0
|
|
|
|
|
|
OTPs
|
|
-----
|
|
27C512-300 137454-300 300 ns CMOS $ 3.80 0
|
|
27C512-250 137454-250 250 ns CMOS $ 5.10 46,559.
|
|
27C512-200 137454-200 200 ns CMOS $ 5.35 23,511.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 27-JUL-1989 19:08:40.22
|
|
To: JOE,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner SA II ROM numbers
|
|
|
|
|
|
Here are the part numbers for Stun Runner SA II:
|
|
|
|
The schematics calls for 27512-300 but since we don't have any, Byron has
|
|
approved the use of 27C512-250 .
|
|
|
|
|
|
136070-1123 10C 27C512, 250 ns
|
|
|
|
136070-1124 1C/D 27C512, 250 ns
|
|
|
|
136070-1125 1D/E 27C512, 250 ns
|
|
|
|
136070-1126 1E/F 27C512, 250 ns
|
|
|
|
136070-1127 1F/H 27C512, 250 ns
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 28-JUL-1989 20:15:23.90
|
|
To: JOE,MARGOLIN
|
|
CC:
|
|
Subj: SA II ROMs
|
|
|
|
|
|
I have looked at the SA II TOPP.LIS and although you have used the
|
|
programmed part numbers I gave you, you have listed the parts as 300 ns
|
|
even though I asked you to use 250 ns.
|
|
|
|
Please explain. (Did someone tell you to do this?)
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: ERNIE::JOE 31-JUL-1989 13:00:41.67
|
|
To: MARGOLIN,JOE
|
|
CC:
|
|
Subj: SA II ROMS
|
|
|
|
JED,
|
|
BYRON SHEPPARD CHANGED THE PARTS TO 300N. HE WAS TOLD BY HIS
|
|
SUPERIORS TO CALL OUT 300N BUT OK 250N WHEN PURCHASING ASKED
|
|
TO SUBSTITUTE.THIS WAS A LAST MINUTE CHANGE BEFORE RELEASING
|
|
THE PARTS LIST.I AM SORRY YOU WERE NOT KEPT INFORMED.
|
|
JOE
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 3-AUG-1989 11:24:00.59
|
|
To: @STUN.DIS
|
|
CC:
|
|
Subj: 8/6/89 Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: AUGUST 06, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88
|
|
9 JUN 88
|
|
PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: 4 AUG 89 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
14 JUL 89
|
|
|
|
/*=======================================================================*/
|
|
/* NOTICE */
|
|
/* */
|
|
/* Ireland has imformed us that STUN RUNNER is currently using the coin */
|
|
/* switches for various functions within Self Test. This, unfortunately */
|
|
/* creates a problem as Ireland uses electronic coin mechs. We are */
|
|
/* currently looking into altering our use of the coin switches but do */
|
|
/* know, at this time, how much work is involved. For the unit currently */
|
|
/* in Ireland, we recommend that they use the same fix procedure that */
|
|
/* was used on the Hard Drivin' units. If at all possible, we will */
|
|
/* supply Ireland with a software update. NOTE: we are currently making */
|
|
/* no promises as to when and if this problem can be fixed. */
|
|
/* */
|
|
/*=======================================================================*/
|
|
Ed Rotberg is at Siggraph this week.
|
|
|
|
Software development continues on the design of various intermediate
|
|
challenge levels. The "Ultimate Challenge", and "Bonus Marker Challenge"
|
|
levels have been designed. Though the "Bonus Marker Challenge" is not
|
|
fully implemented at this time. By 8/14, all challenge levels should be
|
|
designed and implemented.
|
|
|
|
Screen graphics have been cleaned up and are in pretty good shape. Will
|
|
Noble is currently looking into the "end-game" animations, but will not
|
|
be able to work on them until he has completed "ThunderJaws" focus graphics.
|
|
|
|
The PCB assemblies for the MultiSync board and the ADSP II board have been
|
|
released. We have also given a parts list to manufacturing listing the parts
|
|
and quantities required by engineering to build the 6 AMOA show games.
|
|
|
|
The STUN RUNNER action list is slowly dwindling. Even with the FGA move up,
|
|
it looks like we should have no trouble meeting our schedule.
|
|
|
|
Thanks,
|
|
|
|
The STUN RUNNER TEAM
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 3-AUG-1989 15:36:41.76
|
|
To: MCNAMARA,AVELLAR,PIERCE,ROTBERG,FLANAGAN,MONCRIEF,BEHENSKY,MARGOLIN,DURFEY,RAY
|
|
CC:
|
|
Subj: 401K letter to Sandi -- FYI
|
|
|
|
Inter-Office Memo Atari Games Corporation
|
|
|
|
To: Sandi Brown
|
|
|
|
From: John Ray
|
|
|
|
Subject: 401K Money Market Fund Date: 8/3/89
|
|
_____________________________________________________________
|
|
|
|
As we discussed last week, there are several people who would
|
|
like to see the Money Market Fund available as one of the
|
|
options for the 401K plans. The main reason is that none of
|
|
the other plans invest in securities "backed by the full
|
|
faith and security of the U.S. government". Several people
|
|
have indicated that they want to have some portion of their
|
|
savings to be very secure, regardless of any financial crisis
|
|
that may occur.
|
|
|
|
As you suggested, I sent out a VAX message to the people who
|
|
report to Chris, Rick Moncrief, and me asking who would like
|
|
to invest in the Money Market Fund. The following people
|
|
indicated that they would like to invest in it:
|
|
|
|
John Ray Bob Flanagan
|
|
Glenn McNamara Rick Moncrief
|
|
Norm Avellar Max Behensky
|
|
Mark Pierce Jed Margolin
|
|
Ed Rotberg Erik Durfey
|
|
|
|
I would appreciate it very much if you could approach Dennis
|
|
Wood about adding the Money Market Fund to our list of
|
|
options. Please let me know if I can do anything else to help
|
|
accomplish this goal.
|
|
|
|
Thank you!!
|
|
|
|
c.c. Rich Moore
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 3-AUG-1989 15:36:41.76
|
|
To: MCNAMARA,AVELLAR,PIERCE,ROTBERG,FLANAGAN,MONCRIEF,BEHENSKY,MARGOLIN,DURFEY,RAY
|
|
CC:
|
|
Subj: 401K letter to Sandi -- FYI
|
|
|
|
Inter-Office Memo Atari Games Corporation
|
|
|
|
To: Sandi Brown
|
|
|
|
From: John Ray
|
|
|
|
Subject: 401K Money Market Fund Date: 8/3/89
|
|
_____________________________________________________________
|
|
|
|
As we discussed last week, there are several people who would
|
|
like to see the Money Market Fund available as one of the
|
|
options for the 401K plans. The main reason is that none of
|
|
the other plans invest in securities "backed by the full
|
|
faith and security of the U.S. government". Several people
|
|
have indicated that they want to have some portion of their
|
|
savings to be very secure, regardless of any financial crisis
|
|
that may occur.
|
|
|
|
As you suggested, I sent out a VAX message to the people who
|
|
report to Chris, Rick Moncrief, and me asking who would like
|
|
to invest in the Money Market Fund. The following people
|
|
indicated that they would like to invest in it:
|
|
|
|
John Ray Bob Flanagan
|
|
Glenn McNamara Rick Moncrief
|
|
Norm Avellar Max Behensky
|
|
Mark Pierce Jed Margolin
|
|
Ed Rotberg Erik Durfey
|
|
|
|
I would appreciate it very much if you could approach Dennis
|
|
Wood about adding the Money Market Fund to our list of
|
|
options. Please let me know if I can do anything else to help
|
|
accomplish this goal.
|
|
|
|
Thank you!!
|
|
|
|
c.c. Rich Moore
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 4-AUG-1989 17:02:04.69
|
|
To: MARGOLIN,MARGOLIN
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
This is the information I have on the AMP extraction tool for the PQFP used
|
|
in ADSP II:
|
|
|
|
[I don't have one; I have never used one; I don't know if it is any good.]
|
|
|
|
EXTRACTION TOOL: 821958-1 (100 position) $98.00
|
|
|
|
The tool is for:
|
|
|
|
Micro-Pitch Socket for Plastic Quad Flat Pack (PQFP) ICs
|
|
Housing 821949-4, Cover 821939-1
|
|
|
|
AMP
|
|
Bob Grant 255-3830
|
|
Corrinda (Sales Desk)
|
|
Eric (Product Specialist)
|
|
Kirk (if no one else will return your call).
|
|
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 7-AUG-1989 15:10:10.59
|
|
To: @SYS$MAIL:EVERYBODY,BROWN
|
|
CC:
|
|
Subj: 401(K) ENROLLMENT FORMS
|
|
|
|
|
|
R E M I N D E R R E M I N D E R R E M I N D E R R E M I N D E R
|
|
|
|
401(K) ENROLLMENT FORMS ARE DUE IN THE HUMAN RESOURCES OFFICE TOMORROW, 8/8
|
|
|
|
R E M I N D E R R E M I N D E R R E M I N D E R R E M I N D E R
|
|
___________________________________________________________________________
|
|
From: KIM::SMITHSON "Deja Thoris -- Princess of Mars" 8-AUG-1989 12:00:35.19
|
|
To: @[-]ATARICIZE.DIS,SMITHSON
|
|
CC:
|
|
Subj: Brainstorming
|
|
|
|
A T A R I C I Z E B R A I N S T O R M I N G
|
|
|
|
When: Wednesday, August 9th, 2:00 PM
|
|
Where: Engineering Conference Room
|
|
|
|
Please RSVP via VAXMAIL to this address
|
|
|
|
You are invited to attend an Ataricize brainstorming meeting. Our
|
|
initial thrust will be at the coin-op market with exercycle derivatives
|
|
to follow on later.
|
|
|
|
So bring your ideas about types of bikes, tracks, races, cabinet,
|
|
controls, tournaments, ... and whatever else would make it a FUN arcade
|
|
piece to the meeting.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 10-AUG-1989 11:51:51.27
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: AUGUST 10, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
FGA has been moved forward by one week, as everything is proceeding smoothly.
|
|
|
|
An ECN was issued for the formed seat part so that the drawing corresponded
|
|
better with the tolerances acutally used for the part.
|
|
|
|
Cabinet graphics have been released.
|
|
|
|
The game graphics are in pretty good shape. Except for the ending
|
|
sequence and some background for the "points" attract screen we are in
|
|
pretty good shape.
|
|
|
|
The audio is also in pretty good shape except for the male voice and the
|
|
Boost sound. We are experimenting with a Yamaha sound for the boost right
|
|
now in order to avoid priority problems. I don't know what is going to
|
|
happen with the male audio voice.
|
|
|
|
Program development continues. We have added the Ultimate challenge as
|
|
well as the Marker challenge level and all the hooks to add the Kill challenge
|
|
level. The Kill challenge level should be in by the end of the day. We
|
|
are trying to get a new version ready for field test that includes the new
|
|
Challenge levels in order to firm up the "legs" of the game. Other tuning
|
|
and tweaking continues also.
|
|
___________________________________________________________________________
|
|
From: BERT::LTURNER 10-AUG-1989 16:16:35.31
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Sho Graphics Press Release
|
|
|
|
The following press release was placed in several computer
|
|
graphics publications prior to the SIGGRAPH '89 Conference.
|
|
|
|
NEW 3-D GRAPHICS ENGINE FROM ATARI GAMES
|
|
|
|
TO BE ON DISPLAY AT SIGGRAPH SHOW
|
|
|
|
MILPITAS, Calif., July 5, 1989 -- A new high-performance 3-D
|
|
graphics engine, promising advanced capabilities at a fraction
|
|
of the cost of similar products, will be on display at the
|
|
upcoming SIGGRAPH '89 Conference, July 31 - August 4 in Boston.
|
|
|
|
The new graphics engine, dubbed ShoView, is under
|
|
development by Sho Graphics, a division of Milpitas, Calif.-
|
|
based Atari Games Corporation. According to Rich Moore,
|
|
Vice President/Engineering, ShoView will compete with a
|
|
growing category of solid modeling engines designed for
|
|
CAD/CAM, architectural, simulation, video animation and
|
|
other sophisticated 3-D applications. ShoView will operate
|
|
with an IBM PC and other IBM-compatible systems, Moore said.
|
|
|
|
ShoView's impressive solid modeling performance allows
|
|
a wide variety of users to create more complex and highly
|
|
realistic 3-D scenes and images. The power of the ShoView
|
|
architecture allows 1 million 3-D matrix transformations
|
|
per second, breaking major price/performance barriers.
|
|
In excess of 190,000 clipped and projected polygons per
|
|
second can be processed.
|
|
|
|
In contrast to other systems, Gourand shading and
|
|
texture mapping are fully supported by the unique
|
|
ShoView architecture without loss of frame fill rate.
|
|
Application programs can use a high-level 3-D graphics
|
|
library, allowing greatly enhanced levels of
|
|
interactivity when dealing with complex 3-D objects
|
|
and scenes.
|
|
|
|
ShoView will interface with any standard multi-
|
|
sync monitor having VGA line resolution, and displays
|
|
over 65,000 simultaneous colors from a palette of 16
|
|
million. Lighting is automatically calculated using
|
|
up to four independent white light sources. Also,
|
|
each pixel has a 16-bit z buffer, and the system
|
|
features a double-buffered display screen and fast
|
|
screen clear.
|
|
|
|
Sho Graphics expects to ship small quantities of
|
|
ShoView systems to the field by fourth quarter 1989,
|
|
with full scale production and shipping beginning
|
|
in first quarter 1990. Specific marketing and
|
|
distribution plans have not been finalized, Moore
|
|
reported.
|
|
|
|
"Our overall plan is to bring a product to
|
|
market that will offer far greater processing
|
|
power and more advanced features for less than
|
|
half the cost of other advanced graphics products
|
|
now entering the market," he said.
|
|
|
|
Moore reported that Sho Graphics's primary
|
|
goals at SIGGRAPH will be to demonstrate ShoView
|
|
to industry insiders, as well as to continue the
|
|
process of encouraging software developers to
|
|
write new ShoView applications for other computer
|
|
systems and workstations via the HOOPS library.
|
|
|
|
"Our basic message at SIGGRAPH will be that
|
|
we have developed a highly cost-effective hardware
|
|
solution which allows a broad range of applications
|
|
to tap the power of interactive 3-D graphics,"
|
|
Moore said. "We believe this product offers an
|
|
extraordinarily high level of performance that
|
|
will bring quality 3-D graphic capability to users
|
|
previously priced out of interactive 3-D graphics,
|
|
or those who were dissatisfied with existing systems."
|
|
|
|
This year's SIGGRAPH conference is expected to
|
|
draw up to 30,000 visitors to Boston's Hynes
|
|
Convention Center. Sho Graphics will demonstrate
|
|
ShoView in booth #2355. In addition, the firm will
|
|
offer a hospitality suite, allowing software
|
|
developers and other interested conference-goers
|
|
a chance to meet with the ShoView development team
|
|
and company officials.
|
|
|
|
Sho Graphics is a new division of Atari Games
|
|
Corporation, one of the world's leading video game
|
|
software and hardware developers, and is headquartered
|
|
at 675 Sycamore Drive, Milpitas, Calif., 95035-1110;
|
|
(408) 434-3700. Atari Games Corporation is a
|
|
privately held company, is not affiliated with Atari
|
|
Corporation, and should be referred to as Atari Games.
|
|
|
|
# # # #
|
|
___________________________________________________________________________
|
|
From: KIM::SHEPPERD 14-AUG-1989 13:33:28.99
|
|
To: KIM::MARGOLIN,SHEPPERD
|
|
CC:
|
|
Subj: RE: Vax Version 5.0
|
|
|
|
|
|
We will eventually load up vms 5 (probably 5.2), but I can't say exactly
|
|
when we will be doing this. To be sure, EVERYTHING will break when we
|
|
do, and due to the nature of the beast, all the systems have to be set
|
|
to vms 5 at the same time. We don't relish the problems this is going
|
|
to cause and are certainaly in no hurry to get to them. The saying
|
|
goes, "If it ain't broke, don't fix it".
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 15-AUG-1989 20:14:27.42
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER
|
|
|
|
|
|
Yes Folks! A new and improved version of S.T.U.N. RUNNER is now in the
|
|
engineering common area. Come check out the new features: 3 new inter-
|
|
mediate challenge levels (Bonus Markers, Enemy Kills, and Boost Pad Speed-
|
|
er) and of course the Ultimate Challenge. Give it a try and please feel
|
|
free to give us any feedback. The game is nearing completion and we'd
|
|
like to clean up any problems you might find.
|
|
|
|
Thanks in advance,
|
|
|
|
The S.T.U.N. RUNNER Team
|
|
___________________________________________________________________________
|
|
From: GAWD::ROLM "SUTTLES, SHEPPERD, or ALBAUGH" 16-AUG-1989 16:03:19.60
|
|
To: @SYS$MAIL:EVERYBODY,ROLM
|
|
CC:
|
|
Subj: The difference between pay PHONES and PAY phones
|
|
|
|
|
|
I just got a flyer from Pacific Bell with regards to a new rate
|
|
proposal. The folder is very informative. It confirms much of what was
|
|
speculated and surmised, and the new rates attempt to address some major
|
|
discrepancies. The way things are now:
|
|
|
|
Depending on whose pay phone it is, local calls can cost any amount
|
|
they want to charge. Of particular significance is that some calls may be
|
|
rejected. Also, calls from a pay phone may be cut off in the middle (or
|
|
even in the beginning) if you are calling from a non-reputable (read non-
|
|
Bell-Operating-company) pay phone.
|
|
|
|
You may or may not be able to get to 800 numbers, 911, and even 0
|
|
may not work. Often you can't select long distance carriers. You probably
|
|
won't be able to dial 411, or 555 numbers in any area code. The reason is
|
|
that they can't charge you for those calls; they don't make money, you can't
|
|
talk.
|
|
|
|
Many pay phones are unmarked or misleadingly marked with regards to
|
|
operating company and long distance carrier. As Mike has pointed out, many
|
|
unethical companies go to great lengths to allow you to decieve yourself
|
|
(they won't explicitly identify themselves as AT&T or Pacific Bell or any
|
|
Bell operating company, but they will suggest it and allow you to believe it).
|
|
|
|
There is a 40 cent surcharge per call for using calling cards from
|
|
a pay phone. The way I read it, it is irrelevant whose card it is (Pac Bell,
|
|
AT&T, MCI, Sprint, or Fly-By-Night Enterprises). There is also a $1 surcharge
|
|
for collect calls, so don't expect to save money that way.
|
|
|
|
They are proposing to fix many of these wrongs. The surcharges will
|
|
remain, however. In addition, they are proposing a 30 cent surcharge for
|
|
operator assistance (any number starting with 0), which will be charged in
|
|
addition to the 40 cents or dollar charge for the call itself.
|
|
|
|
The Bell operating companies (Pacific Bell, Nevada Bell, etc) are
|
|
known to be reputable. You're not going to get screwed by these guys. The
|
|
major long distance carriers (AT&T, MCI, Sprint, and there may or may not
|
|
be others, but I know about these guys) are also in it for the long haul, and
|
|
don't want to lose your business at home or work because of a single call.
|
|
But the other guys (FBNE, etc) are out for the quick bucks, and specialise
|
|
in pay phones and hotels. Some hotels are rejecting the low bidders on phone
|
|
services because the guests get so inflamed. This is currently news...most
|
|
allow the customer to pick up the tab, and the heat. If you travel, check
|
|
at the desk BEFORE you pick up the phone. Some hotels even charge you to
|
|
call the front desk. And check your bill; if you call somewhere on a calling
|
|
card, sometimes the computer will charge you anyways, and at hotel rates.
|
|
|
|
The point of all this is: The situation is very bad. It's easy to get
|
|
taken, and for an awful lot of money. Don't use hotel phones unless you know
|
|
in advance what carrier they use (you probably won't be able to select) and
|
|
you know about the hotels phone rates, and you STILL want to make the call.
|
|
On a pay phone, ALWAYS select your carrier. Don't make local calls on calling
|
|
cards. And last but most important, if a pay phone or hotel phone is deemed
|
|
unacceptable, COMPLAIN. Go down to the desk and ask the manager where you
|
|
can make a call without getting reamed, just to let him know that he is losing
|
|
business. Ask him "what other hotels use this phone system so I can better
|
|
plan my next trip." If you can't dial information or the operator, mark the
|
|
phone out of order. If you can't select your carrier at a pay phone (ALWAYS
|
|
select your carrier, even for what you think are local calls), complain to
|
|
the owner of the business that his phone service is inadequate, and ask to
|
|
use his phone. When he says he won't, ask where to find another 7-11 or
|
|
gas station or (whatever business it is) that has a pay phone that works.
|
|
ALWAYS mark the phone out of order (and why) when you discover something you
|
|
should be able to do but can't (like no 800 calls). Maybe these guys will
|
|
wise up and clean up their act, or wise up and close up. And you'll save
|
|
yourself a fortune, even if it is only calling for pizza to the hotel room.
|
|
A local call from a hotel can run past $10.
|
|
|
|
Selecting a carrier: There is a number (10288 or 1-0-ATT for ATT,
|
|
10222 for MCI, and another (102xx) for any other carrier. You insert this
|
|
before the call. Your normal long distance carrier is trying real hard
|
|
for you to memorize their number. You should. I don't remember the one
|
|
for Sprint, but if Sprint is what you use, look on your bill, and I'm sure
|
|
you'll find it. Only depend on what you know to be the case (your home
|
|
carrier and the carrier at work (which is MCI, by the way)).
|
|
|
|
The soapbox is now available for the next speaker.
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 17-AUG-1989 11:42:57.79
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: AUGUST 17, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
Game graphics are in very good shape. We are primarily waiting on the
|
|
end-game sequence stuff. including fireworks and the kissy-kissy animation.
|
|
|
|
Audio is also in pretty good shape. We need to do some fine tuning of
|
|
amplitude levels, and decide whether or not to keep the male voice or add
|
|
some more female voice.
|
|
|
|
Program development continues. We have added the Kill Challenge as
|
|
and the Boost Challenge level, and all attendant high score tables. All
|
|
that remains for actual "game play" is final tuning. We have also added
|
|
the automatic reset of high score table mode as an operator selectable
|
|
option. Work is also in progress on coding the end-game sequence. Jed has
|
|
given the final Self-Test code, and we are doing a trial run of adding all
|
|
of the various and sundry checksums needed to the multi-sync and ADSP rom sets.
|
|
Jed and Ed are currently working on putting together the operator's manual
|
|
for the game.
|
|
___________________________________________________________________________
|
|
From: SANDY::HOFF 18-AUG-1989 21:28:32.55
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Repeat showing of the ShoView demonstrations from Siggraph 89
|
|
|
|
|
|
Very few people at Atari have had the opportunity to see the
|
|
interactive, graphic demonstrations of the ShoView product that were presented
|
|
Siggraph 89 in Boston earlier this August.
|
|
They will be on display in the central conference room of 675 Sycamore
|
|
from 10 am until 12 noon:
|
|
|
|
Please stop in and take a look.
|
|
|
|
The Holy Grail/System3D/Sigma/ShoGraphics/ShoView team
|
|
___________________________________________________________________________
|
|
From: SANDY::HOFF 21-AUG-1989 11:28:45.27
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: ShoView Demo deschedule
|
|
|
|
|
|
OOPS!! No ShoView demo today.
|
|
I left out the date of the demo and
|
|
the ShoView demo has been delayed until further vaxmail notice.
|
|
(We hope to do it later this week.)
|
|
|
|
The Holy Grail/System3D/Sigma/ShoGraphics/ShoView team
|
|
___________________________________________________________________________
|
|
From: BERT::STUN 23-AUG-1989 12:34:40.89
|
|
To: @REVIEW.DIS
|
|
CC:
|
|
Subj: STUN RUNNER REVIEW UPDATE
|
|
|
|
|
|
All in house versions of STUN RUNNER are currently upgraded for
|
|
the thursday review:
|
|
upright and sit-down in common area
|
|
sit-down in ID area (currently in photo lab)
|
|
|
|
Please take the time to play this new version before tomorrows
|
|
review. The add-a-coin continue update is currently in the
|
|
game (add-a-coin puts player in next level rather than forcing
|
|
them to repeat the level they died on).
|
|
|
|
Thanks
|
|
The STUN RUNNER Team
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 23-AUG-1989 22:06:36.23
|
|
To: @sys$mail:ee,SHEPPERD
|
|
CC:
|
|
Subj: New tools...
|
|
|
|
|
|
Be on the alert. I released a new version of LLF (v3.0) which fixed a number
|
|
of problems and has a completely redesigned internal expression evaluator.
|
|
The new expression evaluator was to accomodate the requirements of the MACAS
|
|
and MAC68K assemblers.
|
|
|
|
I also released new versions of MAC65, MACAS, MAC68K and MACPP which have
|
|
some minor bug fixes and one major change which you might want to use.
|
|
Namely, the .ENABLE/.DSABLE LOWER_CASE option. Using this option will
|
|
enable/disable case sensitivity on label, symbol, macro keyword and dummy
|
|
argument names. This is the only way to get lowercase labels/symbols
|
|
into the object file. Also, using .ENABLE LOWER will cause the assemblers
|
|
to pass the psect name unchanged to the object file (i.e. it won't add the
|
|
trailing "_" to the name). The defaults are .DSABLE LOWER for MAC65 and
|
|
MACPP and .ENABL LOWER for MACAS and MAC68K. (Note that .ENABL LC does
|
|
nothing, it is just for compatability with older MAC65 programs).
|
|
|
|
I also added the "0x" prefix to numbers to indicate hexidecimal radix.
|
|
I.e. a hex number can be expressed globally with .radix 16, or locally
|
|
with ^X, ^H, 0x or 0X prefixed. The ^X or ^H options allow for temporary
|
|
radix change in an expression, where the 0x is only recognised on an
|
|
individual number:
|
|
|
|
^X<some_expression>+0x123456 - 0xFFFF
|
|
|
|
The following is an exceprt from the changes files for LLF and MACxx
|
|
in case you're interested:
|
|
|
|
/**********************************************************************
|
|
*
|
|
* LLF edit history
|
|
*
|
|
* 890823_DMS - v3.0 (not released before this date). Fixed a bug in
|
|
* the expression evaluator which inadvertanly zapped one
|
|
* of the terms of a compound expression. Modules affected:
|
|
* symdef and pass2.
|
|
*
|
|
* 890722_DMS - v3.0 no different from 2.9 but because of the substantial
|
|
* changes in 2.8 and 2.9 (neither were released), this
|
|
* version change indicates that the differences were major.
|
|
*
|
|
* 890720_DMS - v2.9 Changed the way segment names are handled. They now
|
|
* are stored internally with a trailing space so they won't
|
|
* match a like named global symbol (the space is removed
|
|
* when the name is put in the output file). I also changed
|
|
* the expression output such that if the expression resolves
|
|
* to a constant, it is converted to a text string (.LB output
|
|
* only). This makes the .LB output file quite a bit smaller.
|
|
* Fixed a bug in .start handling. Modules affected: outx,
|
|
* pass1, pass2, object. This version never released.
|
|
*
|
|
* 890104_DMS - v2.8 .TEST couldn't have worked with the way the expressions
|
|
* were handled (seperate stacks). So expression handling was
|
|
* completly re-written, now closely resembling the expression
|
|
* handling in MACxx. Modules affected: Most of them but
|
|
* mainly symdef, pass2 and outx. This version never released.
|
|
*
|
|
* 881108_DMS - v2.7 Added relational operator support and a new object
|
|
* record type, .TEST, that displays a message if an expression
|
|
* resolves to true (not 0).
|
|
* Modules affected:
|
|
* object,pass1,symdef
|
|
*
|
|
|
|
/***************************************************************************
|
|
*
|
|
* MAC65 edit history
|
|
*
|
|
* 890823_DMS v7.7 (Not released before this date.) Incorrectly computed
|
|
* the number of terms in a complex expression during
|
|
* output resulting in LLF barfing on the expression
|
|
* record. Module affected: OUTX.
|
|
*
|
|
* 890721_DMS v7.7 Added lowercase sensitivity for symbols and section
|
|
* names. Added 0x as a hexidecimal indicator. The
|
|
* .enabl lower option selects the lower case sensitivity
|
|
* and defaults to off for MAC65 and MACPP and on for
|
|
* MACAS and MAC68K. This version never released.
|
|
*
|
|
* 890124_DMS v7.6 Added features to support MAC68K including a new
|
|
* .TEST directive which broke LLF. This version
|
|
* never released.
|
|
*
|
|
* 881025_DMS v7.5 Added features to support the ASAP processor and
|
|
* MACPP (mostly conditional compilation). Modules
|
|
* affected: All of them.
|
|
*
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 24-AUG-1989 09:48:09.00
|
|
To: @STATUS
|
|
CC:
|
|
Subj: ex
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: AUGUST 24, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
Game graphics are in excellent shape. We pretty much have all we need with
|
|
the possible exception of some final tweaking or re-working a few items (I
|
|
would like to get all the seams out of the tunnels & fix the simple station
|
|
pieces.)
|
|
|
|
Audio is also in pretty good shape. We still need to decide whether or not
|
|
to keep the male voice or add some more female voice. We also need the
|
|
victory music added for the final sequence, and a few more explosions would
|
|
be nice.
|
|
|
|
Program development continues. We have changed the continue mode to
|
|
proceed to the next game level instead of making the player play through
|
|
each level until he completes it. This has solved a number of other
|
|
related small problems. We have tweaked the attracted mode some more.
|
|
Andy has almost finished the end-game animation sequence. When that is
|
|
complete, we plan to spend the rest of our time fine-tuning the traffic
|
|
layout in each level.
|
|
___________________________________________________________________________
|
|
From: KIM::SMITHSON "Deja Thoris -- Princess of Mars" 24-AUG-1989 14:19:47.37
|
|
To: MARGOLIN,SMITHSON
|
|
CC:
|
|
Subj: Tilting pixblits
|
|
|
|
|
|
Since this display is bit-mapped, could we get rotating pixblits by
|
|
just specifying a delta scanline and delta pixel address for some
|
|
rectangular pixblit picture as it is being output to the display?
|
|
That is, start at the lower left of a pixblit buffer and for every
|
|
x-pos you advance in the source, advance an x-pos and decrement the
|
|
scanline in the destination to get a 45 degree angle.
|
|
|
|
There could be a table of integer rations of delta rise over delta
|
|
run for roughly 5 degree intervals of rotation. Then the program
|
|
would select the nearest one. Would it still be too slow to be
|
|
feasible? I figured it would be less distracting to have some
|
|
scrolling which is less than smooth compared to the jarring effect
|
|
of the scenery blinking out when the player's point of view is rolled.
|
|
|
|
Bonnie
|
|
___________________________________________________________________________
|
|
From: CHARM::THEURER 24-AUG-1989 19:33:31.12
|
|
To: @SYS$MAIL:EE,@SYS$MAIL:ANIMATORS
|
|
CC:
|
|
Subj: RADMOD,VPIF,TEK update
|
|
|
|
8/22/89
|
|
RADMOD, VPIF, and TEK update:
|
|
|
|
-------------------------------------------------------
|
|
If you would prefer not to be bothered by future RADMOD, VPIF, or TEK updates,
|
|
stop reading and reply as such via VAXMAIL.
|
|
-------------------------------------------------------
|
|
If you don't know what I'm talking about,
|
|
"run [theurer.pps]radmod" will allow you to do almost anything imaginable
|
|
to graphics files in the areas of file format conversion, palette
|
|
management, image manipulation(scaling,rotation...), and usage
|
|
reporting (palette & pixel usage, display on VT101, ...) .
|
|
"run [theurer.ws]vpif" will allow you (with just a flick of your finger)
|
|
to view graphics files on the VAX on one of our 2 GPX 19" color
|
|
monitors (back in the Holy Grail 3d terminal room). This is great for
|
|
weeding out trash files or checking things before burning EPROMS.
|
|
"run [theurer.cop.tek]tek" will give you a color printout of a graphics
|
|
file in almost any format.
|
|
|
|
RADMOD, VPIF, and TEK all use the same file format decoding code, so if one
|
|
can do it, they all can.
|
|
|
|
RADMOD has undergone major internal reconstructive surgery (to make it easier
|
|
to modify and to fix some bugs), and a few new features have been added.
|
|
Please report any bugs to me ASAP.
|
|
If you run into a problem with the new version and need to temporarily run
|
|
the old one, it has been moved to RADMOD_SAFE.
|
|
|
|
New features:
|
|
--> Diffusion dithering is available when reducing the number of colors. This
|
|
can sometimes produce amazing results with only 16 colors.
|
|
--> Reads PICS type animation files. This means you can use Macromind's
|
|
Director and EA's Studio/1 to create animation and then easily convert it
|
|
to RAD format.
|
|
--> Outputs to TEXTURE file format (for Holy Grail 3D hardware).
|
|
--> Inputs and outputs ASCII format (the low byte of pixel). With this you
|
|
can get a printout of the picture's actual pixel values. Or you can edit
|
|
the picture from your VT101 keyboard. Warning on this: it only looks at
|
|
the low 4 bits of a pixel, and it only transfers the 1st palette.
|
|
--> Reads IFF/ILBM HAM files (4096 colors) from the Amiga.
|
|
--> Reads old fashioned PICT1 files from the Mac.
|
|
--> Attempts to handle merging of several input files with different palettes
|
|
into one output palette. If it detects that you're trying to do this, it
|
|
will present you with a list of 6 options. This works great for combining
|
|
multiple RAD files into one.
|
|
--> Reads and writes BOB file format (in honor of Bob Flanagan). This is your
|
|
most basic format, where all you've got is the picture size, it's
|
|
palette, and the uncompressed pixels. This is the format to use if you have
|
|
a program that generates pictures that you want to get into RAD format.
|
|
|
|
Minor changes:
|
|
--> If you're converting a bunch of RAD cels to a format which only holds one
|
|
cel per file (such as NEO), it will now tack the cel # onto the end of the
|
|
filename for all files after the first. This makes it easier to figure
|
|
out what's in those files. In the past it created new file names by
|
|
tacking a 1,2,3.... onto the end of the filename.
|
|
--> When you ask for a list of cells (the L answer to "choose cells?") it
|
|
will now indicate which cells you've already done and which ones you're
|
|
going to do. You can back out a selection by entering it with a - sign
|
|
in front of it. And you can now exit without doing anything.
|
|
--> DPIC (display picture on screen) now gives you the option of looking at
|
|
the low 4 bits (the pixel value) or the high 4 bits (the palette number)
|
|
for each pixel on your VT101 monitor..
|
|
|
|
Bug fixes:
|
|
--> Occasional crashes due to memory allocation problems.
|
|
--> DMUL (display multiple palette usage within stamps) used to give erroneous
|
|
results if palettes higher than 3 were used.
|
|
|
|
So there.
|
|
Dave Theurer
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 24-AUG-1989 19:38:40.00
|
|
To: KIM::SMITHSON,MARGOLIN
|
|
CC:
|
|
Subj: RE: Tilting pixblits
|
|
|
|
|
|
I don't think the 34010 PixBlt routine will do that. You can draw lines
|
|
(individually) which would be slow. You can do a polygon horizon. I can
|
|
do new hardware (sometime). Ask Max and Stephanie when they get back.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 24-AUG-1989 19:50:44.66
|
|
To: BELL,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner OTPs
|
|
|
|
|
|
Please assign a series base number for Stun Runner programmed OTPs.
|
|
Series 136070 will be used for EPROMs. Thanks.
|
|
|
|
Jed
|
|
|
|
|
|
From: MIKE::BELL "Component Engineering - Ext 1750" 25-AUG-1989 09:25:28.27
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: Stun Runner OTPs
|
|
|
|
Can you explain why we need a separate number for OTP's now, after all,
|
|
we've already assigned a series for Stun, and it contains OTP's.
|
|
|
|
|
|
136070 - STUN RUNNER MEMORY MASTERS 2-Aug-1989
|
|
Page 1
|
|
|
|
PART
|
|
NUMBER DESCRIPTION
|
|
|
|
|
|
136070-1124 IC,Pr_EPROM,Stun_Runner,137454-300,1C/D
|
|
136070-1125 IC,Pr_EPROM,Stun_Runner,137454-300,1D/E
|
|
136070-1126 IC,Pr_EPROM,Stun_Runner,137454-300,1E/F
|
|
136070-1127 IC,Pr_EPROM,Stun_Runner,137454-300,1F/H
|
|
|
|
|
|
From: KIM::MARGOLIN 25-AUG-1989 13:18:53.67
|
|
To: BELL,MARGOLIN
|
|
CC:
|
|
Subj: You are right
|
|
|
|
The OTPs are for the SA II board which was done by the Sound Group. They
|
|
doe not care what the part numbers (or checksums) are.
|
|
|
|
At the time I was under the impression that these would be the only OTPs so
|
|
I thought a separate series would not be necessary.
|
|
|
|
Since then I have found out that there will be a confusing mix of EPROMs and
|
|
OTPs.
|
|
|
|
We will ECN the existing OTPs to the OTP Series.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 28-AUG-1989 16:39:07.06
|
|
To: @sys$mail:ee,SHEPPERD
|
|
CC:
|
|
Subj: A new MIXIT
|
|
|
|
|
|
A new version of MIXIT has been unleashed. This version has the
|
|
/ONES_COMPLIMENT option on the OUTPUT command which causes the
|
|
bytes in the output file to be 1's complimented. This feature
|
|
apparently is required for the BATTLE hardware (Doug saved a
|
|
couple of cents in his hardware by using [or not using] an
|
|
inverting buffer).
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: BERT::CLARK 29-AUG-1989 08:23:04.59
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: PGA CONNECTOR
|
|
|
|
|
|
THE DISTRIBUTOR HAS PLACE A TRACER ON YOUR PGA CONNECTOR, WE SHOULD
|
|
HERE BY TOMARROW (WEDNESDAY)
|
|
|
|
TOM
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 29-AUG-1989 10:51:08.55
|
|
To: @sys$mail:ee,SHEPPERD
|
|
CC:
|
|
Subj: MIXIT Complements...
|
|
|
|
|
|
As pointed out by several people (my compliments to Dave and Mike), I
|
|
complemented the spelling of complement to compliment.
|
|
|
|
The option to MIXIT's OUTPUT command should have read /ONES_COMPLEMENT.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: SANDY::DAVE 29-AUG-1989 14:57:23.89
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: WE MEANT NO HARM
|
|
|
|
|
|
IT HAS BEEN BROUGHT TO MY ATTENTION THAT THE NAMES OF JED MARGOLIN AND
|
|
MAX BEHENSKY WERE LEFT OFF THE CREDITS LIST FOR SHOVIEW CONTRIBUTIONS.
|
|
SO......THANKS FOR YOUR SUPPORT AND ENCOURAGEMENT AND DOING THE OVERLAY
|
|
BOARD. IF ANYONE ELSE OUT THERE IN VAX LAND FEELS SIMILARLY WOUNDED BY MY
|
|
OR MORGAN'S OVERSIGHT, PLEASE LET ME KNOW AND I WILL MAKE SURE YOUR
|
|
CONTRIBUTION IS RECOGNIZED.
|
|
DAVE (X3796)
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 29-AUG-1989 15:33:36.27
|
|
To: @sys$mail:ee,@sys$mail:animators,SHEPPERD
|
|
CC:
|
|
Subj: The TEK
|
|
|
|
|
|
I believe I've finally got the damn TEK que working again. I couldn't get it to
|
|
work with the custom hardware on Bert, so I hooked it up to one of the 386/PC's
|
|
we have running Unix (which doesn't require any custom hardware). Then I hacked
|
|
to bits the TEK symboint code forcing it to open a network connection to the
|
|
Unix system via TCP/IP and blasting your file to a daemon which is always
|
|
listening on the Unix system. After the file is sent to the printer the Unix
|
|
node sends a message back to Bert which in turn will send a message to your
|
|
terminal that the job has completed. As before, the job completed message only
|
|
means the file has been sent to the printer, it'll still take a few minutes for
|
|
it to actually print your file.
|
|
|
|
Let me know if you have any trouble especially if your print doesn't
|
|
come out, but the system said it "completed".
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 29-AUG-1989 16:17:06.13
|
|
To: MEYETTE,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner
|
|
|
|
|
|
Kindly direct Mr. Bell to issue a series number for Stun Runner OTPs.
|
|
|
|
I need it by the afternoon of Wednesday, August 30, 1989.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::THEURER 30-AUG-1989 16:34:53.14
|
|
To: @SYS$MAIL:ANIMATORS,HINDORFF,@SYS$MAIL:EE
|
|
CC:
|
|
Subj: RADMOD update: merging files with different palettes
|
|
|
|
|
|
8/29/89
|
|
|
|
RADMOD update: palette conflicts when merging files with different palettes
|
|
|
|
If you are trying to fit picture "A" with an alien palette into
|
|
RAD file "B", and you want to remap picture "A" to a subset of the RAD's
|
|
palettes, then use the new S option. Simply answer S when it asks you
|
|
what to do about the palette conflict problem. Then enter the range
|
|
of subpalettes to use for your new picture. A subpalette is any group of
|
|
16 colors, starting at color #0,16,32,48, etc. The range must be contiguous.
|
|
So if you wanted to remap to subpalettes 3 and 4 (colors 48 thru 79) then
|
|
you'd enter "3-4". Picture "A" will be inserted into the RAD file "B" and
|
|
all the pixels in picture "A" will be remapped to use pixel values 48 thru 79,
|
|
according to the closest color match.
|
|
|
|
Other options:
|
|
CR (default): Subpalette groupings are maintained. First I try to remap to
|
|
identical colors, then I use up black (unused colors), then I go for closest
|
|
colors.
|
|
P: this will remap all pixels to the original palette "A". It will also
|
|
maintain subpalette groupings, so each group of 16 colors will remain
|
|
together.
|
|
B: this will remap all pixels to the original palette "A". It ignores subpalette
|
|
groupings.
|
|
K: this will discard the new palette "B" and leave all pixel values as is.
|
|
R: this will replace original palette "A" with the new palette "B" and leave
|
|
all pixel values as is.
|
|
1-15: Whatever # you enter is the palette # to be added to every pixel in
|
|
picture "B". The palette from picture "B" is then moved to palette "A",
|
|
starting at the palette # which you entered.
|
|
|
|
If you're totally confused by all this, then I've succeeded in my mission.
|
|
Stop by my office and I'll explain in more detail.
|
|
|
|
Dave Theurer
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 31-AUG-1989 15:42:25.51
|
|
To: @SYS$MAIL:EE
|
|
CC:
|
|
Subj: LLF and .org incompatible
|
|
|
|
|
|
It has come to my attention that using llf to "compress"
|
|
your .ol files to .lb files is a bad idea for files containing
|
|
".org"s to absolute addresses. Dave says he'll fix it eventually,
|
|
but meanwhile, _don't_ do it to xxx_root.ol (whatever program you
|
|
have that includes gen_root.asm). Since this is (usually) the
|
|
only file with absolute ".org"s (for the vectors), just using the
|
|
.ol file should be a suitable work-around.
|
|
|
|
If you are confused, call or e-mail me. If you have _no_idea_
|
|
what I'm talking about, it probably doesn't matter.
|
|
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 31-AUG-1989 16:05:21.63
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: AUGUST 31, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
All the Game graphics are completed with the possible exception of
|
|
extruding the polygonal character set.
|
|
|
|
Audio is also in pretty good shape. We decided not to keep the male voice
|
|
but added some more female voice. We also received the victory music for the
|
|
final sequence, and another explosion.
|
|
|
|
Program development continues. We have added a T-shirt contest mode, and
|
|
all the associated trappings. We have also completed both Ultimate
|
|
Challenge end- game scenarios.
|
|
|
|
Cabinet Graphics were reviewed and approved with a few minor modifications.
|
|
|
|
The manual continues along painfully.
|
|
|
|
The promo video has been started, but still has a long way to go.
|
|
___________________________________________________________________________
|
|
From: CHARM::BYRON 31-AUG-1989 18:25:14.29
|
|
To: RAY, MARGOLIN, MCNAMARA, BRAD, BYRON
|
|
CC:
|
|
Subj: double pot trouble on SA II/STUN
|
|
|
|
|
|
Concern has been expressed about the fact that there are two volume pots
|
|
in the sit-down STUN. People may become confused about how to set them
|
|
and think they have a service problem when they don't. John, can we
|
|
discuss the options for solving this problem first thing Fri. morning
|
|
since the manual should address this issue if we don't, and the manual
|
|
goes out Fri.
|
|
|
|
byron
|
|
___________________________________________________________________________
|
|
From: CHARM::STUN 1-SEP-1989 14:10:31.62
|
|
To: @SYS$MAIL:ENGINEER,@SYS$MAIL:MARKETING,@SYS$MAIL:ANIMATORS
|
|
CC:
|
|
Subj: S.T.U.N. RUNNER T-Shirt Contest
|
|
|
|
|
|
As many of you might of heard, S.T.U.N. RUNNER will have a T-Shirt contest
|
|
within the game. Players who make it to the ULTIMATE CHALLENGE and pass
|
|
the T-Shirt marker will win a free T-Shirt. For this reason, we would
|
|
deeply appreciate all of you playing the current version of S.T.U.N.
|
|
RUNNER in the engineering common area, it has been set to automatically
|
|
place you in the ULTIMATE CHALLENGE if you select the ADVANCED level.
|
|
This level will tell you how many feet to traversed. From this
|
|
we will be able to determine the appropriate place for the T-Shirt marker.
|
|
|
|
Thanks in advance,
|
|
|
|
The S.T.U.N. RUNNER Team
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 2-SEP-1989 14:42:19.04
|
|
To: @sys$mail:engineer,@sys$mail:tengen,SHEPPERD
|
|
CC:
|
|
Subj: File renaming
|
|
|
|
|
|
I wrote a procedure (not exhaustively tested) which you can use to rename
|
|
files with wider output wildcard rules than those allowed by VMS's RENAME.
|
|
This procedure comes in handy when you want to insert or remove some chars
|
|
in the middle of a bunch of filenames for example. To run it:
|
|
|
|
$ @UTL$COM:WILD_RENAME [input_file_spec [output_file_spec]]
|
|
|
|
It will prompt you for missing item(s). You must have a wildcard
|
|
(either a "*" or "%") in both the input and output filespecs. It
|
|
only pays attention to the first wildcard found in either of the
|
|
filespecs for the purposes of creating a new filename. It does,
|
|
however, pay attention to all the wildcards in the input filename
|
|
for purposes of finding the file. For example:
|
|
|
|
$ WREN :== @UTL$COM:WILD_RENAME !shortcut
|
|
$ wren abcde* abc* !The "de" will effectively be removed
|
|
!from all files whose names begin with
|
|
!abcde in the current dir.
|
|
$ wren abcde%% abc* !The "de" will be removed from all files
|
|
!named abcdexx where xx is any 2 chars but exactly
|
|
!2 chars.
|
|
$ wren abc*de* xyz* !files whose name begins with abc and there's
|
|
!a "de" somewhere after that will have the
|
|
!"abc" replaced with an "xyz"
|
|
$ wren abc*de tvw*xyz !sorry, it'll ignore the xyz of the output filespec
|
|
!so it'll just change the "abc" files to "tvw" files.
|
|
$ wren old.a* new.b* !wild card rules work for filetypes too.
|
|
$ wren abc*.def* xyz*.tvw* !or both names and types
|
|
|
|
Note: if either the input filename or input filetype is unspecified, it
|
|
defaults to "*".
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 5-SEP-1989 14:02:30.94
|
|
To: @SYS$MAIL:ENGINEER,@SYS$MAIL:TENGEN,SHEPPERD
|
|
CC:
|
|
Subj: Rename on the rampage
|
|
|
|
|
|
Oops. The WILD_RENAME program had a small problem which made it rename
|
|
rather wildly. I fixed it and added a third parameter which, if non-blank,
|
|
will make it just display what it would rename without actually
|
|
doing it. This lets you do a dry run to verify that it'll rename only
|
|
what you want it to.
|
|
|
|
$@utl$com:wild_rename input output [any_non-blank_string]
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 5-SEP-1989 18:02:24.45
|
|
To: ROTBERG,STUN,BYRON,MARGOLIN,CAMERON,MCNAMARA,RAY
|
|
CC:
|
|
Subj: Two volume pots
|
|
|
|
|
|
The advantage for two pots is:
|
|
|
|
The documentation currently calls out two.
|
|
|
|
The disadvantage for two pots is:
|
|
|
|
Operators can get confused.
|
|
|
|
I recommend that:
|
|
|
|
Byron and Ed verify that a short instead of the PCB pot
|
|
sounds ok (you can't hear the clipping).
|
|
|
|
Byron generate the ECN to insert a jumper instead of
|
|
the PCB pot. (Work with Art to find the best way of
|
|
doing this just for STUN, and not on future versions,
|
|
if any.)
|
|
|
|
Ed and Carole make sure the manual says the right thing
|
|
(one pot instead of two).
|
|
|
|
Let me know ASAP if you disagree.
|
|
|
|
Thanks!!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 6-SEP-1989 09:53:30.08
|
|
To: @SYS$MAIL:EE
|
|
CC:
|
|
Subj: using gcc?
|
|
|
|
|
|
Just a quick poll: How many of you folks out there are
|
|
using the verb "gcc" to invoke the Greenhills C compiler. Most of
|
|
the makefiles I've seen give it some other name, but I'd like to
|
|
steal "gcc" to be the means of invoking the Gnu C Compiler for
|
|
the ASAP and 68K (and Vax, and maybe Lint). Anyway, if it's a
|
|
_BIG_ deal, i'll skip it, but please let me know.
|
|
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: BERT::OHARA "gems - faster then a speeding pullet" 7-SEP-1989 12:15:55.00
|
|
To: @SYS$MAIL:JUNK,OHARA
|
|
CC:
|
|
Subj: memo from bob sheffield
|
|
|
|
|
|
This year's AMOA Show is being held September 11 through
|
|
September 13 in Las Vegas, Nevada. All employees who are not
|
|
scheduled to attend but wish to attend on their own will be
|
|
subsidized by Atari Games up to a maximum of $200 per
|
|
employee. Additionally, in order to attend the show
|
|
employees will have to take vacation days with approval by
|
|
their department director and/or manager.
|
|
|
|
Information relevant to the show is listed below.
|
|
|
|
Date: September 11-13
|
|
Place: Las Vegas Hilton
|
|
Time: 10:00am - 5:00pm Monday/Tuesday
|
|
10:00am - 4:00pm Wednesday
|
|
|
|
A registration badge is required to get into the show. Our
|
|
company allocation has already been used up so employees will
|
|
have to buy a registration card for $50 at the door.
|
|
|
|
Discount air fare is running approximately $130 round trip,
|
|
but seats on these flights are limited. The Las Vegas Hilton
|
|
is fairly booked at this date and may not have any vacancies
|
|
available unless reservations have already been made.
|
|
|
|
In order to be reimbursed for expenses incurred up to a
|
|
maximum of $200, an expense report must be submitted with
|
|
valid receipts.
|
|
|
|
RAS/cmj
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 7-SEP-1989 14:09:52.59
|
|
To: @SYS$MAIL:EE
|
|
CC:
|
|
Subj: Updated gen_eer.asm
|
|
|
|
|
|
Actually to all game programmers. Others can stop reading and
|
|
delete this message.
|
|
|
|
OK, I have just fixed some bugs in gen_eer.asm. Truthfully,
|
|
I just editted in the bug-fixes I have made over the last year or
|
|
so for the games that needed them. I hadn't done this before, because
|
|
it's going to require you folks to define a few constants which you
|
|
didn't formerly need. But the "official" gen_eer.asm was getting _so_
|
|
out of date I decided to bite the bullet. If you re-assemble your
|
|
xxx_eer.asm and get error messages, you need to check:
|
|
|
|
definition of QSIZE (probably should be 4, but in any case you
|
|
need it to be a power of two and to use it in the DS.L
|
|
that allocates the write queue
|
|
|
|
definition of MAXREC (should be 33 for 2804, or 135 for 2816)
|
|
I have heard 2804's are getting scarce, so you should
|
|
at least be _able_ to use 2816's
|
|
|
|
definitions of M_HSCT and M_HSCTS. If you don't have them,
|
|
see me or crib them off of someone who does.
|
|
|
|
your macro definitions for references to numbers like 33 and $0C,
|
|
which are now represented by MAXREC et al. In particular,
|
|
a MOVEQ.L of 33 cannot safely be changed to a moveq.l
|
|
of MAXREC, since 135 will not fir in a signed byte.
|
|
|
|
Any other questions, you know where to find me (is your passport valid
|
|
for Brazil?)
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 7-SEP-1989 15:29:01.13
|
|
To: MARGOLIN,BRAD
|
|
CC:
|
|
Subj: TI PASS
|
|
|
|
|
|
Do you still want to purchase the TI PASS system?
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 7-SEP-1989 15:31:52.15
|
|
To: @STATUS
|
|
CC:
|
|
Subj: S.T.U.N. Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: SEPTEMBER 7, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
All of the game graphics, audio, and self-test will be completed by Friday,
|
|
9/8. We intend to release all of the ROM codes as final on 9/8 EXCEPT the
|
|
4 program ROMs. Due to SIGNIFICANT program changes made at the last minute,
|
|
we will hold off releasing those four parts until after the AMOA show.
|
|
Instead, we will release 4 new pre-prod program ROM parts to accompany the
|
|
rest of the RELEASE ROM parts.
|
|
|
|
We will take a test unit out to San Mateo Gold Mine arcade tomorrow, as well
|
|
as updating the Sunnyvale golfland game. These games will feature the T-shirt
|
|
contest.
|
|
|
|
Artwork is being finished for the T-shirt contest posters, and then the
|
|
T-shirts will be designed.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 7-SEP-1989 15:32:19.92
|
|
To: KIM::BRAD,MARGOLIN
|
|
CC:
|
|
Subj: RE: TI PASS
|
|
|
|
|
|
Yes, how much? (Does it still work?
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 7-SEP-1989 15:35:35.20
|
|
To: KIM::MARGOLIN,BRAD
|
|
CC:
|
|
Subj: RE: TI PASS
|
|
|
|
|
|
Yeah, it works fine. I did ESCAPE on it and it worked great.
|
|
|
|
As far as how much. I really don't know. I know how much it was when
|
|
we purchased it but that was 6 or so years ago. Plus it's out dated.
|
|
Although the new LPC chips (at least a few of them) will still take the
|
|
5220 data format.
|
|
|
|
What do you think it is worth?
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 7-SEP-1989 15:47:25.68
|
|
To: BRAD,MARGOLIN
|
|
CC:
|
|
Subj: TI PASS
|
|
|
|
|
|
It was $25K when we bought it. I know because I was the one who bought it. There
|
|
was a big hassle because the way the purchase agreement was originally worded
|
|
it looked like we might not have the rights to the data produced by the unit
|
|
and would have to pay $100/word for the words that WE produced.
|
|
|
|
Shortly after we bought the PASS they came out with a new one using 32010s. They
|
|
also laid off the people who did the PASS so there are several features that
|
|
were never finished, like communicating with a host computer.
|
|
|
|
The first game it was used on was Star Wars which sold 15K units and which I
|
|
figured paid for the PASS.
|
|
|
|
My interest in the unit is mainly sentimental (I bought the VOTRAX system when
|
|
it became available a few years ago) so what do you think of $100 ?
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 7-SEP-1989 16:38:57.69
|
|
To: KIM::MARGOLIN,BRAD
|
|
CC:
|
|
Subj: RE: TI PASS
|
|
|
|
$25k to $100
|
|
mmmmmmm
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 7-SEP-1989 16:41:41.95
|
|
To: KIM::BRAD,MARGOLIN
|
|
CC:
|
|
Subj: RE: TI PASS
|
|
|
|
|
|
I accept.
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 7-SEP-1989 16:43:01.66
|
|
To: KIM::MARGOLIN,BRAD
|
|
CC:
|
|
Subj: RE: TI PASS
|
|
|
|
|
|
mmmmmmm
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 8-SEP-1989 12:42:00.43
|
|
To: BRAD,MARGOLIN
|
|
CC:
|
|
Subj: mmmmmmmmm
|
|
|
|
What if, sometime in the future, someone needs to use the PASS system?
|
|
|
|
If you sell it to someone outside the company, it is gone.
|
|
|
|
If you sell it to me I will bring it in.
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 8-SEP-1989 13:30:31.08
|
|
To: KIM::MARGOLIN,BRAD
|
|
CC:
|
|
Subj: RE: mmmmmmmmm
|
|
|
|
Yes, but $100 is too little. I would rather just keep the machine.
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 8-SEP-1989 13:31:10.42
|
|
To: MARGOLIN,BRAD
|
|
CC:
|
|
Subj: for that price
|
|
|
|
|
|
From: KIM::MARGOLIN 8-SEP-1989 13:59:14.90
|
|
To: KIM::BRAD,MARGOLIN
|
|
CC:
|
|
Subj: RE: for that price
|
|
|
|
How much do you want?
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::YAMAMOTO 11-SEP-1989 14:54:03.77
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj:
|
|
|
|
@SYS$MAIL:JUNK
|
|
Subj: Litigation Update
|
|
|
|
There has been a change in schedule by the court of our Nintendo patent trial.
|
|
|
|
The matter was originally scheduled for November 14, 1989. The court has
|
|
re-scheduled the trial date for January 29, 1990
|
|
|
|
The matter was originally scheduled for November 14, 1989. The court has
|
|
rescheduled the trial date for January 29, 1990. With the next week or so
|
|
we should have further information as to the scheduling of the Tetris trial.
|
|
___________________________________________________________________________
|
|
From: KIM::MOTT 13-SEP-1989 10:31:17.24
|
|
To: MONCRIEF,BEHENSKY,DURFEY,MARGOLIN
|
|
CC:
|
|
Subj: Steve Suttles' comments on the street driver...
|
|
|
|
From: GAWD::SUTTLES "Doctor DCL" 12-SEP-1989 10:40
|
|
To: MOTT,SUTTLES
|
|
Subj: hard drivin' supercompact
|
|
|
|
You had a game out in the common area last week that I hope was
|
|
the super-economy test model. For what it's worth, I think the test failed.
|
|
Having a shift lever for drive and neutral (as opposed to high and low,
|
|
or drive and park or reverse) is pointless. "Turn key to start" mapping
|
|
to a button is confusing. No brake pedal is a surprise when you enter the
|
|
turn, and the only justification for park or reverse in the gearshift.
|
|
The loss of feedback in the steering wheel I realize is an economic decision,
|
|
but the fact remains that the game suffers greatly.
|
|
|
|
I still find myself frustrated by all versions of the game because of
|
|
collisions with oncoming traffic that don't seem justified by the windshield
|
|
picture preceding it (two cars entirely on their own side of the yellow line
|
|
shouldn't hit each other). I also feel that when you are off-road (like around
|
|
a curve or turn) and driving straight and level with no _apparent_ obstacles,
|
|
that crashing and burning is a cop-out. I realise that the game is a smashing
|
|
(sorry) success in general, and in particular with certain individuals here
|
|
that are even more critical than I with regards to quality and even realism.
|
|
Nonetheless, it is this frustration at things that I don't think should happen
|
|
(I admit to being in the minority) that makes me walk away during a game.
|
|
|
|
The preceding paragraph is really old news to you and your team, but
|
|
the first paragraph is really why I sent this message. If you wanna make a
|
|
super-cheap model for marketing reasons, fine...but please, not that one!
|
|
|
|
sas
|
|
|
|
ps: Even though I get frustrated at the game, I keep playing it...and that is
|
|
one of the measures of a game's success...
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 14-SEP-1989 13:06:02.03
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: SEPTEMBER 14, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
All of the game graphics, audio, and self-test have been relased.
|
|
this includes all of the ROM codes as EXCEPT the 4 program ROMs. Based on
|
|
feedback from the AMOA show, and on stats taken from the San Mateo test unit,
|
|
we are making a few small changes to the program ROMS. We expect to release
|
|
these last four ROM parts on Friday, 9/15 (tomorrow).
|
|
|
|
A test unit has been taken out to San Mateo Gold Mine arcade tomorrow and we
|
|
have updated the Sunnyvale golfland game. These games feature the T-shirt
|
|
contest.
|
|
|
|
Artwork is finished for the T-shirt contest posters and we are waiting for the
|
|
T-shirts to be designed.
|
|
___________________________________________________________________________
|
|
From: BERT::CLARK 14-SEP-1989 13:30:44.84
|
|
To: MCCARTHY,MEYETTE,MONCRIEF,MARGOLIN,WALLIN,CLARK
|
|
CC:
|
|
Subj: HYUNDAI'S 8KX8 SRAMS'S
|
|
|
|
|
|
I HAVE DISQUALIFIED HYUNDIA'S 8KX8 SRAMS FROM P/N 137535-XXX.
|
|
HYUNDAI HAS ADMITTED TO HAVING A PROCESS PROBLEM THAT SHOWS UP AS A PATTERN
|
|
SENSITIVITY PROBLEM. AS OF TODAY THIS PROBLEM HAS ONLY SHOWN UP IN THE HARD
|
|
DRIVEN SYSTEM AND IN ESCAPE IF THE PART HAS DEGRADED. ACCORDING TO HYUNDAI,
|
|
THEIR LOW POWERED PARTS DO NOT SHOW THIS PROBLEM, BUT I HAVE INCLUDED THEM
|
|
IN THE DISQUALIFICATION. IN ORDER FOR THEM TO BE APPROVED (LOW POWER), A
|
|
SAMPLE OF 100 PIECES MUST FIRST BE BURNED-IN AT 125 DEGREE C FOR 48 HOURS
|
|
WITH A PRE/POST DEVICE TESTING DONE TO ALL PARTS. WE WILL THEN RETEST IN OUR
|
|
GAMES TO ASSURE FUNCTIONALITY.
|
|
|
|
QUALITY SHOULD MOVE ALL HYUNDAI 8KX8 SRAM'S, P/N 137535-XXX, TO
|
|
MRB UNTIL FURTHER DISPOSITION IS DETERMINED. ALSO, WORK WITH PURCHASING
|
|
IN SETTING UP A TIME FRAME WITH HYUNDAI IN CREDITING OF FIELD FAILURES.
|
|
|
|
PURCHASING HAS ALREADY LOCATED ANOTHER VENDOR'S PARTS, SO THESE
|
|
SHOULD BE BROUGHT IN-HOUSE AS SOON AS POSSIBLE.
|
|
|
|
ON OTHER THING: THE HYUNDAI PART HAS NOTE FAILED IN THE AUDIO
|
|
BOARD, SO IF ENGINEERING HAS NO PROBLEMS WITH THE IDEA OF STILL USING
|
|
IT IN THE AUDIO BOARD FOR THE STUN RUNNER BUILD, I'D SAY GO AHEAD AND
|
|
USE IT.
|
|
|
|
TOM CLARK
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 15-SEP-1989 17:01:03.83
|
|
To: ROTBERG,STUN,MARGOLIN,CAMERON,RAY
|
|
CC:
|
|
Subj: STUN test procedures
|
|
|
|
|
|
Ed --
|
|
|
|
I spent all afternoon in production today primarily because
|
|
they do not have a test procedure. I suggest you generate one
|
|
soon or you will be spending your life over there. The specific
|
|
problems they had involved flight control and monitor
|
|
adjustments. They also had problems with option adjustments.
|
|
Often, they don't know it is a problem, they did not know they
|
|
had to check it. They are very competent once they know what
|
|
they have to do.
|
|
|
|
Please have this done on Monday if possible. Let me know the
|
|
status and drop a copy of the finished procedure on my desk.
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 18-SEP-1989 16:55:54.77
|
|
To: MONCRIEF, MOORE, LOGG, MARGOLIN, BEHENSKY, DOWNEND
|
|
CC:
|
|
Subj: Logg's experimental project
|
|
|
|
|
|
Ed has been considering a variety of ideas for his next project.
|
|
Moore/Fujihara/Ray/Downend met with Ed and recommended that he should target
|
|
either a low-cost-kit-only "puzzle" game or a premimum high-end game. Based on
|
|
that input, Ed asked me 9/18 if he could experiment for a month or two (prior
|
|
to official project initiation), with an aerial dog-fight theme with visuals
|
|
similar to the Ace of Aces book game. Since Rich previously indicated that a
|
|
1-2 month experimental project would be a viable option, I agreed. Ed wanted to
|
|
use the Stunrunner hardware since it would allow the quick rendering of the 3D
|
|
objects (the artist part) as well as the real-time projection needed for the
|
|
experiment. It would also make an excellent hardware for a final product
|
|
targeted at the high-end segment of the game market.
|
|
|
|
As of 9/18, Ed is proceeding on the project and has assembled the following:
|
|
- A Stunrunner PCB from Glenn (a spare from AMOA)
|
|
- A bench harness (From the auxilary bench in the STUN lab)
|
|
- A std. res. display.
|
|
|
|
Ed talked to Pat McCarthy and arranged for technical assistance from
|
|
Farrokh. Ed also talked to Rotberg to help with software in terms of
|
|
providing a "shell" extracted from the Stunnrunner program; Ed's intention
|
|
was to minimize his demands on Max's time by starting with the Stunrunner
|
|
program and to hopefully avoid having to become intimate with the hardware
|
|
because of the experimental nature of the project.
|
|
|
|
Due to the abrupt start of this informal project, Ed and I did not inform Rick
|
|
Moncrief. Consequently, the Applied Research team was somewhat dismayed when
|
|
Farrokh came requesting information.
|
|
|
|
Since then, I talked to Rick Moncrief by phone, and as I understand it, the
|
|
Applied Research team will be able to assist Ed and Farrokh to a limited
|
|
extent. In particular, Farrokh needs enough information to hook an 8-position
|
|
joystick to the hardware.
|
|
|
|
Rick and I agreed that the abrupt start of this project resulted in poor
|
|
communication for which I apologize. Rick, Ed and I will meet and discuss
|
|
the full impact of Ed's project as soon as Rick returns from Idaho.
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farrokh Khodadadi" 19-SEP-1989 12:00:31.77
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: printer paper
|
|
|
|
|
|
I have a simple answer. Although personally I prefer the white
|
|
|
|
side of the paper, lets not try to convert the CHRISTIANS to JUDAISM by
|
|
|
|
flipping the paper. Lets keep fresh ribbons on the printer instead.
|
|
|
|
Farrokh.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 19-SEP-1989 16:14:05.18
|
|
To: @SYS$MAIL:EE
|
|
CC:
|
|
Subj: Keep Calm
|
|
|
|
|
|
I have once again stomped a bug which somehow refuses to die.
|
|
If you are an hardware engineer, please consider including a (maskable)
|
|
interrupt for "SCOM input empty". See (or write) me for the minimum
|
|
requirments. Now, if you are a game programmer, _please_ do not attempt
|
|
to circumvent the carefully designed code in snd_com.asm for "speed" reasons
|
|
or because "it's too complicated to understand". It's complicated because
|
|
the ^&$&*^%*&^ job is complicated. In particular, trash any and all old
|
|
copies of the nefarious "keepcom.c" which keeps popping out of its little
|
|
corner of code-hell. Any version which does not include the word "reptilian"
|
|
in it is BAD BAD BAD. The version in [68k_us] is ok. If you come to me with
|
|
a coin or sound problem, and you are using the old one, I will not only
|
|
stop working on your problem right then, but I won't come back until
|
|
somebody of director or higher rank tells me to. I know this sounds petty,
|
|
but this is at least the third time I've had to deal with this, and posted
|
|
a note saying "don't do that", and it apparently never penetrates.
|
|
|
|
You might notice I haven't said precisely what is wrong with
|
|
the non-reptilian keepcom. That's 'cuz I've said it till I was blue in the
|
|
face and wanted to save it for last and in all caps:
|
|
|
|
DON'T SEND EXCEPTION COMMANDS TO THE 6502 WITHOUT SAYING SO!
|
|
IF YOU DON'T KNOW WHETHER A COMMAND IS AN EXCEPTIONS, DON'T USE IT!
|
|
|
|
There, I feel a little better
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: BERT::OWENS 20-SEP-1989 10:20:59.61
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: A__Hole
|
|
|
|
|
|
Dear A__Hole,
|
|
I would like to take the time to thank you for pulling the
|
|
wires out of the seat connectors on the two Four Trax games when you moved
|
|
them. I'm sure you were way to busy to take the time to check to see if it
|
|
was okay to move them. After all, why should you be concerned about the fact
|
|
that those were an uncommon connectors, which we do not have replacement parts
|
|
for, and now will need to replace with different connectors. Or that the games
|
|
are due at a distributor show on Friday, and finally, the few days that the
|
|
games were in-house, were needed to complete a variety of tests to determine
|
|
if we would have any problems selling the games in the U.S. I mean it's not
|
|
your responsibility right? So, thanks again, no problem, I can fix the games,
|
|
after all I did'nt have anything to do today any way.
|
|
|
|
|
|
RLO
|
|
___________________________________________________________________________
|
|
From: BERT::MEYETTE 20-SEP-1989 10:48:44.17
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: LICENSED GAMES
|
|
|
|
|
|
In regard of the recent damage to the Four Trax games located next to the
|
|
storage cages, the following policy is in effect immediately.
|
|
|
|
Any game that is not in the common area for player evaluation is not to be
|
|
touched. This means that it is not to be played, moved, or anything without the
|
|
specific consent of Rick Owens. This applies to games in the back, games in the
|
|
labs, or games in storage.
|
|
|
|
Rick Meyette
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 20-SEP-1989 11:46:23.98
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Data I/O next to IMI
|
|
|
|
|
|
Ok, the full-service agreement on the Data I/O 288 (the one
|
|
next to the IMI) is in place so now I can send it in for Upgrade
|
|
to firmware Version 3.0 (includes fast programming algorithms for
|
|
TI parts, "snap programming"). I would also like to get any problems
|
|
repaired. Please send REPEATABLE bug reports to me so I can foward
|
|
the problems to Data I/O for repair.
|
|
|
|
So far, I have one report from Farrokh that the DIO reports parts in
|
|
sockets 3,5,7 as non-blank when they really are blank. I need sample
|
|
parts that show this bug...
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farrokh Khodadadi" 20-SEP-1989 11:47:51.98
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: A__ hole
|
|
|
|
|
|
I bet the same A__ hole who stole the white Hard Drivin
|
|
|
|
sample jacket from customer service , who also borrowed the wire
|
|
|
|
crimper tool from Karens lab and kept it ,yes this is the same
|
|
|
|
a__ hole who wrecked your game too.
|
|
|
|
Nice going who ever you are you 've done enough already
|
|
|
|
,It's a good time to retire and get the ___k out of here.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 21-SEP-1989 11:30:20.64
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: SEPTEMBER 21, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: 18 SEP 89 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
All of the ROM codes have been released for both domestic and European
|
|
English language versions. The game is being built on the line and should
|
|
start shipping based upon receiving side-panel graphics and manuals.
|
|
|
|
We still need T-Shirt art.
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 22-SEP-1989 09:33:03.32
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: new phone systems
|
|
|
|
|
|
By now I'm sure you've all read the memo that was sent out a couple of days ago
|
|
by Steve Suttles. If you haven't you should, part of it is regarding the new
|
|
way you'll be getting your messages. From NOW ON, when you have a message you
|
|
won't have to worry about it sitting at the front desk too long, or calling me
|
|
every hour to see if you have a message, or waiting for someone kind enough to
|
|
carry it back to you, and so on... When you pick up your phone wait a second
|
|
and listen to your dial tone, if there's a pause in your dial tone that means
|
|
YOU WON THE BIG PRIZE... Ha Ha!! Or just that you have a message waiting at
|
|
the front desk for you. Now, you will be responsible to check your dial tone
|
|
for that pause. If you don't and you've had a message up here that you've been
|
|
waiting for, don't blame me!! I'm sure the company spent alot of money
|
|
upgrading the system, and you can bet I'm gonna use it. So please don't take
|
|
ANY messages off my desk unless you let me know, otherwise I won't know to turn
|
|
the message waiting signal OFF of that persons phone, and you can see the
|
|
problems and wasted time that can cause. Thank You very much! Steph
|
|
___________________________________________________________________________
|
|
From: BERT::GRAHAM 22-SEP-1989 11:20:38.47
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: SAD NEWS
|
|
|
|
|
|
Gjalt Van Der Wyke, an ex-Atarian passed away yesterday.
|
|
For those of you who remember, he worked in Visual Communications
|
|
for many years, and has done alot of contract work for
|
|
us in recent years. His wife Francesca also worked at
|
|
Atari as a secretary for R & D. Services will be held
|
|
tomorrow, Saturday at the Lima Family Mortuary at 1315
|
|
Hollenbeck, Sunnyvale.
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 22-SEP-1989 16:09:56.83
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: EPROM Prices
|
|
|
|
|
|
Tom Smith reports that the EPROM market is soft which means prices have
|
|
dropping for the last 2-3 months. He further reports that the trend seems
|
|
to be for them to drop more. Here are the current prices:
|
|
|
|
27C512-200 (137448-200) $5.70
|
|
27C512-250 (137448-250) $4.50
|
|
|
|
27C256-200 (137447-200) $3.20 (31,000 in inventory at this price)
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 22-SEP-1989 17:36:46.43
|
|
To: CAMERON,MARGOLIN
|
|
CC:
|
|
Subj: Stun Runner
|
|
|
|
|
|
They have started Final Assembly and the left and right coins seem to be
|
|
reversed.
|
|
|
|
Bob Stewart would like you to see if you can do anything about the harness
|
|
lying on the transformer.
|
|
|
|
O Had I Nine Men in Idaho
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 25-SEP-1989 10:49:08.77
|
|
To: @SYS$MAIL:EE
|
|
CC:
|
|
Subj: Yet Another EEPROM Bug
|
|
|
|
|
|
Deck found a bug in the new gen_eer.asm, which has in fact been
|
|
there for quite some time. Anyway, If you are including gen_eer.asm from
|
|
[68k_us], you should re-assemble it. If you have a private, modified copy,
|
|
you should change the three lines centered on the label "cs10:" to be:
|
|
|
|
MOVE.L #EER_LOG-1,D2 * error log is first non-cleared stat
|
|
CS10: CLR.L -(SP) * value = 0
|
|
MOVE.L D2,-(SP) * statcode
|
|
|
|
|
|
You will also need to define EER_LOG in your xxx_eer.asm (the file
|
|
that includes gen_eer.asm). It will probably be 10 (decimal), but in any case
|
|
should be whatever it is in your eerdefs.h file.
|
|
|
|
For reference, If your gen_eer.asm is so old that the next line is
|
|
_not_
|
|
BSR eer_puts
|
|
|
|
...you don't have this particular bug, but you have so many others that
|
|
you are in deep trouble already and I wouldn't sweat the thunder-showers.
|
|
|
|
Sorry,
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: KIM::HUBBERSTEY 25-SEP-1989 15:47:29.34
|
|
To: @SYS$MAIL:EE,HUBBERSTEY
|
|
CC:
|
|
Subj: VAX Hardware Tools
|
|
|
|
|
|
If you don't work with either SciDesign schematics or Abel, this doesn't
|
|
apply to you. If you do use these facilities, I have created a couple of command
|
|
procedures which may be of interest to you.
|
|
|
|
EE$USERDISK:[HUBBERSTEY.CAETOOLS]ABEL.COM - This procedure wil run the Abel PLD
|
|
compiler for you with a few added features over the standard procedure in
|
|
ABELEXE:ABEL.COM.
|
|
- It remembers the previous command line and will re-execute it if
|
|
invoked with no parameters.
|
|
- It only runs simulation if specified by a command-line flag, /S.
|
|
- It chooses "Presto by pin" reduction (-R3) if not specified otherwise.
|
|
- It will submit the FUSEMAP and SIMULATE executions to a Microvax II
|
|
batch queue if you are not logged onto one.
|
|
- It provides online help for ALL those pesky command-line flags by
|
|
invoking with ? as the first parameter.
|
|
The only restriction is that it must be run with a symbol defined by the
|
|
following command line or strange things will happen:
|
|
ABEL :== @EE$USERDISK:[HUBBERSTEY.CAETOOLS]ABEL
|
|
|
|
|
|
EE$USERDISK:[HUBBERSTEY.CAETOOLS]SCIDXREF.COM - This procedure will generate a
|
|
cross-reference list of all tag names in a set of SciDesign schematic sheets as
|
|
well as a list of all tags referenced only once and, optionally, a list of the
|
|
number of times each tag is used. This is intended mainly as a utility for
|
|
generating node-name cross-reference lists but can be used for other things,
|
|
such as figuring approximate bus loading (how many times is D0 used, for
|
|
instance), locating components on back-annotated schematics (what sheet is R6
|
|
on?) and whatever else you can think of. It provides online help by invoking
|
|
with ? as the first parameter.
|
|
|
|
|
|
Feel free to use these or hijack portions for your own purposes.
|
|
|
|
Tim
|
|
___________________________________________________________________________
|
|
From: CHARM::THEURER 25-SEP-1989 16:35:46.37
|
|
To: @SYS$MAIL:ANIMATORS,@RADMOD.DIS
|
|
CC:
|
|
Subj: RADMOD update
|
|
|
|
|
|
RADMOD update: 9/25/89
|
|
|
|
NEW features:
|
|
* reads the Macintosh PICT2 32 bit deep format. This means you can
|
|
use some of the new rendering programs to produce images which you
|
|
can use in your games.
|
|
* using the new features described next, you can take a series of different
|
|
files and combine them into one RAD file with the optimum palette.
|
|
This process requires 2 passes:
|
|
1st pass: send all the pictures you want in the final RAD file
|
|
through RADMOD's palette analyzer (PALA function).
|
|
At the end of this pass, you create a palette file optimized for all
|
|
the pictures you've just passed through
|
|
(OUTT to 'plt' format, then COPY).
|
|
2nd pass: send all the pictures through RADMOD again, except this time you
|
|
force them to use the palette you just created (COPY function, then
|
|
answer the palette question by indicating you want to use that
|
|
palette you just created).
|
|
* PALA: analyze palettes. This allows you to pass several files through
|
|
RADMOD to get their palette/color usage analyzed. When you've analyzed
|
|
all your files, you can create and save the best palette for all these files
|
|
by setting the output file type to "plt" (see next new feature) and then
|
|
selecting the "COPY" menu option.
|
|
* outputs a RAD type palette file. Select OUTT menu option (Set Output File
|
|
Type) and enter "plt". Then select COPY menu option. It will output a RAD
|
|
type 256 color palette.
|
|
* allows you to force a picture to use a specified palette. This function is
|
|
available when you're reducing down from 32,24,or 16 bits. You get a
|
|
set of options when you're converting down from these bigbit files:
|
|
> create best palette for this picture?
|
|
> get palette from a file and use it?
|
|
> use current output palette?
|
|
If you select option 2, you'll be asked for the file from which to get the
|
|
palette. Theoretically, you can enter the name of any file containing a
|
|
palette and it will go in and get the palette. The only file type tested so
|
|
far is the new "plt" (raw palette file) format. (Rad files for sure don't
|
|
work yet).
|
|
If you've already done one picture and selected option 2, then the next
|
|
picture you do you can answer with option 3. This is much quicker then #2.
|
|
You will be asked whether or not you want to dither to the final palette.
|
|
* some rather obscure options have been added:
|
|
> when dithering, you can now (optionally) specify transparent color(s)
|
|
which, of course, won't be dithered. You specify the index of the main
|
|
transparent color, and you can also specify another range of colors which
|
|
are to be remapped to the main transparent color. If you're good, you can
|
|
use this method to cookie cutter your object. What you do is place the
|
|
extra range of colors to be mapped to the one final transparent color after
|
|
the final actually used colors in the palette.
|
|
> when creating the ultimate palette, you can (optionally) specify the minimum
|
|
# of pixels (as a number or as a percentage of the total # of pixels)
|
|
using a color in the palette for it to exist. This one can really screw up
|
|
your palette if you're not careful.
|
|
* scale now works on the original 15 bit image before it reduces to 8 bits, so
|
|
you get higher quality scaling.
|
|
* the page/cel mode is now specified explicitly in the cel choice selection.
|
|
|
|
For your protection, I have placed a copy of the previous version of RADMOD
|
|
into [theurer.pps]radmod911.exe, in case you have problems with the new version.
|
|
|
|
Dave Theurer
|
|
___________________________________________________________________________
|
|
From: KIM::DOWNEND 27-SEP-1989 14:25:07.60
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Cyber Secrets Revealed
|
|
|
|
|
|
Our Cyberball Sequel has created confusion regarding names for the 5 versions.
|
|
Here is a SIMPLE way to refer to them - it's already used by most people:
|
|
|
|
1) 2-Screen Whole Game (These are the new games we built in August)
|
|
2) 1-Screen Whole Game (These are the new games we built in September)
|
|
3) 2-Screen Retro Kit (Converts a 2-screen original Cyberball)
|
|
4) 1-Screen Universal Kit (Converts any one-screen cabinet)
|
|
5) VS Dual Kit (Converts Nintendo VS Dual to 2-screen Cyberball)
|
|
|
|
The official name of the project is Cyberball 2072... 2072 is 50 years after
|
|
Cyberball started as a sport in 2022 for you sport fans and trivia addicts.
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 27-SEP-1989 22:11:53.20
|
|
To: @sys$mail:ee,@sys$Mail:tengen,SHEPPERD
|
|
CC:
|
|
Subj: Another New MACxx
|
|
|
|
|
|
I released new versions of MAC65, MACAS, MAC68K and MACPP. These versions
|
|
have had a couple of bugs fixed in the "truncation" and "branch offset
|
|
out of range" error messages. It now correctly reports the location.
|
|
They also report the line number and filename of the line that caused
|
|
the error and they no longer produce an output object file if there were
|
|
assembly errors.
|
|
|
|
The MSDOS version of MAC65 will be available next week.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 28-SEP-1989 10:26:15.08
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: SEPTEMBER 28, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
There has been a new release of the European version of the game. The -30
|
|
program parts represent a MINOR update of the program that was inadvertantly
|
|
left out in the -20 program parts. There were only two changes to the code:
|
|
1) Improved the algorithm to read the controls during initial entry
|
|
into the High_score tables.
|
|
2) Fixed the program so that the "boost shadow" was visible when
|
|
first entering boost.
|
|
|
|
Neither of these changes affect the game play. The first 100 board sets
|
|
shipped to Eire were stuffed with the -20 parts. However a -30 set of
|
|
program ROMs was also sent with the shipment along with a note detailing
|
|
the changes involved and giving them the option to make the update to those
|
|
100 boards if they wish.
|
|
___________________________________________________________________________
|
|
From: BERT::CLARK 29-SEP-1989 07:55:40.90
|
|
To: MCCARTHY,MEYETTE,MONCRIEF,MARGOLIN,WALLIN,BURNIAS,CLARK
|
|
CC:
|
|
Subj: HYUNDAI'S LOW POWER 8KX8 SRAM'S
|
|
|
|
|
|
After testing 100 low power SRAM'S from Hyundai and running 16
|
|
of them for 45 hours at 80`C with no failures, I am willing to
|
|
re-instate Hyundai's low power SRAM's back into part number
|
|
137535-XXX. The Hyundai part can be used for all boards. Also,
|
|
these 100 pieces have been identified by a sticker that states
|
|
"COMPONENT ENG EVALUATION SRAM". If these parts fail out in the
|
|
field I hope that they will be return to Component Engineering
|
|
for evaluation.
|
|
|
|
I will issue a CER adding Hyundai's part number HY6264LP's to the
|
|
appropriate dash number for our part number 137535-XXX. any Hyundai
|
|
low power parts being held in MRB should be transfered back into
|
|
inventory.
|
|
|
|
Thanks for all the help is gratefully given to JED and MANUFACTURING
|
|
|
|
|
|
THANKS
|
|
|
|
TOM
|
|
___________________________________________________________________________
|
|
From: SANDY::RAY 1-OCT-1989 22:41:37.83
|
|
To: @SYS$MAIL:EE,TAKAICHI,BRYANT,SMITH,RAY
|
|
CC:
|
|
Subj: MTO procedure
|
|
|
|
|
|
I talked to Tom Smith and Rob Bryant about the MTO procedure,
|
|
and this is what we decided:
|
|
|
|
When filling out the MTO form, the time boxes on the lower
|
|
right corner are the time the STOCKROOM will adhere to. Before
|
|
the stockroom can issue a part, the planners have to sign the
|
|
form (to make sure they can cover production requirements,
|
|
etc.).
|
|
|
|
Normal procedure:
|
|
|
|
Fill out the MTO and drop it in the box that has been installed near
|
|
Rob Bryant's office. A planner will process the form and take it to
|
|
the stockroom (or call you) within 24 hours.
|
|
|
|
The stockroom will process the form as indicated on the lower
|
|
right corner and call you when the parts are ready.
|
|
|
|
Emergency procedure:
|
|
|
|
If you were unable to plan for the part, and you have to have
|
|
it right away, you need to find a planner and ask them to sign
|
|
the MTO while you wait. Then carry the MTO to the stockroom and
|
|
it will be processed as indicated in the lower right corner.
|
|
|
|
NOTE:
|
|
If the parts are not in stock, or if they need to be built up,
|
|
the time it takes to fill the MTO will naturally be longer.
|
|
|
|
You should attempt to let the planners know (when a game is
|
|
released) if you will be needing any production PCBs. It is not
|
|
cost-effective to keep lots of extra boards in inventory. In
|
|
general, give as much warning as possible for game or audio PCBs.
|
|
|
|
Please let Tom Smith or Rob Bryant know if you have any inputs
|
|
on this process.
|
|
|
|
Thanks!!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: BERT::CJACKSON 3-OCT-1989 13:47:43.50
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Memo from Bob Sheffield -- NEW FOOTBALL POOL
|
|
|
|
|
|
If you are a football fan, please join us in a new football pool.
|
|
The way it works is very simple. Pick the winners of 20 games
|
|
each weekend -- 14 pro and 6 collegiate -- and the total score of
|
|
the Monday nite game.
|
|
|
|
The persons with the highest number of correct picks will split
|
|
the pot -- 50% to first place, 30% to second place, and 20% to
|
|
third place. In case of ties, the tie breaker will be the
|
|
closest pick to the total score of the Monday nite game.
|
|
|
|
Assuming we get at least 15 people to play each weekend, we keep
|
|
the pool going.
|
|
|
|
Please turn in your $3 and football picks to Bob Sheffield or
|
|
Carol Jackson in Finance.
|
|
___________________________________________________________________________
|
|
From: BERT::CJACKSON 4-OCT-1989 11:15:59.26
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Memo from Bob Sheffield -- GIANTS PLAYOFF TICKETS
|
|
|
|
|
|
I have two tickets for this Sunday's playoff game -- Giants vs. Cubs.
|
|
The seats are upper reserved, Section 27. The tickets are $25 each.
|
|
Call x5810 to get these seats at the playoff game.
|
|
___________________________________________________________________________
|
|
From: BERT::CJACKSON 4-OCT-1989 13:29:49.22
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Memo from Bob Sheffield -- GIANTS PLAYOFF TICKETS
|
|
|
|
|
|
The tickets to Sunday's game have been sold!
|
|
___________________________________________________________________________
|
|
From: MIKE::BELL "Component Engineering - Ext 1750" 4-OCT-1989 14:28:01.74
|
|
To: MARGOLIN,OWENS,AVL
|
|
CC:
|
|
Subj: 136070 - STUN MEMORY MASTERS
|
|
|
|
|
|
136070 - STUN MEMORY MASTERS 4-Oct-1989
|
|
Page 1
|
|
|
|
|
|
PART
|
|
NUMBER DESCRIPTION
|
|
|
|
136070-1101 IC,Pr_EPROM,Stun_Runner,137448-200,210R
|
|
136070-1102 IC,Pr_EPROM,Stun_Runner,137448-200,200R
|
|
136070-1103 IC,Pr_EPROM,Stun_Runner,137448-200,210S
|
|
136070-1104 IC,Pr_EPROM,Stun_Runner,137448-200,200S
|
|
136070-1105 IC,Pr_EPROM,Stun_Runner,137448-200,210T
|
|
136070-1106 IC,Pr_EPROM,Stun_Runner,137448-200,200T
|
|
136070-1107 IC,Pr_EPROM,Stun_Runner,137448-200,210U
|
|
136070-1108 IC,Pr_EPROM,Stun_Runner,137448-200,200U
|
|
136070-1109 IC,Pr_EPROM,Stun_Runner,137448-200,210V
|
|
136070-1110 IC,Pr_EPROM,Stun_Runner,137448-200,200V
|
|
136070-1111 IC,Pr_EPROM,Stun_Runner,137448-200,210W
|
|
136070-1112 IC,Pr_EPROM,Stun_Runner,137448-200,200W
|
|
136070-1115 IC,Pr_EPROM,Stun_Runner,137448-200,210Y
|
|
136070-1116 IC,Pr_EPROM,Stun_Runner,137448-200,200Y
|
|
136070-1117 IC,Pr_EPROM,Stun_Runner,137448-250,9K
|
|
136070-1118 IC,Pr_EPROM,Stun_Runner,137448-250,9/10K
|
|
136070-1119 IC,Pr_EPROM,Stun_Runner,137448-250,10K
|
|
136070-1120 IC,Pr_EPROM,Stun_Runner,137448-250,9H
|
|
136070-1121 IC,Pr_EPROM,Stun_Runner,137448-250,9/10H
|
|
136070-1122 IC,Pr_EPROM,Stun_Runner,137448-250,10H
|
|
136070-1123 IC,Pr_EPROM,Stun_Runner,137448-300,10C
|
|
136070-1124 IC,Pr_EPROM,Stun_Runner,137454-300,1C/D
|
|
136070-1125 IC,Pr_EPROM,Stun_Runner,137454-300,1D/E
|
|
136070-1126 IC,Pr_EPROM,Stun_Runner,137454-300,1E/F
|
|
136070-1127 IC,Pr_EPROM,Stun_Runner,137454-300,1F/H
|
|
136070-2003 IC,Pr_EPROM,Stun_Runner,137448-200,210S
|
|
136070-2004 IC,Pr_EPROM,Stun_Runner,137448-200,200S
|
|
136070-2005 IC,Pr_EPROM,Stun_Runner,137448-200,210T
|
|
136070-2006 IC,Pr_EPROM,Stun_Runner,137448-200,200T
|
|
136070-2101 IC,Pr_EPROM,Stun_Runner,137454-200,210R
|
|
136070-2102 IC,Pr_EPROM,Stun_Runner,137454-200,200R
|
|
136070-2103 IC,Pr_EPROM,Stun_Runner,137448-200,210S
|
|
136070-2104 IC,Pr_EPROM,Stun_Runner,137448-200,200S
|
|
136070-2105 IC,Pr_EPROM,Stun_Runner,137448-200,210T
|
|
136070-2106 IC,Pr_EPROM,Stun_Runner,137448-200,200T
|
|
136070-2107 IC,Pr_EPROM,Stun_Runner,137454-200,210U
|
|
136070-2108 IC,Pr_EPROM,Stun_Runner,137454-200,200U
|
|
136070-2109 IC,Pr_EPROM,Stun_Runner,137454-200,210V
|
|
136070-2110 IC,Pr_EPROM,Stun_Runner,137454-200,200V
|
|
136070-2111 IC,Pr_EPROM,Stun_Runner,137448-200,210W
|
|
136070-2112 IC,Pr_EPROM,Stun_Runner,137448-200,200W
|
|
136070-2117 IC,Pr_EPROM,Stun_Runner,137448-250,9K
|
|
136070-2118 IC,Pr_EPROM,Stun_Runner,137454-250,9/10K
|
|
136070-2119 IC,Pr_EPROM,Stun_Runner,137454-250,10K
|
|
136070-2120 IC,Pr_EPROM,Stun_Runner,137448-250,9H
|
|
136070-2121 IC,Pr_EPROM,Stun_Runner,137454-250,9/10H
|
|
136070-2122 IC,Pr_EPROM,Stun_Runner,137454-250,10H
|
|
136070-2123 IC,Pr_EPROM,Stun_Runner,137448-300,10C
|
|
136070-2124 IC,Pr_EPROM,Stun_Runner,137454-300,1F/H
|
|
136070-2125 IC,Pr_EPROM,Stun_Runner,137454-300,1E/F
|
|
136070-2126 IC,Pr_EPROM,Stun_Runner,137454-300,1D/E
|
|
136070-2127 IC,Pr_EPROM,Stun_Runner,137454-300,1C/D
|
|
136070-3003 IC,Pr_EPROM,Stun_Runner,137448-200,210S
|
|
|
|
136070 - STUN MEMORY MASTERS 4-Oct-1989
|
|
Page 2
|
|
|
|
|
|
PART
|
|
NUMBER DESCRIPTION
|
|
|
|
136070-3004 IC,Pr_EPROM,Stun_Runner,137448-200,200S
|
|
136070-3005 IC,Pr_EPROM,Stun_Runner,137448-200,210T
|
|
136070-3006 IC,Pr_EPROM,Stun_Runner,137448-200,200T
|
|
136070-4003 IC,Pr_EPROM,Stun_Runner,137448-200,210S
|
|
136070-4004 IC,Pr_EPROM,Stun_Runner,137448-200,200S
|
|
136070-4005 IC,Pr_EPROM,Stun_Runner,137448-200,210T
|
|
136070-4006 IC,Pr_EPROM,Stun_Runner,137448-200,200T
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 5-OCT-1989 10:09:42.31
|
|
To: @STATUS.DIS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: OCTOBER 5, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
There has been a new release of the both the domestic and European versions of
|
|
the game. These are the -31 and -40 parts respectively and only affect the
|
|
four program ROMs (i.e. 3103, 3104, 3105, 3106). The update fixes an obscure
|
|
bug which could prevent a legitimate high score from being entered on the high
|
|
score table if that player failed to make the Ultimate Challenge mini-high score
|
|
table but had a high enough score to qualify for the overall high score table.
|
|
|
|
There have been 3 ECNs to change all of the parts that were specified as EPROMs
|
|
to OTPs with the execption of the four program parts.
|
|
___________________________________________________________________________
|
|
From: MIKE::BELL "Component Engineering - Ext 1750" 6-OCT-1989 10:49:13.96
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Take this (Print) Job and...
|
|
|
|
|
|
I'd like to thank the person (A__Hole again probably) who was kind enough to
|
|
bring the AVL month-end report to my office this morning as a shredded mess.
|
|
Had they left it alone in the printer room then perhaps I could have saved it,
|
|
but now I've no choice except to start it all over again. So those of you
|
|
wishing to use TTQ1 this morning had better look first before queing your job
|
|
up...it might be awhile. Oh and by-the-way A__Hole, perhaps someday I can
|
|
arrange for your job to be just a little bit harder, and maybe you'll find
|
|
something wet and nasty in your printouts.
|
|
___________________________________________________________________________
|
|
From: KIM::BRAD 6-OCT-1989 11:11:39.10
|
|
To: @SYS$MAIL:JUNK,BRAD
|
|
CC:
|
|
Subj: JUNK EMAIL: public forum, or public flogging?
|
|
|
|
|
|
I'm frankly disturbed by several messages that have occurred lately.
|
|
I'm referring to mail messages that condemn the actions of others, in front
|
|
of fellow workers, in an unprofessional manner. I believe that JUNK EMAIL
|
|
is a priviledged forum where we can speak our mind on personal views regarding
|
|
any subject. Not a place to ridicule others.
|
|
|
|
If you have a different view, I'd like to hear it, but please send it to
|
|
@SYS$MAIL:JUNK for all to read.
|
|
|
|
- brad -
|
|
___________________________________________________________________________
|
|
From: KIM::SUTTLES "Doctor DCL" 6-OCT-1989 12:09:48.22
|
|
To: @SYS$MAIL:JUNK,SUTTLES
|
|
CC:
|
|
Subj: mea culpea
|
|
|
|
|
|
My apologies to the world at large, I am the culprit who got Jeff so
|
|
pissed off. Now you've been forced to witness the text of my public flogging,
|
|
so my crime is multiplied several times. I am shamed, humiliated.
|
|
|
|
To resolve my problems, and now yours, I've admitted my guilt
|
|
personally to Jeff, and endured his righteous wrath. To redress my
|
|
transgressions on the junk mail circuit, I publicly and humbly (I'm
|
|
typing on bended knee) beg your indulgence and forgiveness for this
|
|
seemingly endless parade of scandalous missives. In the infamous words
|
|
of Agent 86, "Sorry about that, chiefy".
|
|
|
|
By the way, Jeff & I kissed and made up.
|
|
|
|
How come everybody accuses & complains on junk mail, but I'm the first
|
|
admission of guilt?
|
|
|
|
Reading junk mail is even better than watching a soap opera, huh?
|
|
|
|
And with that thought, I close (How come my knee hurts? Oh, yeah).
|
|
|
|
sas
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farrokh Khodadadi" 6-OCT-1989 13:12:59.87
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Junk mail
|
|
|
|
|
|
I agree with you . Junk mail is indeed a sacred forum that
|
|
we should all respect. Use it but don't abuse it. I can appreciate those
|
|
times when we get so steamed and find this forum as a healthy outlet for
|
|
our anger. But we can air our frustrations more maturely.
|
|
I happened to see the mess in the printer room yesterday before
|
|
Steve cleaned it up. While Jeff would have been happier to find his
|
|
print out spread all over the printer room, others had to suffer.
|
|
Harsh words are powerful tools when used sparingly ,but redundant
|
|
when abused. Lets not loose control and call people ___ ____ ... aimlessly.
|
|
|
|
|
|
|
|
Farrokh.
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 6-OCT-1989 16:21:31.68
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Interesting quote
|
|
|
|
|
|
Rather than continue the developing tradition of flame-fests
|
|
on JUNK, I'd like to return to the origianl purpose of sharing possibly
|
|
useful information (sorry if this offends some of you). To wit, the
|
|
following quote form "The Psychology of Computer Programming",
|
|
by Gerald Weinberg. Discussing the MMPI (Minnesota Multiphasic Pesonality
|
|
Inventory) as a tool for selecting from among job applicants, Weinberg
|
|
notes that the MMPI was derived from a study of institutionalized psychotics,
|
|
and continues:
|
|
|
|
"Naturally, we feel that mentally ill people are not what we are
|
|
looking for when we hire programmers -- although there are no
|
|
empirical data to support or contradict that view"
|
|
|
|
Well, _I_ found it interesting...
|
|
Mike
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 6-OCT-1989 21:56:02.33
|
|
To: @SYS$MAIL:ENGINEER,RAY
|
|
CC:
|
|
Subj: Please don't announce game names on the page system
|
|
|
|
|
|
It is not a good idea to announce game names on the PA system.
|
|
There are often vendors, guests, etc. in our building that
|
|
should not be informed about our future games. Some names are
|
|
descriptive enough that they could actually gain information:
|
|
Tetris, Battle Sprint, Hydra, etc.
|
|
|
|
Instead, you could use the project leader's name ("Logg's review
|
|
is now starting"), the name of the location ("Ed, please come
|
|
to the Alpha labs"), etc.
|
|
|
|
Thanks!!
|
|
|
|
John
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farrokh Khodadadi" 9-OCT-1989 11:09:25.34
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: DIGITAL METER
|
|
|
|
|
|
I don't know who took my digital FLUKE mutimeter from my bench,
|
|
|
|
but I need it back. I'm not gonna address anyone ___ ____ or whatever
|
|
|
|
but whoever took it should have asked first or at least left me a note.
|
|
|
|
What matters now is to return the meter to me today or I'll send Jeff
|
|
|
|
Bell after you. Whoever you are RETURN MY FLUKE. NOW!!
|
|
|
|
Farrokh
|
|
___________________________________________________________________________
|
|
From: KIM::KHODADADI "Farrokh Khodadadi" 9-OCT-1989 11:44:20.00
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: correction
|
|
|
|
|
|
I found the guilty party.
|
|
Farrokh
|
|
___________________________________________________________________________
|
|
From: KIM::PETRICK "Jim Petrick" 9-OCT-1989 18:36:16.40
|
|
To: @SM:EE,@SM:ANIMATORS
|
|
CC:
|
|
Subj: PBCOLOR update
|
|
|
|
|
|
I've just update PBCOLOR to handle the new .PLT files that RAD now can create.
|
|
To process one, just add 100 to the processing option you would normally
|
|
use (that's the first parameter to pbcolor). The rest stay the same.
|
|
|
|
-- jim
|
|
|
|
P.S. The new version is [pps.utilities]pbcolor.exe
|
|
___________________________________________________________________________
|
|
From: BERT::PEREZ "Ralph Perez" 10-OCT-1989 10:46:48.08
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: lunch
|
|
|
|
|
|
Since I've come back to work here, I've come to realize what a
|
|
great place this is to work. I get to work with a real swell group of
|
|
exciting, innovative people. So anyway, I would like to show my
|
|
appreciation and get to know all of you better by buying you all
|
|
lunch today. That's right, I want to buy each and everyone of you lunch
|
|
today!!!
|
|
This may be hard to schedule, so what I'm going to do is this:
|
|
Drop by my office (or call 3733) and I have a crisp, new ten dollar
|
|
bill for everyone. That way you can all enjoy a nice lunch on me.
|
|
Have a nice day, now!!!
|
|
|
|
See, I really am a nice guy,
|
|
|
|
Ralph
|
|
___________________________________________________________________________
|
|
From: CHARM::BYRON 10-OCT-1989 15:24:18.69
|
|
To: BRAD, MONCRIEF, MARGOLIN, BYRON
|
|
CC:
|
|
Subj: 56001 pricing
|
|
|
|
|
|
just got a 1990 quote for 56001's in the SLAM package. prices INCLUDE the
|
|
special socket required by the SLAM pac.
|
|
|
|
DSP56001ZL20 1k $48.00
|
|
5k 45.00
|
|
10k 38.00
|
|
25k 35.00
|
|
|
|
byron
|
|
___________________________________________________________________________
|
|
From: SANDY::HOFF 10-OCT-1989 16:50:48.21
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: 68plcc
|
|
|
|
Jed,
|
|
I got the scoop from Leon on what happened and how the
|
|
34010 could be correctly connected but the stuff on my board was wrong.
|
|
The 34010 shape was called pga68 so when Leon needed a 68 plcc he couldn't
|
|
find one and created a new shape which had some errors. I didn't ask to
|
|
have that shape proofed because I thought is was old and proven since
|
|
I thought you had already use it.
|
|
Morgan
|
|
___________________________________________________________________________
|
|
From: KIM::RAY 11-OCT-1989 09:57:53.99
|
|
To: CAMERON,MARGOLIN,OWENS,FYI::ROTBERG,RAY
|
|
CC:
|
|
Subj: 100V STUNs
|
|
|
|
Carole, Jed, and Rick -- Please start looking into this. I will
|
|
get back with you later today.
|
|
Thanks!!
|
|
John
|
|
|
|
From: BERT::FUJIHARA 11-OCT-1989 09:50
|
|
To: RAY,MOORE ,FUJIHARA
|
|
Subj: STUNS FOR JAPAN
|
|
|
|
John, I received the PO for 250 Stuns from Namco today and was alarmed
|
|
to see their footnote for 100v, 50-60Hz specification.
|
|
|
|
This is the first I've heard this request and perhaps they're assuming
|
|
we should automatically do this since we are asking them to convert to
|
|
our specs. for Four Trax. I am bothered that they have not mentioned
|
|
it earlier, as we promised delivery dates based on current schedule.
|
|
I will confirm with Hide that we need to comply with this request.
|
|
|
|
In the meantime, can you check what it will take to accomodate their
|
|
request...have parts lists reviewed to see what cost/lead time issues
|
|
will we be dealing with.
|
|
|
|
I've mentioned this to Bob Stewart also. Once I hear from Hide (probably
|
|
by tonight), I will get back with you.
|
|
|
|
Thanks, Mary
|
|
___________________________________________________________________________
|
|
From: MIKE::BELL "Component Engineering - Ext 1750" 12-OCT-1989 11:30:35.75
|
|
To: ROTBERG,MARGOLIN,MEYETTE,OWENS,MOORE
|
|
CC:
|
|
Subj: STUN Memory Masters
|
|
|
|
Just a friendly reminder...ECN's 13674-13676, which change the Memory Master
|
|
descriptions on P/L's A047190-01, A047046-01, and A046901-01 still need
|
|
new AROMREL.DOC's to complete the changes. This should have been done at the
|
|
same time as the ECN's (9/29/89).
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 12-OCT-1989 16:26:00.93
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN RUnner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: OCTOBER 12, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
No change in status.
|
|
|
|
All Field Test units have been pulled.
|
|
|
|
Elaine has not yet received the artwork for the T-Shirts.
|
|
___________________________________________________________________________
|
|
From: MIKE::MARGOLIN 13-OCT-1989 15:13:34.24
|
|
To: OHARA,MARGOLIN
|
|
CC:
|
|
Subj: Supplies
|
|
|
|
Please order for me:
|
|
|
|
CLEARPRINT No. 1000HP-8
|
|
|
|
Translucent 100% New Cotton Fiber
|
|
|
|
FADE-OUT Calculation and sketch pad
|
|
|
|
Grid does not print on reproduction . Erases without Ghosting
|
|
|
|
50 sheets 11" x 17" (279mm x 432 mm) America's Finest Drafting Paper
|
|
|
|
CLEARPRINT PAPER COMPANY, Emeryville, California
|
|
|
|
|
|
Thank you.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 16-OCT-1989 11:44:06.77
|
|
To: @SYS$MAIL:JUNK,BROWN
|
|
CC:
|
|
Subj: WORLD SERIES RAFFLE
|
|
|
|
|
|
REMEMBER, 12:00 NOON IS THE DEADLINE FOR GETTING YOUR NAME INTO THE WORLD
|
|
SERIES TICKET RAFFLE!!! THE RAFFLE BOX IS IN MY OFFICE.
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 16-OCT-1989 11:56:59.45
|
|
To: @SYS$MAIL:JUNK,BROWN
|
|
CC:
|
|
Subj: DRAWING
|
|
|
|
|
|
I FORGOT TO ADD THAT THE WORLD SERIES TICKET DRAWING WILL TAKE PLACE IN THE
|
|
CAFETERIA AT 12:05, JUST IN CASE YOU WANT TO BE PRESENT. IT IS NOT MANDATORY
|
|
THAT YOU BE PRESENT TO WIN.
|
|
___________________________________________________________________________
|
|
From: BERT::BROWN 16-OCT-1989 12:16:51.75
|
|
To: @SYS$MAIL:JUNK,BROWN
|
|
CC:
|
|
Subj: WINNER!!!!!
|
|
|
|
|
|
YVETTE FRANZELLA IS THE WINNER OF THE RAFFLE.
|
|
___________________________________________________________________________
|
|
From: BERT::DENCKER "Andrea Dencker" 16-OCT-1989 19:44:13.87
|
|
To: @SYS$MAIL:JUNK,DENCKER
|
|
CC:
|
|
Subj: Housemates wanted
|
|
|
|
|
|
A friend of mine is looking for two roommates to share the house that
|
|
she rents in the Santa Cruz Mountains. Male or female, no smoking preferred.
|
|
Each bedroom is on a separate floor of this 3-story rustic house. The 2nd-
|
|
floor bedroom has a bath next to it; the 3rd-floor bedroom has a skylight
|
|
and spectacular view, but no bath (you have to go down to the 2nd or 1st
|
|
floor for that). Fireplace. On Gist Rd., Los Gatos (off Black Rd. about
|
|
2 miles from Hwy. 17/Lexington Reservoir intersection).
|
|
|
|
Contact Anne Clarke at 395-1986 directly. Rents are $450-550/month
|
|
with propane included.
|
|
___________________________________________________________________________
|
|
From: BERT::SAMANIEGO "Steph" 19-OCT-1989 09:39:26.30
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: absence
|
|
|
|
|
|
If you know of anyone that won't be working today please let me know asap
|
|
please. I havn't heard from anyone yet, thanxs alot Steph.
|
|
___________________________________________________________________________
|
|
From: KIM::PETRICK "Jim Petrick" 19-OCT-1989 15:21:25.50
|
|
To: @SM:ENGINEER
|
|
CC:
|
|
Subj: CELPROCESS bug fix
|
|
|
|
|
|
There is a new version of CELPROCESS in [pps.utilities]. I think I finally
|
|
fixed the infamous mixed palettes row,col 0,0 bug. Now the row and column
|
|
should always correspond to the actual row and column within the cel.
|
|
|
|
As always let me know if I inadvertantly broke something else in fixing this.
|
|
|
|
-- jim
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 19-OCT-1989 16:40:52.33
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: OCTOBER 19, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
No change in status.
|
|
|
|
All Field Test units have been pulled.
|
|
|
|
Elaine has STILL not received the artwork for the T-Shirts.
|
|
|
|
Released a new program version for both domestic and European English that
|
|
attempts to fix some watchdog reset problems.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 26-OCT-1989 10:13:46.88
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To: @STATUS
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CC:
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Subj: STUN Runner Status Report
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STUN RUNNER
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STUN RUNNER
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GAME DEVELOPMENT STATUS STUN RUNNER
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|
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DATE: OCTOBER 26, 1989
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PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
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LAB: STUN RUNNER (MULTISYNC)
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EXT: 1727 OR 1720 NUMBER : 511
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TEAM NU
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|
|
|
| | SCHEDULE or | MISSED DATES |
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|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
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No change in status.
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Elaine has received the artwork for the T-Shirts, and begun the ordering
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process.
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___________________________________________________________________________
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From: KIM::BEHENSKY 26-OCT-1989 12:14:39.77
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To: @SYS$MAIL:JUNK
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CC:
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Subj: FIRST STRIKE
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In June of 1987 Katya Komisaruk took a crowbar, cordless drill, and
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a hammer and broke into a NAVSTAR ground control station at
|
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Vandenberg AFB. Leaving a note, flowers, and a box of cookies for the
|
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troops she expected at any moment, she dismantled the control computer
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and damaged the tracking antenna for this highly accurate military
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sattelite navigation system. In an amazing display of luck and government
|
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incompetence she worked for more than 2 hours without interruption,
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spray painting her justification for her actions inside and outside
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the building. She then left, hitchhiked to San Francisco, and held a
|
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news conference explaining what she did and why.
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|
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The Navstar navigation sattelites are part of a global network of
|
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sattelites which together form the Global Positioning System, or
|
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GPS. Using GPS in its full encrypted millitary mode a submarine,
|
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airplane, or nuclear warhead can determine its position and altitude
|
|
to an accuracy of better than 50 feet anywhere on the surface of the earth.
|
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This may seem innocuous, but that sort of accuracy turns submarine launced
|
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balistic missiles such as the TRIDENT into first strike weapons.
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The TRIDENT and other missile carrying submarines were sold to the American
|
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public as an invulnerable deterrent to soviet nuclear attack. Since
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the soviets would have no way of finding and destroying these subs if
|
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THEY strike first (the argument goes), the soviets would be sure that
|
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if they attacked us with nuclear weapons they would be destroyed.
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Thus (so we were told) the TRIDENT system helps prevent nuclear war.
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If you give the TRIDENT missile 50 foot accuracy the whole picture changes.
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With this sort of accuracy the United States can use submarine launched
|
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missiles to attack first and destroy land based soviet missiles and bombers.
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(To destroy a hardened missile silo a nuclear blast must be close enough to
|
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include the silo in the crater from the explosion). From a position off the
|
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coast of the USSR a TRIDENT multiple warhead missile could destroy its
|
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targets in as little as SIX MINUTES rather than the half hour or so
|
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that a US land based missile will take to reach its target.
|
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This combination of accuracy and speed has caused experts to label the
|
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combination of TRIDENT and NAVSTAR the ultimate first strike weapon.
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|
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Having this sort of capability makes nuclear war much MORE LIKELY in
|
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two ways:
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1. If the US perceives it has the capability to destroy the
|
|
soviet nuclear arsenal on the ground it will be much more likely
|
|
to start a nuclear exchange in time of crisis. Having a partially
|
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functional STAR WARS system to absorb a weakened soviet nuclear response
|
|
makes a US first strike even more likely.
|
|
2. The Soviet Union will know that it has only six minutes from
|
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warning of a US submarine launched first strike until it starts to
|
|
lose its capability for nuclear retalliation. Put yourself in the
|
|
position of a soviet general recieving a warning from your
|
|
launch detector systems that such an attack is in progress. You only
|
|
have SIX MINUTES to determine if this warning is real or due to
|
|
some sort of malfunction! If you wait for the bombs to start exploding
|
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it will be too late!!! You can't find the premier that fast, he's on
|
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a hunting trip in Soviet Georgia!!!! I don't know about you, but I
|
|
don't want to have the survival of the planet so dependent on the
|
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reliability of soviet attack detection technology.
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|
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Katya destroyed the NAVSTAR ground station to take direct action against
|
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this threat to our planet and to make public the connection between
|
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NAVSTAR, TRIDENT and a US first strike capability. She was arrested
|
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after the news conference by the FBI. Her defense was to rest on the
|
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nurenberg principles (which oblige citizens to resist genocidal actions
|
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by their own governments) and international law (which outlaws preparations
|
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for wars of agression). Due to legal manuvering by the US attorney and
|
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the judge, she was not allowed to present her defense. She was not
|
|
allowed to detail her reasons for her actions at the trial, or
|
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say anything about first strike or nuclear weapons. She was not allowed
|
|
to present her witnesses on nuclear strategy or international law.
|
|
The jury was even prevented from seeing photographs of the NAVSTAR
|
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building or equipment because they contained Katya's spray painted
|
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justification for her actions. She is now serving a long sentence in
|
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federal prison, having been denied a fair trial.
|
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|
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I met Katya at an anti-nuclear rally in Mountain View a few days before
|
|
her trial. She is a remarkable person, obviously quite brave as well
|
|
as very warm and friendly. I have a video tape about her and her
|
|
actions titled FIRST STRIKE: PORTRAIT OF AN ACTIVIST. This tape has
|
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just been completed by an indepenent filmmaker, and does an excellent
|
|
job of detailing a story which has been all but ignored by the US media.
|
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Anyone interested can borrow it, and if people want I will show it during
|
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lunch sometime.
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___________________________________________________________________________
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From: KIM::BEHENSKY 27-OCT-1989 14:46:32.73
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To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: FIRST STRIKE MOVIE
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Due to a lot of interest in the movie FIRST STRIKE: PORTRAIT OF
|
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AN ACTIVIST, I will be showing it next Wednsday, Nov 1 in the
|
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central conference room. If you missed the previous message this is
|
|
a movie about Katya Komisaruk and her action to destroy a control
|
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computer for the NAVSTAR military navigation system. Showtime is
|
|
12:00 and the movie is slightly less than an hour long. If we have time
|
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afterwards maybe we can discuss some of the issues raised in the
|
|
film.
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See you Wednsday,
|
|
Max
|
|
___________________________________________________________________________
|
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From: KIM::MCCARTHY 27-OCT-1989 12:26:28.62
|
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To: MARGOLIN,MCCARTHY
|
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CC:
|
|
Subj: VRAMs
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|
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Manufacturing are trying to use up inventory on parts with no
|
|
projected usage.
|
|
If its ok with you, I will recommand that they can deviate in
|
|
120nS VRAMs (137553-001) where 150nS VRAMs (137553-002) are
|
|
called out, to use up 1931 120nS parts in stock.
|
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|
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|
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Pat.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 30-OCT-1989 15:00:30.98
|
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To: KIM::MCCARTHY,MARGOLIN
|
|
CC:
|
|
Subj: RE: VRAMs
|
|
|
|
ok.
|
|
___________________________________________________________________________
|
|
From: KIM::MCCARTHY 31-OCT-1989 10:45:08.64
|
|
To: MARGOLIN,MCCARTHY
|
|
CC:
|
|
Subj: SUBSTITUTING 4Kx4 25nS parts for 45nS parts in multisync.
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|
|
Manufacturing (Mary Burnias) ordered 45nS parts for STUN. The vendor
|
|
shipped 25nS parts instead, at the same cost.
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|
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I told Mary that it was OK to use them, if thats OK with you.
|
|
If you disagree, please let me know today.
|
|
Thanks.
|
|
Pat.
|
|
___________________________________________________________________________
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|
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From: KIM::MARGOLIN 31-OCT-1989 13:08:14.35
|
|
To: KIM::MCCARTHY,MARGOLIN
|
|
CC:
|
|
Subj: RE: SUBSTITUTING 4Kx4 25nS parts for 45nS parts in multisync.
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|
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It is probably ok.
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|
|
Jed
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 1-NOV-1989 14:03:38.83
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To: @SYS$MAIL:EE,BURNIAS,MSHERMAN,LICHAC,MCCARTHY
|
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CC:
|
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Subj: EEPROM usage.
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|
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We are phasing out 2804 EEPROMS (512x8) and phasing in 2816
|
|
EEPROMS (2Kx8). The old 2804-450 from XICOR cost $4.50. The
|
|
2816-300 (from SAMSUNG I think) costs $2.25. This should be
|
|
reverse compatable with all old designs, since as far as I
|
|
know all boards were laid out to accept 2816s even though
|
|
we used 2804s.
|
|
So you now have 4 times as much non volatile storage at
|
|
half the price.
|
|
Use Atari part number 137399-300.
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|
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Pat.
|
|
___________________________________________________________________________
|
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From: BERT::OWENS 2-NOV-1989 10:30:24.59
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To: @SYS$MAIL:JUNK
|
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CC:
|
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Subj: Attention Race Funs
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|
|
|
|
The two Four Trax games are currently located out back in the warehouse, by
|
|
the old Hard Driving assy line. The games are due to go to the East coast
|
|
Friday morning, and I need some operating time on the product to insure there
|
|
will be no problems. You all are welcome to come by and play the games for the
|
|
remainder of the day.
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|
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P.S. By the way A__ Hole is invited too!!!
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|
|
RLO
|
|
___________________________________________________________________________
|
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From: BERT::ROTBERG "Professor of Gonzo" 2-NOV-1989 13:34:31.87
|
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To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: NOVEMBER 2, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
No change in status.
|
|
___________________________________________________________________________
|
|
From: BERT::OHARA "gems - faster then a speeding pullet" 6-NOV-1989 15:07:18.75
|
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To: @SYS$MAIL:EVERYBODY,OHARA
|
|
CC:
|
|
Subj: missing letters
|
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|
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|
|
I have received numerous reports concerning personal mail placed
|
|
in my hands which has turned up missing. So far, the instances have been
|
|
far and few between (with one noteworthy exception), my only concern is the
|
|
consistency of the reports. Please do not panic as so far the addresses have
|
|
been outside the county and only number in the few. But I need to get more
|
|
aggressive concerning this problem.
|
|
So, please rack your brain and if this has happened to you please
|
|
supply me with the following:
|
|
The Name and Address the Item was sent to.
|
|
The approximate date it was sent.
|
|
When it was placed for pickup.
|
|
Please give me as much info as you can, altho I do not expect all of the
|
|
above in every case, the more I get the better.
|
|
Hopefully, between myself and the post office some pattern will emerge.
|
|
Altho you are pretty safe concerning personal mail going thru my office, you
|
|
might consider mailing it somewhere else if it's important.
|
|
Thank you in advance for your assistance.
|
|
gems
|
|
___________________________________________________________________________
|
|
From: BERT::ALBAUGH "Dr. Bizarro" 6-NOV-1989 16:59:32.73
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Ties that bind
|
|
|
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|
|
This fell into my in-box attached to something else. Somehow
|
|
I felt that some of you out there would enjoy it...
|
|
|
|
Mike
|
|
|
|
Abstract:
|
|
This study examined the incidence of neckwear tightness among a group
|
|
of 94 white-collar working men and the effect of a tight business-shirt collar
|
|
and tie on the visual performance of 22 male subjects. Of the white-collar
|
|
men measured, 67% were found to be wearing neckwear that was tighter than
|
|
their neck circumference. The visual discrimination of the 22 subjects was
|
|
evaluated using a critical flicker frequency (CFF) test. Results of the CFF
|
|
test indicated that tight neckwear significantly decreased the visual
|
|
performance of the subjects and that visual performance did not improve
|
|
immediately when tight neckwear was removed.
|
|
-- Langan, L.M. and Watkins, S.M. "Pressure of Menswear on the
|
|
Neck in Relation to Visual Performance." Human Factors 29,
|
|
#1 (Feb. 1987), pp. 67-71.
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 16-NOV-1989 14:33:48.69
|
|
To: @STATUS
|
|
CC:
|
|
Subj: Stun Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: NOVEMBER 16, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
Release the -61 parts for the program EPROMs (4 parts) for the domestic program
|
|
only. These parts move the T-Shirt marker further out, eliminate the warp on
|
|
Level 12 and fix the reset problem on Level 11.
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 6-NOV-1989 17:36:43.28
|
|
To: ALBAUGH,MARGOLIN
|
|
CC:
|
|
Subj: Neckwear
|
|
|
|
|
|
Tight neckwear has been found to reduce bloodflow to the brain by constricting
|
|
the carotid arteries.
|
|
|
|
Neckwear (by which I mean Ties) is a symbolic display of the male member and
|
|
is popular only in societies that do not permit the open display of same.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::GRAHAM 14-NOV-1989 16:45:41.82
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
There seems to be a gremlin (or rat) on the loose
|
|
that enjoys eating restaurant menus. Design
|
|
Services had painstakingly collected a large
|
|
number of menus over the years and had them posted
|
|
in our coffee station. A few months ago these
|
|
suddenly disappeared! This seemed a bit weird and
|
|
I asked a few people about it, but then dropped it.
|
|
A few weeks ago I put up a new menu to start the
|
|
collection again...and GUESS WHAT...that has
|
|
disappeared along with all other notes, cartoons,
|
|
etc. in our coffee area. If this is a joke...we
|
|
don't get it. If this is a clean wall freak, why
|
|
couldn't you put the menus on my desk? Anyway,
|
|
the reasoning behind the act is a mystery...if you
|
|
have a reason for it...please let us in it.
|
|
BUT PLEASE LEAVE OUR WALLS ALONE!!!!!!
|
|
___________________________________________________________________________
|
|
From: KIM::PETRICK "Jim Petrick" 20-NOV-1989 18:27:33.24
|
|
To: @SM:ENGINEER
|
|
CC:
|
|
Subj: Zmodem file transfer now available
|
|
|
|
|
|
The vax now supports file transfers using the ZMODEM protocol. ZMODEM, for
|
|
those who never heard of it, is a very quick, very reliable file transfer
|
|
protocol. The main highlights of this protocol are:
|
|
|
|
o Faster than XMODEM, YMODEM and KERMIT.
|
|
o Automatically sends file names so you don't have to tell the
|
|
receiver what it's receiving.
|
|
o Automatically starts the file transfer process (when transferring
|
|
to a ZMODEM compatible terminal emulator.
|
|
o Can resume an interrupted transfer right where it left off.
|
|
o Will do translations of CR-LF's so text files appear OK.
|
|
|
|
To use this protocol, 2 programs are available; RZ (for receive Zmodem) and
|
|
SZ (for Send Zmodem).
|
|
|
|
The format for sending files from the VAX is
|
|
|
|
SZ [-y] file1 file2 ...
|
|
|
|
The optional -y tells ZMODEM to overwrite the destination file. As yet, SZ
|
|
does not understand wildcards, so SZ *.C won't work. There are other options
|
|
that you'll probably never need, but if you type SZ by itself, it will list
|
|
them for you.
|
|
|
|
The receiving end (if it knows ZMODEM) will automatically start receiving the
|
|
file.
|
|
|
|
For uploading files to the VAX, use
|
|
|
|
RZ [-yn]
|
|
|
|
to start the VAX listening, then start sending the files from your terminal
|
|
emulator however it requires.
|
|
|
|
The option -y tells ZMODEM to overwrite destination files. The -n option
|
|
tells ZMODEM to translate carriage returns to newlines and to receive a text
|
|
file. Again there are other options, and by typing RZ -help, they will be
|
|
displayed.
|
|
|
|
There are some documentation files that go into more detail, but if you're not
|
|
a UNIX weenie they might not be much help beyond describing the options. The
|
|
help files are named DOK:RZ.MAN and DOK:SZ.MAN. (Yes, these programs are
|
|
ports from the original UNIX source).
|
|
|
|
SZ and RZ have both been defined in the system-wide login file, so you don't
|
|
need to set them up in your LOGIN.COM files.
|
|
|
|
If you have any other questions, let me know. I will endeavor to stick in wild
|
|
card smarts when I get the chance, but unless I hear otherwise, it's not a high
|
|
priority.
|
|
-- jim
|
|
___________________________________________________________________________
|
|
From: BERT::GRAHAM 21-NOV-1989 09:43:39.29
|
|
To: @BONUS.WM
|
|
CC:
|
|
Subj: PRODUCT BONUS
|
|
|
|
|
|
THERE WILL BE A PRODUCT BONUS MEETING
|
|
TODAY AT 1:30 IN THE CENTRAL CONFERENCE
|
|
ROOM AND YOU'RE INVITED TO ATTEND!
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 21-NOV-1989 19:41:15.12
|
|
To: @sys$mail:engineer,SHEPPERD
|
|
CC:
|
|
Subj: Changes to DIO
|
|
|
|
|
|
A new Family/Pin code selection program is in beta test at the DIO's.
|
|
It has substantial differences than the old one:
|
|
|
|
1) It is a complete new program written in C (the old one was written
|
|
in VAX assembly...a real pain in the ass to maintain).
|
|
2) It allows for each part to have 3 F/P codes: a primary, a secondary
|
|
and a Unipak. The Unipak code is required because some parts
|
|
have different F/P codes between the model 288 and model 29.
|
|
3) It allows for you to type in the F/P code instead of a device type
|
|
if that's all you know, or the device isn't in the F/P table.
|
|
4) It allows for you to add (or change) devices in the F/P table.
|
|
|
|
Item 4 isn't enabled just yet.
|
|
|
|
The reason for the primary and secondary F/P codes is: The model 288 has new
|
|
firmware that has two sets of F/P codes for selected EPROMS using different
|
|
programming algorithms for each. Specifically the TI 27512's can use "snap
|
|
programming" which is supposed to be several times faster than the other method.
|
|
The model 29 doesn't have this feature and currently only 1 of the 288's has the
|
|
new firmware. So...the family pin selector will send the primary F/P code
|
|
and if the DIO rejects it, will then send the secondary. It'll only send the
|
|
Unipak F/P code if it knows it is sending to the Model 29 with the Unipak
|
|
installed AND the Unipak F/P code is not 0.
|
|
|
|
In order not to break other stuff, I've added a new command to DIO which
|
|
selects this new family pin code selector program: FAMILY. Use FAMILY instead
|
|
of DEVICE if you want to try out the new code. The only differences between
|
|
the FAMILY and DEVICE commands are:
|
|
|
|
FAMILY doesn't require an argument. If you type FAMILY with no
|
|
argument, it does auto-family_pin selection. If you type FAMILY
|
|
with a device name that isn't in the F/P table, it reports same
|
|
then does an auto-family_pin selection (same as DEVICE would do).
|
|
|
|
If the argument to FAMILY begins with a minus sign (-), then the
|
|
argument is assumed to be a family-pin code and will be sent to
|
|
the DIO (sans minus sign). It'll report if the DIO didn't like
|
|
the F/P code. It'll also report what devices are in the F/P table
|
|
that have a matching F/P code.
|
|
|
|
If after a while, this program seems to work without trouble, I'll make
|
|
DEVICE use it too.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 23-NOV-1989 01:59:36.37
|
|
To: ROTBERG,MARGOLIN
|
|
CC:
|
|
Subj: I sent this to Pat Brosnan
|
|
|
|
|
|
To: Pat Brosnan, Atari Games Ireland
|
|
Fr: Jed Margolin, Atari Games USA
|
|
Dt: November 23, 1989
|
|
Re: A Stun Runner Problem
|
|
|
|
|
|
This is a strange problem. Does it happen alot? Does it happen on Hard Drivin'
|
|
or Compact Hard Drivin' ?
|
|
|
|
This is what I would do if I thought it was a hardware problem:
|
|
|
|
1. Check that the +5V is +5.00V. Use an accurate meter (not a 'scope)
|
|
and measure it on the MultiSync board.
|
|
|
|
Just for grins, you might also try it at 4.80V and 5.20V (but return it
|
|
to 5.00V when you are done).
|
|
|
|
2. Try the VRAM Verify Test in the GSP Test Screen.
|
|
|
|
You can also try the VRAM Verify Diagnostic Test. This will continuously
|
|
perform the VRAM Verify test and log any errors. Run it for an hour or two.
|
|
|
|
To run it:
|
|
|
|
1. Jumper the DIAGN test point to GND;
|
|
2. Set the DIP Switch to 0 0 1 0 0 0 0 0 ;
|
|
3. Momentarily jumper the RESET Test Point to GND.
|
|
|
|
To get out of Diagnostics:
|
|
|
|
1. Remove the jumper from the DIAGN test point;
|
|
2. Momentarily jumper the RESET Test Point to GND;
|
|
3. It is probably a good idea to return the DIP Switch to
|
|
0 0 0 0 0 0 0 0 .
|
|
|
|
You might also try the Program ROM Diagnostic Test Loop 0 0 1 0 0 0 0 1
|
|
and the Program RAM Diagnostic Test Loop X X 1 0 0 0 1 1 . (The RAM Test
|
|
Loop bashes part of zeropower RAM.) To run these test follow the
|
|
instructions for the VRAM Verify Diagnostic Test but use the above DIP
|
|
Switch settings.
|
|
|
|
Since the Program RAM Diagnostic Test bashes part of the ZeroPower RAM it
|
|
might confuse the Game Stats and High Score program and you may need to
|
|
take decisive action to restore its normal function. This is acomplished
|
|
by resetting the board DURING the ZeroPower RAM test. (This totally bashes
|
|
the ZeroPower RAM contents and the program knows how to deal with it.)
|
|
|
|
|
|
3. Run the new ADSP II memory tests:
|
|
|
|
Go to the SPECIAL FUNCTIONS screen and select ADSP BOARD TESTS.
|
|
|
|
Run:
|
|
|
|
ADSP RAM .TESTED BY 68010.
|
|
ADSP PROGRAM MEMORY TEST .2100
|
|
ADSP DATA MEMORY TEST .2100
|
|
2100 TEST
|
|
IRQ TEST
|
|
ROM CHECKSUMS (verify that the checksums are correct)
|
|
|
|
Select the ADSP SPECIAL FUNCTIONS screen
|
|
|
|
Run:
|
|
|
|
SEQ OUTPUT BUFFER CONTROL CHECK (It should put up some numbers and say
|
|
BUFFER CONTROL .BCON. OK )
|
|
|
|
Select SEQ OUTPUT BUFFER 1 TESTS and run
|
|
TEST BUFFER. DATA = ADDRESS .68010 (It should run continuously without
|
|
reporting any errors. If it reports any error the 8Kx8 RAMs on the ADSP
|
|
board are bad.)
|
|
|
|
Press start to return to SEQ OUTPUT BUFFER 1 TESTS and Select EXIT.
|
|
This will return you to the ADSP SPECIAL FUNCTIONS screen.
|
|
|
|
Select SEQ OUTPUT BUFFER 2 TESTS and run
|
|
TEST BUFFER. DATA = ADDRESS .68010 (It should run continuously without
|
|
reporting any errors. If it reports any error the 8Kx8 RAMs on the ADSP
|
|
board are bad.)
|
|
|
|
You can run the other tests, too, if you want.
|
|
|
|
4. Even if the ADSP II passes these tests you might try substituting a known
|
|
good ADSP II board. If that fixes the problem you have a bad ADSP II board.
|
|
|
|
If you do, look at the 8Kx8 RAMs at 1 A/B, 3 A/B, 1H, and 3H. If you have
|
|
Hyundai HY6264P-__ RAMs remove them, install sockets, and install Hyudai
|
|
HY6264LP-__. These are low power parts that are supposed to work. You
|
|
can also use 8Kx8 RAMs from another manufacturer.
|
|
|
|
5. Let me know what you find.
|
|
|
|
Atari Games USA is closed until Monday November 27 for the Thanksgiving holiday.
|
|
|
|
|
|
Regards,
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 24-NOV-1989 15:33:36.07
|
|
To: @sys$mail:junk:,MCCARTHY
|
|
CC:
|
|
Subj: New members of the Owens family.
|
|
|
|
|
|
Rick and Vanessa Owens have had their twins !!!!
|
|
|
|
They are :
|
|
Bryant Richard Lee Owens Brittany Rebeca Lynn Owens
|
|
at : 9:04 PM 8:59 PM
|
|
on : 11/22/89 11/22/89
|
|
weighing : 2 lbs 12 oz. 2 lbs 4 oz
|
|
length : 16 inches 15 1/2 inches
|
|
|
|
at Kaiser Hospital, Santa Clara.
|
|
|
|
Mom and babies are doing real good.
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 27-NOV-1989 13:40:20.18
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: I sent this to Pat Brosnan
|
|
|
|
Thanks for being prompt and complete on this Jed.
|
|
|
|
- Ed -
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 28-NOV-1989 17:27:18.26
|
|
To: @sys$mail:ee,SHEPPERD
|
|
CC:
|
|
Subj: DIO F/P codes
|
|
|
|
As mentioned last week, a new family/pin code selector program has installed in
|
|
the DIO procedure. It has a feature to add/change family/pin codes in the
|
|
database so you can help with the F/P maintenance. To use this feature type ADD
|
|
to the DIO_COMMAND prompt. The system will repeatedly prompt for a device name,
|
|
a vendor name, and the 3 F/P codes. As many may be input as you like.
|
|
Most of the devices will only need a primary F/P code. You can enter 0 (or
|
|
simply return) for the secondary and Unipak F/P codes unless the DIO chart
|
|
says otherwise.
|
|
|
|
The values appearing in brackets ([]'s) are default values which will be used if
|
|
nothing is input for the parameter. Typing 0's for all 3 F/P codes will cause
|
|
the program to ignore the entry. A null device name terminates the session
|
|
and installs the changes. F/P codes are not sent to the DIO by the ADD
|
|
command.
|
|
|
|
If you type a device/vendor combination that is already in the F/P tables, it'll
|
|
print out the old entry above the new entry and ask if you want to R(eplace)
|
|
the old with the new, D(elete) the old one or Q(uit) to ignore the new entry.
|
|
|
|
The primary F/P code will be sent to the DIO first. If the DIO rejects it,
|
|
the secondary (if any) will be sent. If the DIO rejects that, an error message
|
|
will be displayed. The Unipak F/P code will only be sent if the program
|
|
knows it's running the Model 29 with a Unipak installed and the Unipak code
|
|
is not 0.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 28-NOV-1989 18:25:16.74
|
|
To: ROTBERG,MARGOLIN
|
|
CC:
|
|
Subj: Pat Brosnan Fax
|
|
|
|
|
|
I have run out of things for him to try. I suggest he send the board back
|
|
here so we can put it on an emulator.
|
|
|
|
Have you already suggested this to him?
|
|
|
|
Would you like to suggest it to him?
|
|
|
|
Would you like me to suggest it to him?
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 29-NOV-1989 08:59:13.27
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: Pat Brosnan Fax
|
|
|
|
|
|
Jed,
|
|
|
|
I'm going to ask Lois to FAX him that suggestion this morning. See you later.
|
|
|
|
- Ed -
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 29-NOV-1989 11:50:52.23
|
|
To: @sys$mail:engineer,SHEPPERD
|
|
CC:
|
|
Subj: [UTILITIES...] moved
|
|
|
|
|
|
I've been have a great deal of trouble maintaining correct versions of
|
|
the utility programs on all the systems. In order to remove this as
|
|
a problem, I moved the utilities directories to a cluster common
|
|
disk yesterday. I was under the mistaken impression that everybody
|
|
had been using the logical names UTL$COM and UTL$EXE to reach the
|
|
programs since we'd enabled those names about 7 years ago which would
|
|
have made this move transparent to everybody.
|
|
|
|
If in your *.COM files you have assigned your own private logicals
|
|
to SYS$SYSDEVICE:[UTILITIES...], you will find they won't work anymore.
|
|
You will need to replace all of them to:
|
|
|
|
SYS$SYSDEVICE:[UTILITIES.COM] -> UTL$COM:
|
|
SYS$SYSDEVICE:[UTILITIES.EXE] -> UTL$EXE:
|
|
SYS$SYSDEVICE:[UTILITIES] -> UTL$MAC:
|
|
|
|
You may use the GSR (Global Search and Replace) procedure to fix them
|
|
all if you like:
|
|
|
|
$ SET DEFAULT SYS$LOGIN !go to your home directory
|
|
$ GSR [...]*.COM !edit all .COM files
|
|
|
|
It'll ask for the search string to which you reply with one of the
|
|
above strings. Type return to the next 2 prompts (No and No) then
|
|
type the appropriate substitution string to the 3rd prompt. You'll
|
|
need to do this once for each string to change (there's probably
|
|
no UTL$MAC references anywhere, so you might be able to skip that one).
|
|
|
|
Sorry for any inconvience this may have caused anyone.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 30-NOV-1989 09:43:08.96
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: NOVEMBER 30, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
Sales & marketing are considering doing a Japanese version of the game. My
|
|
best estimation is that it will take from 1 to 2 weeks to implement the
|
|
changes necessary to add the Kanji (and possibly Japanese voice cues) to the
|
|
game.
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 30-NOV-1989 16:12:24.85
|
|
To: @sys$mail:hardware,MCCARTHY
|
|
CC:
|
|
Subj: GALs in production.
|
|
|
|
|
|
Watch those GALs...at the RACES.
|
|
|
|
Three times now I have come up against timing problems with GALs on
|
|
production game boards. The problem ? The GALs are too fast compared to
|
|
pals. I am comparing 25nS GALs to 25nS PALs.
|
|
|
|
The senario is that a PAL is used to generate some timing signals. In all
|
|
cases so far the development boards used PALs because we hadn't started
|
|
using GALs yet. Come production release time we call out GALs because thats
|
|
what we do these days.
|
|
Then manufacturing calls in with problems. (Meantime the responsible
|
|
engineers have vanished.)
|
|
The problem is caused because the design relied upon a minimum delay
|
|
through the PAL. But the GALs are faster than the PALs and so are not
|
|
providing the same delay. So we have a classic race condition.
|
|
|
|
It is worth noting that the problems were voltage dependent. This is most
|
|
likely due to the fact that GALs are CMOS devices, while PALs are bipolar
|
|
devices. (Remember when CMOS used to be SLOWER than bipolar.)
|
|
|
|
Bottom line. Test your GAL circuits at 5.25 volts cold and 4.75 volts hot
|
|
to check for race conditions at both ends of the performance spectrum.
|
|
|
|
Pat.
|
|
___________________________________________________________________________
|
|
From: SANDY::DAVE 1-DEC-1989 14:40:35.32
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: RACE CONDITIONS
|
|
|
|
|
|
I hesitate to send this message since, considering how the universe works,
|
|
I'm probably cursing myself to be bitten by a race condition. HOWEVER...
|
|
|
|
The implications of Pat's message was that it was O.K. to depend on
|
|
minimum delays as long as you test your circuit with the same parts as used
|
|
in production. (Pat- I realize you may not have meant to convey that
|
|
impression.) I believe that unless a minimum delay is SPECIFICALLY mentioned
|
|
in the data book it is a grave mistake to rely on delays. It is especially
|
|
easy to fall into this trap here at Atari since we all know that tolerating
|
|
some "benign" race conditions can save some money in the form of registers
|
|
you don't need to resynchronize your signals. Tolerating races is addictive
|
|
and slowly erodes your standards of what constitutes good design the more
|
|
times you get away with it. I know I'm running this into the ground but please
|
|
|
|
|
|
JUST SAY NO! REGISTER TODAY!
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 4-DEC-1989 14:23:28.46
|
|
To: LEE,MARGOLIN
|
|
CC:
|
|
Subj: AUXGSP
|
|
|
|
|
|
I apologize for not unprotecting the directory. It is now accessible.
|
|
|
|
The program is contained in
|
|
|
|
GSPTST.ASM main program
|
|
|
|
MSGS.ASM messages
|
|
|
|
CHARS.ASM character font and character routines
|
|
|
|
Note: All test patterns and messages are written into the bit map by the
|
|
host processor; these test programs do not use the 34010's processing power.
|
|
|
|
The basic plan is:
|
|
|
|
1. Set up the 34010 display, control, and sync registers (for external
|
|
sync);
|
|
|
|
2. Write into the screen memory. (It will appear on the screen.)
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 6-DEC-1989 13:54:18.47
|
|
To: JOE,MARGOLIN
|
|
CC:
|
|
Subj: DS II
|
|
|
|
|
|
DS II 12/6/89
|
|
---------------
|
|
|
|
1. Move C89 (0.1 uF) to near R43 so it will be between C91 and the circuitry
|
|
it powers.
|
|
|
|
2. The +12V line from 80L pin 4 should go separately to +12V at C90.
|
|
Make this a heavy trace where possible.
|
|
|
|
3. Make the -12V line a heavy trace where possible.
|
|
|
|
4. Add "APPLIED RESEARCH" to the trace layer.
|
|
|
|
5. Add pin "1" to silkscreen for JSPK, J1, J3, JSERA, and JSERB.
|
|
|
|
6. Add to 2101 silkscreen the orientations for PLCC and PGA.
|
|
|
|
|
|
| PLCC
|
|
O _______________
|
|
A / |
|
|
G | |
|
|
P | |
|
|
(PGA letters turned | ADSP-2101 |
|
|
to read sideways) | |
|
|
| |
|
|
| |
|
|
-----------------
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: SANDY::HOFF 6-DEC-1989 21:59:07.92
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: overlay card spec
|
|
|
|
|
|
Jed,
|
|
I am trying to locate a copy of spec you worked from but I can
|
|
not find it in my files. I am trying to map the original functional
|
|
requirements to pieces of TIGA. Would you please send me a copy of it.
|
|
(I hope you still have one.)
|
|
Thanks,
|
|
Morgan
|
|
___________________________________________________________________________
|
|
From: CHARM::ROTBERG "Professor of Gonzo" 7-DEC-1989 14:43:34.80
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: DECEMBER 7, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
An IBM PC Clone has been brought into the STUN lab so that the installation
|
|
of the Japanese fonts can be done. Mary Fujihara has informed that the
|
|
translations of the agreed upon text has also been done, but it will need to
|
|
be edited into a Macintosh for inclusion into the program.
|
|
|
|
Anne Hayes has given us a spec for a Taiwanese chasis and color monitor that
|
|
Entropy Intl. wants to use with a STUN Runner kit (didn't know there was such
|
|
a beast!!). THis has been forward first to Jed, and then to Rick Meyette to
|
|
determine if our kit (??) will drive their equipment. I have no further
|
|
information on the status of this at this time.
|
|
___________________________________________________________________________
|
|
From: MIKE::BRESHEARS 7-DEC-1989 14:55:10.14
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: COMPANY GASOLINE CHARGES
|
|
|
|
|
|
THE COMPANY NO LONGER HAS AN ACCOUNT WITH THE MOBIL (NOW BP) LOCATED
|
|
ON ABBOTT. AS OF 12/8/89 ALL CHARGES ARE TO BE MADE WITH "VALLEY
|
|
AUTOMATED FUELS" LOCATED ON O'TOOLE AVE. ONLY THOSE WITH CREDIT CARDS
|
|
FROM "VALLEY" CAN GAS UP THEIR VEHICLES. ANY PROBLEMS/QUESTIONS PLEASE
|
|
CONTACT RICH DICKSON @ EXT. 3968.
|
|
THANK YOU AND HAPPY, HAPPY, HAPPY HOLIDAYS TO ONE AND ALL.....RICH
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 7-DEC-1989 18:11:08.41
|
|
To: HOFF,MARGOLIN
|
|
CC:
|
|
Subj: Overlay Specifications
|
|
|
|
Morgan,
|
|
|
|
The original functional requirements were:
|
|
|
|
1. Be cheap;
|
|
|
|
2. Be able to put up a cursor and some characters in a 640 x 480 format with
|
|
two bits/pixel;
|
|
|
|
3. Be cheap;
|
|
|
|
4. Accept external sync from the video board;
|
|
|
|
5. Be cheap;
|
|
|
|
|
|
The minimum number of VRAMs in a system is four, so four is what was used.
|
|
|
|
This produces a single buffer with 8K Bytes (contiguous) VRAM available for
|
|
34010 program.
|
|
|
|
There is 45K Bytes also available but it is non-contiguous consisting of
|
|
96 Bytes every 256 Bytes (until the contiguous part is reached).
|
|
|
|
Using the 45K Bytes for program would mean not being able to use the fast
|
|
screen clear mode. Fast screen clear would be able to clear (or set) the screen
|
|
in less than 100 us.
|
|
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: SANDY::HOFF 7-DEC-1989 18:16:47.52
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: Overlay Specifications
|
|
|
|
Thanks,
|
|
Be cheap,
|
|
Morgan
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 8-DEC-1989 09:14:47.39
|
|
To: @SYS$MAIL:JUNK
|
|
CC:
|
|
Subj: Nintendo Slime Bags!
|
|
|
|
|
|
This appeared on USENET yesterday, and I heard a confirming report on KCBS
|
|
radio this morning.
|
|
|
|
From: ries@venice.SEDD.TRW.COM (Marc Ries)
|
|
Newsgroups: rec.games.video
|
|
Subject: Nintendo Anti-Trust Investigation Announced
|
|
Message-ID: <179@venice.SEDD.TRW.COM>
|
|
Date: 7 Dec 89 16:37:52 GMT
|
|
Reply-To: ries@venice.sedd.trw.com (Marc Ries)
|
|
Organization: TRW
|
|
Lines: 20
|
|
References:
|
|
|
|
[Orange County, REGISTER 12/7/89]
|
|
|
|
"Nintendo possibly facing antitrust investigation -- A House committe is
|
|
expected to ask the Justice Department today to investigate videogame giant
|
|
Nintendo for possible antitrust violations.
|
|
|
|
[Nintendo] has been accused of taking actions that stifle competition from
|
|
other software makers.
|
|
|
|
... In announcing the action, U.S. Rep. Dennis Eckart, D-Ohio, chairman
|
|
of the small-business antitrust committe, said he uncovered a number of
|
|
concerns while investigating Nintendo..."
|
|
|
|
|
|
- The Gonz -
|
|
___________________________________________________________________________
|
|
From: BERT::YAMAMOTO 8-DEC-1989 12:21:57.58
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: NINTENDO'S BUSINESS PRACTICE
|
|
|
|
|
|
Yesterday, United States Congressional Representative Dennis Eckart
|
|
(D-Ohio) wrote an eleven-page letter to the Justice Department requesting
|
|
that they initiate an investigation into the business practices of
|
|
Nintendo of America. In particular, Rep. Eckart stated that he has
|
|
conducted, through the House Subcommittee he chairs, an extensive
|
|
investigation of Nintendo that has uncovered evidence that raises
|
|
serious anti-trust issues.
|
|
|
|
Rep. Eckart's letter has been distributed to the press and is a public
|
|
document. If you wish to read the letter, it will be posted on
|
|
bulletin boards in the following areas: Engineering common, Cafeteria,
|
|
Manufacturing, Customer Service, Human Resources, AOI and Tengen.
|
|
|
|
--DENNIS WOOD--
|
|
___________________________________________________________________________
|
|
From: GAWD::MCCARTHY 11-DEC-1989 13:59:00.59
|
|
To: @sys$mail:engineer,MCCARTHY
|
|
CC:
|
|
Subj: 1 MEG EPROM.OTP pricing.
|
|
|
|
|
|
PRICING FOR 1 MEG EPROMS/OTPS.
|
|
|
|
Mary just quoted 1 MEG EPROMS and OTPS in small quantities for me.
|
|
|
|
AT 5000 QTY : 1 MEG EPROM = $7.95, 1 MEG OTP = $7.50
|
|
This is a single quote for ATMEL parts, in small quantities.
|
|
We can do better.
|
|
|
|
For comaprison 27512 parts in large quantities cost us
|
|
2x 27C512 EPROMs = $6.60, 2x 27C512 OTPs = $6.00
|
|
|
|
Pat.
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 14-DEC-1989 11:02:22.46
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner Status Report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: DECEMBER 14, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
The Japanese version of the program is finished! I am however, trying to get
|
|
another Japanese speaking (reading) individual to come in and go through
|
|
each message as it appears on the screen to verify that we haven't trans-
|
|
lated anything out of context, or made some similar error. The 6 ROM images
|
|
are fully checksummed and ready to be burned and tested in the common area
|
|
as soon as we can get this verification.
|
|
___________________________________________________________________________
|
|
From: CHARM::DRIVER 14-DEC-1989 12:16:29.44
|
|
To: @SYS$MAIL:EVERYBODY
|
|
CC:
|
|
Subj: Finally... the event you've all been waiting for...
|
|
|
|
|
|
It's HARD DRIVIN' -- THE PARTY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
|
|
DATE: This Friday, December 15, 1989
|
|
WHEN: 4:30 P.M. - ????
|
|
WHERE: Engineering Common Area (675)
|
|
|
|
We want to say a big "THANK YOU", so come re-charge
|
|
your battery with:
|
|
|
|
** HOT APPETIZERS **
|
|
** BEER * WINE * SODA **
|
|
** COLD BUFFET **
|
|
|
|
FEATURING: A HARD DRIVIN' DRIVING CONTEST !!!!!!!!!!!
|
|
|
|
SEE YOU THERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
|
|
The Hard Drivin' Team
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 14-DEC-1989 12:58:54.98
|
|
To: BERT::ROTBERG,MARGOLIN
|
|
CC:
|
|
Subj: RE: STUN Runner Status Report
|
|
|
|
|
|
Do you need additional ROM checksums enabled in Self-Test?
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 14-DEC-1989 13:25:58.15
|
|
To: KIM::MARGOLIN
|
|
CC:
|
|
Subj: RE: STUN Runner Status Report
|
|
|
|
Jed,
|
|
|
|
Nope! Everything is fine with the self-test stuff for the Japanese version.
|
|
Thanks tho!
|
|
|
|
- Ed -
|
|
___________________________________________________________________________
|
|
From: BERT::GRAHAM 18-DEC-1989 08:44:16.78
|
|
To: MONCRIEF,MARGOLIN,BEHENSKY,MOTT,DURFEY
|
|
CC:
|
|
Subj: PARTY
|
|
|
|
On behalf of Design Services I'd just like to say
|
|
THANK YOU FOR A GREAT PARTY!!!!!!!!!!
|
|
|
|
KAREN
|
|
___________________________________________________________________________
|
|
From: BERT::CLARK 19-DEC-1989 13:35:21.25
|
|
To: MARGOLIN
|
|
CC:
|
|
Subj: 164 PQFP'S
|
|
|
|
|
|
PRICES AND DELIVERY AS FOLLOWS: DELIVERY IS 0-4WKS.
|
|
|
|
PRICING: 100 EA $18.65
|
|
500 EA $15.99
|
|
1K EA $14.92
|
|
|
|
INSERTION TOOL COST: UP TO 10 IS $4.48
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 21-DEC-1989 13:49:25.39
|
|
To: @STATUS
|
|
CC:
|
|
Subj: STUN Runner status report
|
|
|
|
STUN RUNNER
|
|
STUN RUNNER
|
|
GAME DEVELOPMENT STATUS STUN RUNNER
|
|
|
|
DATE: DECEMBER 21, 1989
|
|
PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88
|
|
LAB: STUN RUNNER (MULTISYNC)
|
|
EXT: 1727 OR 1720 NUMBER : 511
|
|
TEAM NU
|
|
|
|
| | SCHEDULE or | MISSED DATES |
|
|
| | <OCCURANCE> | |
|
|
------------------------------------------------------------------------
|
|
PROJECT START: < 2 MAY 88>
|
|
1ST REVIEW: < 6 JUL 88> 8 JUL 88
|
|
MULTISYNC PCB DEBUGGED < 1 AUG 88>
|
|
2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88
|
|
3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88
|
|
FOCUS GROUP: < 22 NOV 88> 16 NOV 88
|
|
4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89
|
|
FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89
|
|
FIELD TEST #2: < 16 JUN 89>
|
|
FIELD TEST #3: < 7 JUL 89>
|
|
PROD RELEASE: < 4 AUG 89> 28 JUL 89 2 JUN 89 26 MAY 89
|
|
FGA: < 18 SEP 89> 25 SEP 89 15 SEP 89 21 JUL 89
|
|
|
|
The Japanese version of the game has shipped.
|
|
___________________________________________________________________________
|
|
From: BERT::ROTBERG "Professor of Gonzo" 21-DEC-1989 14:15:58.66
|
|
To: @SYS$MAIL:ENGINEER
|
|
CC:
|
|
Subj: Saw this on USENET...
|
|
|
|
|
|
In a completely unexpected move today, Charles Babbage, creator of the
|
|
"Babbage Numerator", widely recognized to be the prototypical computer,
|
|
announced that he and his heirs will be suing all makers of computer
|
|
equipment, computer peripherals, computer-driven equipment (cars,
|
|
microwave ovens, etc) for royalty fees retroactive to December 1, 1880.
|
|
|
|
The basis for the suit is quoted: "All computers ever produced since mine
|
|
are unlicensed derivative works, and they infringe upon my copyright of
|
|
presentation appearance which I placed on the Numerator."
|
|
|
|
In a related news item, Ada Lovelace, Babbage's live-in girlfriend,
|
|
is filing a suit against all programmers, claiming that they have unlawfully
|
|
profited from her work.
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 21-DEC-1989 15:05:30.14
|
|
To: @sys$mail:mooregang/SUBJ=Mail dist lists,SHEPPERD
|
|
CC:
|
|
Subj:
|
|
|
|
|
|
Since the mail lists RAINSGANG and VANGANG didn't seem to reflect
|
|
the current organization, I merged them into a new one: MOOREGANG.
|
|
|
|
The mail lists RAINSGANG, VANGANG and MOORETEAM no longer exist.
|
|
|
|
FYI: Here's a list of some of the more commonly used lists:
|
|
|
|
EVERYBODY - Everyone who has an account on any system.
|
|
(Use of this list is reserved for special events).
|
|
JUNK - same as EVERYBODY except no project accounts,
|
|
Hoff or Moncrief.
|
|
ENGINEER - Everyone in 675 except ADMIN, FINANCE and HR.
|
|
MARKETING - Market research (Mary's group).
|
|
ANIMATORS - All the animators.
|
|
EE - Electrical Engineering (except ANIMATORS).
|
|
MOOREGANG - everyone in ENGINEER except MARKETING.
|
|
|
|
Less commonly used, probably because you didn't know about them.
|
|
|
|
ADMIN - Administration.
|
|
CUSTSVC - Customer Service.
|
|
FACILITIES - Facilities.
|
|
FINANCE - A/P, A/R and other Finance individuals.
|
|
HR - Human Resources.
|
|
MFG - All of manufacturing (everyone in 735).
|
|
|
|
You can get a list of mail distribution lists with a
|
|
|
|
$ DIR SYS$MAIL:*.DIS;
|
|
|
|
and you can find who is on what list with one of the following:
|
|
|
|
$ SEAR SYS$MAIL:*.DIS; username_to_find
|
|
or
|
|
$ TYPE SYS$MAIL:whatever.DIS
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 21-DEC-1989 15:12:04.44
|
|
To: @sys$mail:mooregang,SHEPPERD
|
|
CC:
|
|
Subj: Mail dist lists
|
|
|
|
|
|
Since the mail lists RAINSGANG and VANGANG didn't seem to reflect
|
|
the current organization, I merged them into a new one: MOOREGANG.
|
|
|
|
The mail lists RAINSGANG, VANGANG and MOORETEAM no longer exist.
|
|
|
|
FYI: Here's a list of some of the more commonly used lists:
|
|
|
|
EVERYBODY - Everyone who has an account on any system.
|
|
(Use of this list is reserved for special events).
|
|
JUNK - same as EVERYBODY except no project accounts,
|
|
Hoff or Moncrief.
|
|
ENGINEER - Everyone in 675 except ADMIN, FINANCE and HR.
|
|
MARKETING - Market research (Mary's group).
|
|
ANIMATORS - All the animators.
|
|
EE - Electrical Engineering (except ANIMATORS).
|
|
MOOREGANG - everyone in ENGINEER except MARKETING.
|
|
|
|
Less commonly used, probably because you didn't know about them.
|
|
|
|
ADMIN - Administration.
|
|
CUSTSVC - Customer Service.
|
|
FACILITIES - Facilities.
|
|
FINANCE - A/P, A/R and other Finance individuals.
|
|
HR - Human Resources.
|
|
MFG - All of manufacturing (everyone in 735).
|
|
|
|
You can get a list of mail distribution lists with a
|
|
|
|
$ DIR SYS$MAIL:*.DIS;
|
|
|
|
and you can find who is on what list with one of the following:
|
|
|
|
$ SEAR SYS$MAIL:*.DIS; username_to_find
|
|
or
|
|
$ TYPE SYS$MAIL:whatever.DIS
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: GAWD::SHEPPERD 21-DEC-1989 17:18:33.65
|
|
To: @sys$mail:ENGINEER,@sys$mail:ADMIN,@sys$mail:HR,LINDA,SHEPPERD
|
|
CC:
|
|
Subj: Ring, ring, ring goes the trolley...
|
|
|
|
|
|
We've been having some trouble with the computer room fire sensors triggering
|
|
false alarms recently. When this happens, the red bell in the main corridor
|
|
rings and it is rather loud. I'm sure you will notice it if it happens and
|
|
you'll want it to stop.
|
|
|
|
So, if there's another false alarm and the bell starts ringing and I'm not
|
|
here (it always seems to happen in the middle of the night), here is how to
|
|
make it stop:
|
|
|
|
Inside the printer room there is a panel on the wall behind the door (you'll
|
|
have to close the printer room door to get to it). Open the panel (there's a key
|
|
in the lock in the panel door) and you'll see a row of toggle switches. One is
|
|
marked "Alarm silence". Turn that switch off (down) and the bell should stop
|
|
ringing. An annoying little "beeper" inside the panel will begin sounding when
|
|
the alarm is silenced, so you can shut that up by turning off the "Trouble
|
|
silence" switch. PLEASE DON'T FLIP ANY OTHER SWITCHES. We hope to be able to
|
|
determine which sensor is causing the trouble from the array of LED's which will
|
|
remain lit after all that. Close the panel and leave a note on my door or send
|
|
VAXmail to SHEPPERD.
|
|
|
|
Sorry for any inconvience and thanks for your patience.
|
|
|
|
ds
|
|
___________________________________________________________________________
|
|
From: KIM::MARGOLIN 21-DEC-1989 17:22:27.00
|
|
To: GAWD::SHEPPERD,MARGOLIN
|
|
CC:
|
|
Subj: RE: Ring, ring, ring goes the trolley...
|
|
|
|
|
|
What if it is ringing because there is a real fire?
|
|
|
|
Jed
|
|
___________________________________________________________________________
|
|
From: KIM::SHEPPERD 21-DEC-1989 17:32:23.77
|
|
To: KIM::MARGOLIN,SHEPPERD
|
|
CC:
|
|
Subj: RE: Ring, ring, ring goes the trolley...
|
|
|
|
|
|
Then it won't matter what you do. The horn will go off, the Halon will
|
|
dump, the HVAC and power to the computers and phones will turn off and
|
|
(which, btw, will turn off the alarms). In that event, you might as well
|
|
go home.
|
|
|
|
ds
|
|
___________________________________________________________________________
|