1902 lines
105 KiB
Plaintext
1902 lines
105 KiB
Plaintext
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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ÜÛÛÛÜ
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ßßß
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ÜÛÛÛÛÛÛÛ ÛÛÛÜ ÜÛÛÛÜ ÛÛÛ ÞÝÛÛÛÞÛÛÛÛÛÛÛÛÞÛÛÛÛÛÞÛÛÛÛÜ [Pred 94]
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ÛÛÛ ÜÜÜ ÞÛÛ ÛÛß ßÛÛ ÛÛÛÞ ÛÛÛ ÛÛÛ ÜÜÜ ÞÛÛ ÜÛÛ ÞÛÛ
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ÛÛ² ÛÛ² Û²ÞÛ² ÛÛ²ÞÛ²ÞÝ ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÛÛ² Û²
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ÛÛ² ÛÛ² ÜÛ²ÞÛ² ÛÛ²ÞÛ² Û ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÜÛ²
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ÛÛ± ÛÛÞÛÛÛÛÛß ÛÛ± ÛÛ±ÞÛ± ÞÝÛÛ± ÛÛ± ÛÛ± ÛÛÛÛ±ÞÛÛÛÛÛß
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ÛÛ± ÞÛ± ÛÛ± ÛÛ± ÛÛ±ÞÛ± ÛÞÛ± ÛÛ± ÛÛ± ÛÛ± ÛÛ± ÛÛ±
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ÛÛ° ÛÛ° ÛÛ° ÛÛÜ ÜÛ± ÛÛ° ÞÞÛ° ÛÛ° ÛÛ° ÛÛ° ßÛ° ÛÛ°
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ÛÛ° ÛÛ° ÛÛ° ßÛÛÛß ÛÛ° ÛÛ° ÛÛ° ÛÛ° ÛÛÛÛÛ°Þ° ÛÛ°
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C O N S O L E M A G A Z i N E
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FRoNTiER magazine is (c) copyright 1994
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March 1994
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EDiTOR: Gordon Craick
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3Do þ Jaguar þ Genesis þ CD-i þ CD32 þ GenesisCD þ Super Nintendo
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and all other consoles
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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iNDEX TO iSSUE #1
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*******/\********
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Welcome
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Feedback
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News:
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* Neo Geo 2 to be released
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* Cartridge carousel for Genesis
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* Sega's CDX to be out in early March
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* Atari's Jaguar, a serious contender
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Features:
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* The Asian Connection - Part 1
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* The inside specs on the Atari Jaguar
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* 1994 - The year of console?
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* 1994-1997: A Timeline of the console industry
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* Glossary of Frontier/video game terms
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Editorial/Opinion:
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* Has Nintendo left things too late?
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Reviews:
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* Super Mario All-Stars
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The Cheater's Den
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Trading
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Support sites/distribution
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How *YOU* too can help out Frontier
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How to contact Frontier
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Credits/Thanx
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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ÛÛ ÛÛÞÛÛÛÛÛÝÛÛ ÛÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÛÛÞÛÛÛÛÛ²±°
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ÛÛ Û ÛÛÞÛÛÜÜÜÞÛÛ ÛÛ ÛÛ ÛÛÝÛÛÞÛÝÛÛÞÛÛÜÜÜ
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ÛÛ Û ÛÛÞÛÛßßßÞÛÛ ßÛ ÛÛ ÛÛÝÛÛ ÛÛÞÛÛßßß
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°±²ÛÛÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÛÞÛÛÛÛÞÛÛÛÛÛÝÛÛ ÛÛÞÛÛÛÛÛÝ
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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....ONE and all, now prepare for FRONTIER! First of all, before I get
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things rolling, I would like to greatly thank those who have given their
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support, comments and advice since I announced my intentions of starting
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the magazine. Even though I had a fair idea of the direction I wished
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Frontier to take, feedback has greatly helped me to decide what YOU as
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the reader want to see, and that which you don't. Frontier will
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continue to welcome this feedback, and plans on being able to adapt to
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such input as we see fit. No comment will be ignored, and Frontier will
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always welcome both positive and negative criticism.
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For those who have received Frontier having never heard of it before,
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I'll go over some of the things that this magazine will try and achieve
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and what could be referred to as the 'Frontier Philosophy'. What
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Frontier hopes to do is clear up much of the misconception, and
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misinformation that all too often circulates the consumer console
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market. We hope to combine all of the positive things that occur in the
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console newsgroups and elsewhere, such as intelligent debate, criticism,
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information, game/hardware reviews, the latest news, and anything else
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which is of interest to those who own, or are interested in consoles.
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Frontier also hopes to interview some console developers at some time
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during the future to provide direct feedback from the industry itself.
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There are quite a few other electronic magazines which you may be well
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aware of, but I feel that there are many ways in which these magazines
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could be improved, and there are many things that you will see in
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Frontier that you would unlikely find in these. Coverage will be more
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complete, covering just about all consoles that may exist today or in
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the future with information that is both balanced, but at the same time
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not dry and uninteresting. The main philosophy of Frontier is a magazine
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that "aims to compete with, but to co-exist with other publications".
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Frontier won't stoop to stupid petty-talk and competitive banter because
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mainly we feel that such actions don't really help anyone. We will
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listen to feedback and negative criticism keenly, but any petty talk
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will largely be ignored. The great thing about an electronic magazines
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is that there is no compulsive *need* to be competitive, it is not as if
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we will be fighting for profits or anything like that. Since the
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magazine (and other electronic mags) are entirely free, you can afford
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to read two or more of these to gain the maximum amount of information
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and coverage of the console scene. If you want fancy reviews and
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hundreds of pretty screen-shots, fine, there are plenty of
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'off-the-shelf' magazines which have the resources to maintain such a
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format, so if you like the mostly pictures, and little words type,
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Frontier certainly doesn't discourage you from shelling out your money
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for them. Frontier intends to offer mature comment and debate, and tries
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to stay clear of being just a little kiddie's mag. The fact is the of
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the matter is that the gaming industry is no longer one entirely for
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those under 14 years of age, but now reaches out to a much wider market
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(but more of that later in Frontier).
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All that you read in Frontier will be contributed purely for the
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satisfaction of knowing that their article or opinion may be
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read or replied to right across the world. In this way Frontier will try
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and remain as independent as possible, not covering one console overly
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more than another because we are paid to do so. Frontier welcomes any
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comment on what we publish, and in following issues may follow up or
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reply to feedback on a certain topic or article. Anything is really open
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for comment and that is what Frontier is hoping for and in the words of
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Marty Chinn: "at last, a magazine for the people". Your opinions will
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largely shape Frontier, if you want something included, or *don't*
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approve of some aspect, let me know and the magazine can hopefully adapt
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to this.
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You have probably had enough of reading all of this, but at least you
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now know now where Frontier stands for and what it hopes to provide in
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existing. I could comment for quite a bit more, but I'll let the
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magazine do all of the commentary for you. To use a cliche' for lack of
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better thought, happy reading!
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* Unfortunately, I have been experiencing some email problems in the
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last few weeks, so it appears as if lots of mail has gone missing. If
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you haven't heard back from me, it is most likely a result of this. Try
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contacting me again, and any material you might have ready can be put in
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Frontier's April edition. Things have not suffered too badly, but there
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are a lot less reviews that I would have wanted.
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Gordon Craick (Editor -> FRONTiER magazine)
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< March 1st, 1994 >
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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ÛÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛ ÛÛÝÛÛÛÛÛÛ²±°
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ÛÛ ÛÛÞÛÛÜÜÜ ÛÛ ÛÛÝÛÛÜÜÜÜ
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ÛÛ ÛÛÞÛÛßßß ÛÛ Û ÛÛÝßßßßÛÛ
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°±²ÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÝÛÛÛÛÛÛ
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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Frontier's regular news section. News will be covered as fairly and as
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concisely as possible, and will not be including anything that can't be
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substantiated, without saying so. Rumours will described as such, and if
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they later turn out to be factual, Frontier will update it accordingly.
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If you believe you have some news which you think it is hot, please send
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it in and help contribute. There is lots of news to talk about this
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month, but only those news items which are in some way important will be
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covered.
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NEO GEO '2' TO BE RELEASED
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************/\************
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AFTER the largely unsuccessful home version of SNK's NeoGeo console,
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SNK is gearing up for the release of their second generation unit the
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NeoGeo '2' (the actual name is a little sketchy). The NeoGeo unit was
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the first to offer actual arcade games to the home consumer, though
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never really took off due to the expensive software prices. SNK has
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stated that the second generation NeoGeo will be similar to the first
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generation, offering 24 bit processing, medium-high resolution,
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thousands of colours, large cartridge storage capabilities, but this
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time with the addition of a massive 7 megabytes (yes, megaBYTES) of
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RAM and a CD-ROM. SNK has also announced that they will be heavily
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reducing software prices from around the $130-$150 mark to around
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$60-$70 to compete with today's home market. The NeoGeo is
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technically not a bad machine and offers some good games, but has it
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left it too late to contest against units such as the Jaguar and 3DO?
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Most previous NeoGeo games have been developed inhouse at SNK - which
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has been little limiting in the quality and variety of games.
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Frontier believes that other developers may be enticed to develop on
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the machine to reach the mass market. The NeoGeo '2' will be released
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mid to late 1994.
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CARTRIDGE CAROUSEL FOR GENESIS
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**************/\**************
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YOU'RE probably all aware of the CD carousel units which have been
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available in the audio market for a few years now, allowing several
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CD's to be rotated according to the user's needs - negating the need
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to change CD's all the time. Now you can purchase a similar device
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for your Genesis, allowing up to six separate cartridges to be
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rotated automatically and inserted into your machine. Sounds a little
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gimmicky, and probably is, but for those who are rapidly changing
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cartridges it *may* come in useful. The cartridge carousel device
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costs carries a RRP of $49.99 and is available soon in most major
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stores.
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32 BIT PC ENGINE DUE OUT SOON
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*************/\**************
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NEC's PC Engine has received mixed reaction from the worldwide market
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since initial release early in late 1987. The Engine was according to
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many, a long way ahead of its time by offering capabilities way above
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that of the other consoles of time such as the NES and Master System
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- maybe *too* ahead of its time. Although it offered only an 8 bit
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processor, it had a very 16 bit look about it, offering lots of
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colours and some very decent special effects. NEC the very first to
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market an addon CD-ROM drive to its machine back in 1988, and
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although it wasn't anything spectacular, was the first of its kind -
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the PC Engine games have had the most CD titles of any machine ever
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since. Despite this, the unit never took off anywhere other than
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Japan, where it is quite popular with millions sold. NEC released a
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version of the PC Engine in the US in 1990, and then tried various
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tricks to entice the market there, though none of them really worked.
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It sold a couple of million units, but compared to the SNES and
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Genesis, very little. Since 1987, nine(!) different versions of the
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PC Engine have been released, including a (full colour) compatible
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handheld version - many believe that this still is the best handheld
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unit available.
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Hoping to continue capturing the Japanese, and maybe truly
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worldwide markets, NEC has developed the PC Engine 'Tetsujin'. The
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Tetsujin has been in the works for quite a while (since at least
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1991), and release dates have constantly being pushed back. Exact
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technical details are a little quiet from NEC - Frontier believes
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this may be because *some* aspects of the Tetsujin are not quite as
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technically attention grabbing as many of the new consoles. What NEC
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*has* announced is that the Tetsujin will contain a 25mhz RISC
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processor, 24 bit colour, possibly PC Engine compatibility, plus five
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custom chips, compressed FMV capabilities, and a decent CD drive to
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match - which puts it right up there. Developer support is *fair*
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comprising mostly of NEC inhouse, the large Japanese
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software/hardware firm Hudsonsoft, and previous other PC Engine
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developers. Frontier feels that this unit may take off *very* well in
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Japan and some Asian countries, maybe instead of the western designed
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and largely supported Jaguar or 3DO. A wider capture of the market
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may be difficult. A combined Japanese/US launch for the new 32 bit PC
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engine seems likely in around two months (April/May). It won't be
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long however until we can all get to see whether NEC's Tetsujin (a
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name change likely for the US) can compete with the likes of the
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Jaguar, 3DO, and eventually the Saturn. You can be sure that Frontier
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will be expanding PC Engine support if it does. Release price will be
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around $300.
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SEGA's CDX TO BE OUT EARLY MARCH
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***************/\***************
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SEGA's original addon unit for the Genesis has been out for around a
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year now, but is not yet selling anything like Sega had predicted. To
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try and combat this slump, Sega will be releasing a combined
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Genesis/SegaCD machine, named the CDX. Many would have probably
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remembered talk about the 'WonderMega' before the SegaCD addon was
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released, and despite the supposed cancellation of the WonderMega,
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the CDX appears to be the very incarnation of the same unit.
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The CDX technically is no different to a separate Genesis and
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SegaCD unit linked together, but offers an overall neater styling and
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some extra features which may make it more attractive to the
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consumer. Discs will be compatible in every way, so neither
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developers or consumers can feel cheated by this move. Some of the
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additional features include the ability to carry the CDX as a
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'Discman' type arrangement, making it attractive as a portable CD
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player as well as a CD games machine. Also included is the Genesis 6
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button controller, which now looks like becoming the standard for
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Genesis games. Software such as Sonic CD, Ecco CD, and the Sega
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ClassicsCD is included to attract interest. All up the CDX will cost
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$399.99 and should be available in the US in the coming week or so at
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most console stores. Sega's CDX will be available in Europe, the UK
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and Australia in around April/May.
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ATARI'S JAGUAR - A SERIOUS COMPETITOR
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*****************/\******************
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THE Atari 64 bit Jaguar was officially released in the United States
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in early January, and so far most things look promising. General
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reaction is that of a serious competitor offering a price that is
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amazing for such a powerful machine, both from the industry and the
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general public. Such evidence was seen at the CES, where many
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developers (and even some rivals) were approaching Atari for
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development information, and test units, etc. Even though there has
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been a fair amount of petty bickering between the 3DO and Jaguar
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camps, it is clear that the $250 Jaguar is aimed at the standard
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SNES/Genesis consumer, while the $650 3DO aims to compete in the
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upper end of the market (for the moment anyway).
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Atari, while unwilling to commit firm sales figures has stated that
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the Jaguar is selling better than some of their expectations. Word is
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that the sales have reached around 200,000 units in the US (release
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in other countries is imminent) in the first few months of release
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which is very healthy. Around 50-60 developers are already signed up
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for the Jaguar (including many big names), and around 60-70 games are
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in development.
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Atari stock has risen and fallen since release which may worry
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some consumers, but it is nothing dramatic, which tends to suggest
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the majority of investors feel comfortable with their investment(s).
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Most of these fluctuations seem due to some inaccurate reports from
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the media.
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Extensive advertising is being targeted at the consumer in the coming
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months to try and convince you to purchase the Jaguar, both in
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magazines, television and other forms of media - you can expect to
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see and hear a lot more of the unit from all round, including here in
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Frontier.
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OTHER NEWS
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****/\****
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- There are *rumours* that Silicon Graphics has pulled out of Nintendo's
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'Project Reality'. If this is in fact true, Nintendo looks to be real
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trouble in a few years time. Frontier has yet been able to verify or
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lay to rest this claim and is still researching the matter, so take
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it as you will.
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- Sega has reportedly approached Microsoft to build the operating
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system for their new 32 bit Saturn. Nothing has been finalised yet
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but if the deal is successful, the Saturn looks like being a very
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strong competitor to the 3DO and Jaguar. False rumours are running
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wild about the Saturn's capabilities, especially in the Asian media
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(not surprisingly) but the specifications don't look like being much
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different to what you might have read a few months ago.
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- StarFox 2 (or StarWing in some countries) is currently in
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development according to Nintendo. Enhancements over the first
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Starfox include: split screen action, enhanced polygons, shading, and
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texture mapping using Nintendo's largely enhanced FX2 chip, plus a
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reported faster game play, and possibly other additions. Frontier's
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opinion is that when compared to the Jaguar and Cybermorph, the FX
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chips capabilities and the prospect of FX games no longer looks as
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exciting as it once did only six months ago.
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- The 3DO company is currently proposing the 3DO II standard which
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will likely mean 3DO-2 units out in 1996. While being backward
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compatible with today's 3DO games, the clock speed is expected to be
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doubled, plus other changes. Any other further talk that you might
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have heard is purely speculation, as the proposal is still just that.
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- Sanyo's 3DO unit is still in the final stages of development. A
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preview was shown at the Winter CES show, although it is not expected
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to be released until the 2nd half of this year due to extensive
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testing. The differences between Sanyo's and Panasonic's 3DO units is
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that the Sanyo 3DO will feature a single chip processor, slightly
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slicker unit, plus a cheaper price tag. Despite many reports that
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have been constantly surfacing (E_M), Sanyo and AT&T's versions of
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the 3DO have NOT been cancelled and are proceeding as planned.
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- Commodore has announced 700,000 sales worldwide of their CD32 unit
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since release. This seems highly exadurated, and the actual figure
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seems likely to even 1/4 of that.
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- According to 3DO, around 550 developers have so far obtained 3DO
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licenses. Of that, 187 have purchased development kits - so expect
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around 90-120 3DO titles in the next year.
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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°±²ÛÛÛÛÛÝÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞ ÛÛÞÛÛÛÛÛÜÞÛÛÛÛÛÞÛÛÛÛÛÛ²±°
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ÛÛ ÞÛÛÜÜÜÞÛÛ ÛÛ ÛÛÝ ÜÛ ÛÛÞÛÛ ÛÛÞÛÛÜÜÜÞÛÛÜÜÜÜ
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ÛÛÛÛ ÞÛÛßßßÞÛÛÛÛÛÛ ÛÛÝ ÛÛ ÛÛÞÛÛÛÛÜßÞÛÛßßß ßßßßÛÛ
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ÛÛ ÞÛÛÛÛÛÞÛÛ ÛÛ ÛÛÝ ÛÛÛÛÛÛÛÞÛÛ ÛÛÞÛÛÛÛÛÞÛÛÛÛÛÛ
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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THE ASiAN CONNECTION - Part 1
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************/\***************
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/\ Tim Wenas
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Whew! Just arrived from the Asian regions... visiting Bali, Jarkarta,
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Kuala Lumpur (KL, in Malaysia) and Singapore. The games scene is going
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strong as ever there, just about all children being familiar with video
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games. A short description of each place I visited.
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BALI: Great to relax, but don't go there for any video games hardware
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and software. Cheap clothes, if you can find any large enough for you to
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wear.
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JAKARTA, INDONESIA: I spent most of my holidays here, and found it is
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the best place to go shopping for electronics, overall. As long as you
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know where to go (I recommend Panchoran (Chinatown) in central Jakarta.
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It's about eight stories of small shops, nearly all of which sell video
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games or computers. Truly Heaven! Not for the faint-hearted or
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claustrophobic - the aisles between the shops are less than a metre
|
|
wide.) SNES and Genesis machines are about 1/3 to half the price they
|
|
are here. Genesis games start from $10, SNES games from about Au$25.
|
|
Knowing the language can help greatly, as you can pay up to five times a
|
|
local would if you don't! DBUs (Disk Backup Units) are harder to find,
|
|
but they are definitely available here, and piracy in Asia is as rife at
|
|
it has ever been. The price isn't as good as from Hong Kong or Taiwan,
|
|
but still cheaper than here. Games there ranged from the popular
|
|
Dragonball Z II, SF2 Turbo, Turtle Tournament Fighters, and an
|
|
interesting one was the new Nintendo Super FX car racing game, where you
|
|
control a dune buggy. New releases cost about 70,000R, approximately
|
|
$35. My Conclusion? Great for shopping, but other problems such as
|
|
pollution and flooding doesn't help in these areas!
|
|
|
|
KUALA LUMPUR, MALAYSIA: Malaysia is *much* cleaner than Jakarta, but
|
|
video games are more expensive. For PC software, the latest releases are
|
|
about $7 (most likely pirated versions). It seems to me like all the shops
|
|
pirate stuff for you... Kuala Lumpur, good for PC stuff, but console
|
|
games/hardware is more expensive than Jakarta, but still cheaper than
|
|
here!
|
|
|
|
SINGAPORE: This is the place where you can't spit, chew gum, walk across
|
|
the street etc, or be fined $500 (or both). However, it's the cleanest
|
|
place I've ever seen, and the air even seems cleaner than many places I
|
|
have visited! Unfortunately, the high cost of living translates into a
|
|
higher cost of goods, but the goods are about the most up-to-date you can
|
|
get. For example, Iron Helix (a PC CD-ROM game) has been released most
|
|
places for about three months and sells for about $70. In Singapore the
|
|
game is about seven months old and sells for $30. The console games are
|
|
all recent, but cost about 50% more than Jakarta. Console hardware costs
|
|
about 50% of the price here.
|
|
|
|
Overall? The Asian gaming scene is a lot cheaper if you know where to
|
|
look. (Gordon - but piracy is also a big problem, this may worry some
|
|
and be good news for others.)
|
|
|
|
Here are some hints for shopping in Asia in general:
|
|
|
|
1) Don't shop at big department stores, ground level stores with a view
|
|
of the street and are usually are air-conditioned. All these stores pay
|
|
big bucks for the comfort, and that'll come out in their prices. Stick
|
|
to small stores in out-of-the-way places if you want the cheapest goods
|
|
you can find.
|
|
|
|
2) If you don't speak the language, or are obviously a foreigner (which
|
|
will be a problem for most, unless you are Asian yourself), you'll
|
|
probably pay more than the locals. Bargain as hard as possible, and as
|
|
long as you pay less than you would here you're getting a good deal. At
|
|
first, a guy wanted 100,000R for a Gameboy 50-in-1 cartridge. I got him
|
|
down to 50,000R, about $20 but a local probably would have got it for
|
|
40,000R.
|
|
|
|
Places to go...
|
|
|
|
In Jakarta: Panchoran (Chinatown). The best place to go for computer and
|
|
console wares. Try International Trade Centre as well, but there are far
|
|
less shops. The prices are slightly cheaper, you can get many cheap
|
|
games if you look.
|
|
|
|
Malaysia: Imbi Plaza in central Kaula Lumpur. Not too much console
|
|
goods, maybe five shops, but plenty of shops selling computer software,
|
|
from NEC Versa notebooks to pirated software. I would have liked an
|
|
Advanced Gravis Ultrasound for $150, but I didn't have the dough...
|
|
There are probably more places but I didn't spend long here.
|
|
|
|
Singapore: Sim Lim Square. Absolutely HUGE! Some places more expensive
|
|
than here, however, spend at least a day here and you'll find a bargain
|
|
guaranteed. How about a Creative Labs Video Blaster for $220?
|
|
|
|
So there's a brief documentary on the actual shopping for consoles in
|
|
Asia. See my next article in issue #2 of FRONTIER for specific details
|
|
about consoles and those available in Asia...
|
|
|
|
---> GC's comments: Asia seems to be *the* place for just about all
|
|
types of console and other software. It seems that if you can bargain
|
|
hard and at least have a basic understanding of the local customs and
|
|
language you will have a definite advantage. At the very least, this
|
|
article should give you a good idea on what to expect, and things to
|
|
look out for. As you can probably make out, piracy is pretty (well very)
|
|
common in Asia, maybe 50% of software is in fact not authorised by the
|
|
publishers. It is really up to the individual as to what they might
|
|
choose to buy and not buy. Another point to remember that each piece of
|
|
software you bring in from another country (especially if purchased from
|
|
an Asian country), may be scrutinised by customs. You may also have to
|
|
pay various duties depending on the amount of goods you are going to be
|
|
bringing into your country. Of course this will vary between different
|
|
countries, but I know that in the United States the computer game
|
|
industry is pressing for a greater control on imported software -
|
|
especially that coming in from Asia. If you have any questions or
|
|
feedback for Tim regarding the Asian markets, let me know and I will
|
|
gladly pass them on to him.
|
|
|
|
|
|
THE INSiDE SPECS ON THE ATARI JAGUAR
|
|
***************/\*******************
|
|
THIS the first of a series of articles on the technical specifications
|
|
of the new 32 bit+ that have recently entered the market. I am hoping to
|
|
cover the 3DO, CD32, and probably the GenesisCD & CD-i units in future
|
|
issues. This month Atari's 64 bit Jaguar gets the look over technically.
|
|
This information has been compiled from a number of sources, including
|
|
the technical specs from Atari themselves, and various information
|
|
floating around the internet. Therefore some of it may be a bit
|
|
exadurated because of this. Please let me know of any *definite*
|
|
inaccuracies which you are *sure* of so as that I can clear
|
|
these points up in future issues.
|
|
|
|
MANUFACTURER/APPEARANCE: The Jaguar is assembled by IBM in the United
|
|
States, due to a multi-million dollar agreement between Atari and IBM of
|
|
America. It is unlikely IBM will play a further role in the Jaguar other
|
|
than manufacturing, but then again, who knows? The Jaguar unit itself is
|
|
sleek (sexy) in appearance, with a matt-black durable chassis. Unit size
|
|
is slightly larger than the SNES, and around 1/3 the size of the 3DO.
|
|
Cartridges fit in the top of the machine and controllers fit into the
|
|
front-side of the unit.
|
|
|
|
CONTROLLER: The Jaguar comes standard with a combined control pad and
|
|
'keypad' in one. Now this is a pretty different controller to that you
|
|
might have been used to, offering a sort of pillar design. The easiest
|
|
way to describe it in words is that the main controller buttons and
|
|
movement pad are on the top, while the keypad can be best described of
|
|
down the 'walls' of the pillar. Sounds strange (and is), but most seem
|
|
to feel that it is a very functional design during play and not too hard
|
|
to get used to.
|
|
The control pad function of the controller is nothing special, and
|
|
most comparable in function to the Genesis standard pad, only with a
|
|
slightly different design. Now the keypad part of the controller is an
|
|
interesting device, which is truly unique to the Jaguar. In fact, those
|
|
who have been video gaming since the early 80's may realise that the
|
|
keypad is quite similar to the Atari 2600 controller which came with the
|
|
original Star Raiders, around 12 years ago (as an interesting footnote,
|
|
StarRaiders 2000 is coming out soon on the Jaguar). Consisting of 12
|
|
buttons, it allows a variety of functions that would be required for
|
|
RPG's, simulations or those games which could be simplified by using a
|
|
keypad function instead of say, regularly wading through a list of menu
|
|
options. While appearing uncomfortable to hold, most Jaguar owners say
|
|
the controller is in fact quite manageable once used to. Atari has taken
|
|
a lead in this regard including the keypad as standard, leaving units
|
|
such as the 3DO to charge separately for similar devices which are
|
|
planned. The controller port has also been designed in mind to accept
|
|
optional addon devices of either a digital or analogue connection, eg:
|
|
mice, VR devices, full keyboards, guns, etc.
|
|
|
|
PROCESSOR: Now this would have to be one of the most confusing (to many
|
|
it seems) part of the Jaguar, so I will try to explain it as simply and
|
|
accurately as I can. Now if you are used to the PC world of a fixed
|
|
single/dedicated instruction processor, try and put them out of your
|
|
mind as the Jaguar is of a completely different nature. Foremost, the
|
|
heart of the unit lies in three visible chips on the mainboard, the two
|
|
of most importance and function are codenamed "Tom" and "Jerry", the
|
|
third the familiar 68000 used in the Amiga, and other units. Tom and
|
|
Jerry are made by an 'unnamed' producer and the 68000 made by chip
|
|
manufacturer, Motorolla. Both "Tom" and "Jerry" are not really
|
|
individual processors at all, but together they form four individual
|
|
processors.
|
|
|
|
"Tom" contains three processors, a 64 bit graphical processor, 64 bit
|
|
object processor, 64 bit 'blitter' or general processing/logic
|
|
processor. All memory access and control is done through Tom's
|
|
architecture. The graphical processor handles less specialised graphical
|
|
effects (such as shading, texture mapping), but also acts as a general
|
|
processor for the rest of the machine. The object processor largely acts
|
|
as a sprite controller, giving massive sprite control to an extent where
|
|
'sprites' really lose their significance. Processing in a number of
|
|
different ways, the sprite controller (in a fashion) can act as a
|
|
polygon processor, single graphical bit processor (such is required for
|
|
FMV for CD), text-mode processor (such as required for fonts, text and
|
|
manipulation, etc) and other functions.
|
|
|
|
"Jerry" contains the signal processor, plus a control processor for
|
|
controller input, and a timer block consisting of timers, a UART for
|
|
buffering of information, etc. While Jerry is probably the smaller of
|
|
the two main processors, it is as equally important for the Jaguar's
|
|
processing as "Tom". The signal processor in Jerry handles all sound
|
|
functions such as music, sound effects and spooling of information off
|
|
CD (see: SOUND). Jerry can also operate at as a general purpose
|
|
processor, as with "Tom".
|
|
|
|
The fifth processor is the single chip 13mhz 68000, and in the scheme of
|
|
things, the least important of the three chips. Basically, the 68000
|
|
operates as either a general/control processor for Tom and Jerry, but
|
|
can also operate in parallel at 16 bit with the other processors. Some
|
|
have been claiming that because of this chip, the machine is not a true
|
|
64 bit machine. That is not true, but it is a little hard to define in
|
|
simple terms, maybe the Jaguar can not be called a *wholly* 64 bit
|
|
machine, but in most other senses of the word it operates at 64 bit. The
|
|
main thing that needs to be pointed out to those that have been saying
|
|
otherwise, is that 64 bit data does *not* have to pass through the 16
|
|
bit 68000 to travel to the rest of the machine's architecture and acts
|
|
independently from the RISC chips. Developers can use it for extra
|
|
grunt if required (as an extra 16 bit processor), or if they wish, use it
|
|
only as the most menial of tasks. The extra processor is simply there to
|
|
provide more processing power and act to take the load off Tom and Jerry.
|
|
In a way the Jaguar is like having the processing power of a 486 and an
|
|
Amiga 500 computer combined together!
|
|
|
|
What needs to be strongly taken into consideration is that these chips
|
|
(Tom and Jerry at least) are a lot 'smarter' due to the RISC
|
|
architecture than needed to process their specific functions. Hence a
|
|
chip may be able to process operations/instructions AS WELL as function
|
|
competently in its task. In a way the Jaguar can possibly claim to be a
|
|
better than 64 machine, as function as a 64 bit machine, but
|
|
there is a lot of extra processing power there available. Therefore the
|
|
term of '64 bit' and similarly the term 'bit' is now pretty much blurred
|
|
in the console world.
|
|
|
|
GRAPHICS: Graphics, at least display wise are not much different to
|
|
anything else you would have seen in other consoles, with a maximum of 24
|
|
bit graphics and 16.8 million colours on screen at a time. Resolution is
|
|
partially only limited by software (much like the Amiga computers), so
|
|
the Jaguar can display resolution at television quality or above that
|
|
for dedicated monitors, SVHS, etc. The graphical processors in the Jaguar are
|
|
complex enough to produce several different types of graphics, so just
|
|
about all types of games you would now be familiar with are possible
|
|
(plus probably more). Several thousand polygons can be displayed on the
|
|
screen at once, which can be generated and animated in real time.
|
|
Goudraud shading can also be applied real time to polygons. This makes
|
|
the Jaguar's polygon generation several times more powerful than the 3DO
|
|
or Nintendo's FX2 chip. Standard sprite/pixelated generation is probably
|
|
not much different to what you would find in other consoles, though the
|
|
power of 64 bit processing allows real-time plotting and rendering to be
|
|
done very quickly. A number of special effects are made possible by the
|
|
graphical processor(s) such as smooth/parallax scrolling, texture
|
|
mapping, sprite manipulation, morphing and more. The advantage of a 64
|
|
bit processor will most likely allow fast frame rates with little of the
|
|
'fuzziness' usually associated with fast animation/action - especially
|
|
for FMV spooled off CD.
|
|
|
|
SOUND: The Jaguar's audible processor is really quite sophisticated, and
|
|
can operate in a number of different modes: wavetable (digital sound),
|
|
AM sythesised (different frequencies to FM synthesis), FM synthesis, and
|
|
FM wavetable synthesis (digitised sound used as instruments). All operate
|
|
in 16 bit stereo at slightly above CD quality - so sound is the similar
|
|
to what you would find in the more expensive ($300+) PC sound cards.
|
|
Sound quality is equivalent or even better than you would probably find
|
|
on a PAS16+, GUS, SB16 w/ Waveblaster sound card. Number of audio
|
|
channels is really only limited by processing power used. When the CD
|
|
addon is available, you can expect sound to be at least as good as a
|
|
standard hi-fi.
|
|
|
|
EXPANSION/PORTS: The Jaguar has a fair number of external ports,
|
|
allowing lots of external addition if later required. Firstly, there is
|
|
the NTSC (or PAL) RF socket for connection to your standard television.
|
|
Similar to the SNES, those wishing a RGB composite connection to a
|
|
monitor, etc or want true stereo sound (for connection to your stereo
|
|
system, stereo VCR, etc) will need to buy the special connector cable,
|
|
which costs around $30. The other alternative is to attempt to make one
|
|
yourself). There are two versions of the cable available for different
|
|
output signals, a SVHS version and standard composite version.
|
|
The cartridge port of the Jaguar doubles as a 32 bit expansion port, and is
|
|
where any additional addons can be connected. A standard(ish) serial port
|
|
is included to facilitate connection to modems, computers??, etc. There is
|
|
also a special com port for connection to the Lynx handheld unit or other
|
|
Jaguar machines, which so far Atari has commented little on how it will be
|
|
utilised. The general consensus is that it will allow you is that it will
|
|
allow the use of Lynx machines as 'intelligent' controllers and also provides
|
|
the facility for linking of multiple Jaguar units for multi-player games
|
|
(ie: Doom!). Last, but definitely not least is an external DSP (digital
|
|
signal processing) port which will allow direct transferral of
|
|
information/control between the Jaguar and other digital devices (CD
|
|
players, DCC units, stereo systems, etc). The Jaguar is the only machine
|
|
that includes an external DSP port.
|
|
|
|
OPERATING SYSTEM: Unlike the 3DO system, the Jaguar does not include an
|
|
inbuilt operating system. Now this can either be considered a definite
|
|
advantage or disadvantage. The advantage is that developers can directly
|
|
access the hardware through direct low level (assembly) programming,
|
|
allowing greater and complete control of both the machine and software.
|
|
The disadvantage (if you want to consider them), is that the it makes
|
|
the machine a bit trickier to develop on for those uninitiated, and
|
|
standard runtime debugging, error detection has to be built into the
|
|
developer's software - adding to code/game size. Most likely, certain
|
|
developers will come up with their own sort of 'operating system' (or
|
|
set of common instructions, or routines) to use for a number of their
|
|
releases. Another distinct disadvantage is that it means that code/games
|
|
can't be as quite as easily ported to the Jaguar, than say the 3DO -
|
|
which uses a combination of high level (easily portable) and low level
|
|
languages.
|
|
|
|
STORAGE: The Jaguar itself includes 2 megabytes of high speed RAM as
|
|
standard, though more could probably be added in future if required.
|
|
Storage for the stand-alone Jaguar unit is standard cartridge. Average
|
|
cartridge storage space is 2 megabytes (16 megabit) though six megabytes
|
|
of storage space are possible. This doesn't sound much, but Atari claim
|
|
that through their custom compression algorithm (an extension of the
|
|
JPEG standard) can push this to as much as 40-50 megabytes (400
|
|
megabit). This allows for a little FMV in some games, though for real
|
|
FMV we will have to wait for the JaguarCD which will allow 540 megabytes
|
|
(4300 megabits). With compression, this will allow around a gigabyte of
|
|
visual information on CD.
|
|
|
|
JAGUAR-CD ADDON: As the JaguarCD addon is a while away yet, specs may
|
|
change before release. Therefore a similar article to this *may* be
|
|
written in a future issue of Frontier, covering just the JaguarCD addon.
|
|
Plans are for the JaguarCD to plug into the Jaguar's cartridge/expansion
|
|
port. Presumably Atari will include an extra cartridge port on the
|
|
JaguarCD for room to expand further. The access/spin speed of the
|
|
JaguarCD will be double-speed so no serious slow down should be
|
|
encountered. CD formats the JaguarCD will be compatible with include:
|
|
standard CD, CD+G (CD with graphics), and Kodak Photo CD (photograph on
|
|
CD). MPEG2 (an extension of the CD-i standard) is also promised via an
|
|
optional addon, allowing 60 minutes of CD on a single disc. Other
|
|
standards and improvements to the JaguarCD are likely with optional data
|
|
cartridges (much with CD-i). In essence you have a quality CD player
|
|
with fancy options limited only by software, JaguarCD game player, and
|
|
so-so video player. I say "so-so" because the MPEG standard appears not
|
|
quite formulated; there are a number of slight niggling problems which
|
|
need to be ironed out before it is standardised - digital video appears
|
|
to be the future, but not quite yet. The future of the Jaguar largely
|
|
lies with the CD, the thing that will either set it apart
|
|
technologically from the other new consoles, or make it inferior.
|
|
JaguarCD will be out in the later half of 1994 and cost around
|
|
$200-$300.
|
|
|
|
RELEASE: United States - January (out now) 1994
|
|
Australia/UK/Europe - June 1994
|
|
|
|
This information can be greatly simplified in the following tabular
|
|
format...
|
|
|
|
PROCESSOR(S):
|
|
- Based on the RISC (Reduced Instruction Set Chip)
|
|
- 64 bits at 55 MIPS (Millions Instructions Per Second)
|
|
- Reported clock speed of 26.6mhz
|
|
64 bit "Tom" processor consisting of:
|
|
- General graphical processor
|
|
- Object processor
|
|
- General processing/logic circuits
|
|
- Memory access circuits
|
|
32 bit "Jerry" processor consisting of:
|
|
- Sound processing/CD spooling
|
|
- Timing, UART circuits
|
|
- Control processing
|
|
- General processing
|
|
16 bit 68000 chip (13mhz) for general processing/control
|
|
|
|
GRAPHICS:
|
|
- 24 bit
|
|
- Resolution of approx 800x576 (more with software programming)
|
|
- 16,777,216 colours on screen
|
|
- FMV and specialised graphical manipulation
|
|
|
|
SOUND:
|
|
- 16 bit true stereo
|
|
- FM synthesis
|
|
- FM wavetable synthesis
|
|
- AM synthesis
|
|
- Multiple digital sound channels (limited only by software)
|
|
- CD Quality (44.1khz)
|
|
|
|
EXPANSION/PORTS:
|
|
- 32 bit cartridge port/expansion port
|
|
- RF output
|
|
- External output socket (for SVHS or RGB composite cable & stereo sound)
|
|
- Two digital/analog control ports
|
|
|
|
CONTROL:
|
|
- 12 key keypad/combined control pad:
|
|
- 3 'action' buttons
|
|
- Multi-directional control pad
|
|
- Pause, Select buttons
|
|
- 12 soft keys
|
|
|
|
STORAGE:
|
|
- 2 megabytes of general RAM
|
|
- Maximum cartridge storage 6 megabytes
|
|
- Capable of general Jaguar expansion/enhancement
|
|
- Proprietary JPEG compression (50 megabytes compressed data)
|
|
- Bus speed of 106 mbyte/sec (transfer rate)
|
|
|
|
JAGUAR-CD ADDON:
|
|
- 350 m/s access
|
|
- 540 megabytes uncompressed storage (more with compression)
|
|
- Cartridge/expansion port
|
|
- ???? (a lot to be yet finalised or published by Atari)
|
|
|
|
PRICE: $US250
|
|
|
|
If you have understood of all of this (?), you will probably realise
|
|
just how powerful the Jaguar really is. It more powerful than any of the
|
|
console machines now released, or that are likely to be released for a
|
|
while, except maybe for Nintendo's 64 bit machine. It has multiple
|
|
processors which handle different parts of the machine (though so does
|
|
the 3DO), not making one thing slow down/suffer because of a processor
|
|
being busy. It offers all the technology that you would probably shell
|
|
out $2000 for in a fully-fitted PC, all for around $250. In fact, we
|
|
will not probably see the full power of the Jaguar until developers get
|
|
used to working on such a high powered machine. Games need to be
|
|
designed with the Jaguar specifically in mind so that we can begin to
|
|
see games that offer more than those on other consoles. Atari has got
|
|
the machine almost perfect, now lets hope they can get the developers
|
|
and consumer market interested with some quality games in the next few
|
|
months.
|
|
|
|
* Please let me know if you need any of these points clarifying, as I
|
|
don't wish to go overboard and produce a 10,000 word article on various
|
|
specifics which would most likely confuse or bore a lot of people!
|
|
|
|
|
|
1994 - THE YEAR OF THE CONSOLE?
|
|
**************/\***************
|
|
1994 is shaping up to be one of the biggest periods that the electronic
|
|
entertainment industry has faced since its inception. It has been 15
|
|
years since we first saw Pong played back in the arcade, and many will
|
|
argue that it was from this machine that spawned what we know as
|
|
the electronic entertainment industry today. The 1980's saw the
|
|
emergence of machines such as the Atari 2600 and then the 8 bit NES
|
|
which meant that almost arcade quality games (at the time) were in the
|
|
homes of millions of people right across the world. The early 1990's
|
|
showed small changes in the industry, with the gradual phasing out of 8
|
|
bit machines with the introduction of 16 bit consoles such as the
|
|
Genesis and Super Nintendo. Although things progressed, we saw very
|
|
little in the way of the latest in entertainment technology. 16 bit was
|
|
a step up from 8 bit, but considering that 32 bit machines had been
|
|
widely available since around 1986 there were no really exciting
|
|
innovations. Games largely remained the same, with similar types of
|
|
games cropping up time and time again.
|
|
In the last few years have been *reasonable* technologically,
|
|
compared to other entertainment machines, but they still were limited to
|
|
the types of games available due to the technical and storage
|
|
restrictions. 1994 marks the turning point in what we all have become
|
|
familiar with, many interesting developments promised in the past
|
|
finally emerging. Although the 3DO and Jaguar are the first onto the
|
|
market, they are definitely not going to be the last that we are going
|
|
to see for a while. In fact, there are nine new consoles which will be
|
|
released from the period 1994 to 1997 - and hence could be
|
|
accurately dubbed "the year of the (new) console".
|
|
These new generation consoles clearly mark a turn in the industry. No
|
|
longer are consoles inferior to most computers, in fact in most aspects
|
|
are superior. With RISC processors, specialised graphics manipulation
|
|
functions, high speed bus, and CD-ROM technology built into the machine
|
|
as standard - most of these consoles can accomplish certain tasks that
|
|
most personal computers would never have a hope of doing. The most
|
|
obvious advantage to this is for games, but there are other things that
|
|
consoles can do much more efficiently (such as FMV). What also differs
|
|
from the personal computer is the price. What you might expect to pay
|
|
for $2000 in a fully fitted multimedia PC, you can find in a machine
|
|
such as the 3DO for $600 - pretty amazing considering the sophistication
|
|
of components and the amount of research that is now being put into the
|
|
development of these machines. Another big advantage is that everything
|
|
in a console is fitted as standard, unlike a computer where
|
|
specifications can vary from even individual machines. A console
|
|
consumer owner never has to worry about fitting a new video card, a new
|
|
processor, or purchasing more memory, etc just to play the latest game.
|
|
Software *has* to be made to fit the specifications of the machine,
|
|
meaning somebody with almost no technical know-how can simply plug a
|
|
console into their television and be playing a game in seconds. This all
|
|
makes everything much more attractive to those who could be referred to
|
|
as the mug VCR/television user. Recent studies have shown that many
|
|
people around the world still experience what is usually referred to as
|
|
"technophobia" - one of the reasons why the computer is not yet standard
|
|
in every home around the world, as the television just about is. Even
|
|
for those who are not interested in playing games, these new consoles
|
|
are even attractive as a replacement to other entertainment devices
|
|
around the home. While digital video such as the MPEG standard may not
|
|
yet be quite perfect, it does offer many advantages (and some
|
|
disadvantages) over your common video recorder and should become popular
|
|
in the next few years. The ability to play standard audio CD's is also a
|
|
standard part of any CD-ROM drive, and you will find that the quality of
|
|
sound is not much different to your standalone CD player that you might
|
|
have.
|
|
Most consoles you are likely to come across in the next few years are
|
|
also manufactured or at the least co-manufactured by the major home
|
|
entertainment companies, meaning that they too are working towards a
|
|
high quality standard for the consumer - not just something that is
|
|
added as an afterthought. We are talking about companies such as
|
|
Panasonic, Sony, Sanyo, NEC - look on your television and you are likely
|
|
to find one of these names. They have had years of gauging consumer's
|
|
responses and are not new to the industry, they know what the average
|
|
consumer wants and consequently what they don't want. Entertainment is
|
|
always a growth industry and companies such as these have wisely foreseen
|
|
the large profits to be made in forms of interactive hypermedia such as
|
|
computer games. They are not going to simply let this fall to companies
|
|
such as Sega, Nintendo, etc as has happened in the past. Spending
|
|
millions, they are ensuring that in ten years when things become
|
|
standard, they are there also.
|
|
As well as attracting existing console owners and software
|
|
developers, new consoles are begin to attract outside attention from
|
|
major players in the computer entertainment market. Origin,
|
|
Sierra/Dynamix, Electronic Arts, plus just about all others have
|
|
expressed some or major interest in developing software for these new
|
|
consoles. While they may have held back due to massive royalties,
|
|
inadequate hardware, or lack of universal support in the past, these new
|
|
consoles are almost company magnets. This will mean a greater variety of
|
|
software available on these new consoles, including RPG's, flight
|
|
simulators and adventure games, genre's which would have never appeared
|
|
on a console only a few months ago. It may in fact be that computers
|
|
become less and less popular for entertainment software as game
|
|
developers start developing games for the 3DO, Jaguar, Saturn, CD32,
|
|
etc. While computers will always serve a purpose as a tool for everyday
|
|
home and business use, their role for entertainment is limited.
|
|
Computers were never designed to play games since their inception, it
|
|
just happened that along the way people found it a medium with which
|
|
they could use as a form of interactive entertainment. Consoles were
|
|
designed for entertainment from their onset, and as a result have been
|
|
in the past better than computers for playing many types of games (shoot
|
|
'em ups, platform games, etc). The time when all current games and even
|
|
games based on widely new ideas can be established on a console, the
|
|
computer as a entertainment device is certainly going to change. This is
|
|
likely to be just around the corner.
|
|
Whatever happens, us as the consumer will ultimately profit from it.
|
|
Increased competition means more variety, cheaper prices, more appeal
|
|
and improved technology. For too long software (especially console
|
|
software) has been overpriced due to large royalties set by companies
|
|
such as Sega and Nintendo, almost having a virtual monopoly on the
|
|
console market. When 16 bit console software was priced above often
|
|
superior 32 bit computer software (as was the case before the entry of
|
|
these new consoles), there was clearly something wrong with the way in
|
|
which companies were approaching the consumer market. In the last few
|
|
years, often the console software available has been also below par from
|
|
what you would expect from machines specifically designed to play games.
|
|
Fierce competition will not only mean that a quality game will sell, it
|
|
will also mean a poor game is going to sell badly and make losses. This
|
|
may have not been the case in the past - only now are console developers
|
|
are beginning to realise this. Innovations will become more and more
|
|
common with the coming of new technology, meaning a greater range of
|
|
software and making things very attractive to computer gamers of all
|
|
types. Millions, if not billions of dollars in profits are going to be
|
|
made or lost in the next five years in the electronic entertainment
|
|
industry. The market will expand at a rate that has never been seen
|
|
before, and in five years time we may see a console under every
|
|
television.
|
|
Only those consoles that offer outstanding software and something
|
|
different will sell in large quantities and become standard. With
|
|
approximately nine new consoles to choose from in the next two years,
|
|
this is soon going to become more and more apparent. The choices are
|
|
vast and possibly a little bewildering to many, but the prospects are
|
|
exciting for everyone. Here is to a new generation.....
|
|
|
|
|
|
COMPANY | PROCESSOR | NAME | PRICE | RELEASE
|
|
__________|___________|___________________|___________|_________________
|
|
Atari | 64 bit | Jaguar | $250 | Out now
|
|
Commodore | 32 bit | CD32 | $500 | Out now
|
|
NEC | 32 bit | PC engine | $350^ | Mid/late 1994
|
|
Nintendo | 64 bit | Project 'Reality' | $250^ | Late 1995
|
|
Panasonic | 32 bit | 3DO | $700 | Out now
|
|
Philips | 32 bit | CD-i | $600 | Out now
|
|
Sega | 32 bit | Saturn | $400^ | Late 1994
|
|
SNK | 24 bit | NeoGeo '2' | $400^ | Mid 1994
|
|
Sony | 32 bit | ??? | $400 | Early 1995
|
|
|
|
^ - Estimated
|
|
|
|
|
|
1994 - 1997: A TiMELiNE OF THE ViDEO GAME INDUSTRY
|
|
***********************/\*************************
|
|
THIS timeline to a large extent will what this magazine (and others)
|
|
will be covering in the next three years, and the developments which are
|
|
going to bring some of the biggest changes and hottest competition in
|
|
the home entertainment industry since the advent of television. Millions
|
|
and possibly billions are going to be made or lost in the industry and
|
|
companies are going to thrive and some will fall. No matter what
|
|
eventually does occur, us the consumer are the ones that will be the one
|
|
who will probably gain the most. Greater competition will bring
|
|
decreasing prices, both in hardware and software. The video game
|
|
consumer will be left with a wide range of consoles pushing the
|
|
forefront of technology, and games that will embrace this technology. No
|
|
longer will consumers put up with highly inflated prices and games that
|
|
have often been below standard. This timeline is only a personal opinion
|
|
of the next three years, and of course opinions will be varied. It is
|
|
based upon many observations of the industry, and laced with the release
|
|
dates of the consoles mentioned. Take it as you will.
|
|
|
|
1994
|
|
Now. One of the biggest years EVER in the video game world. This year
|
|
will largely set the scene for the next few years and onwards. Many
|
|
major companies have been developing new generation consoles since 1992
|
|
and earlier; their hopes and fortunes for some are riding strongly on
|
|
their consoles. Nearly *all* have geared up not surprisingly for release
|
|
this year, and 1994 could well be touted as the 'year of the new
|
|
console'.
|
|
|
|
- The 3DO takes off well, but not as well as maybe hoped by Trip Hawkins
|
|
(the chief of 3DO). High prices seem to be the only thing holding it
|
|
back from selling millions of units across the world. Low development
|
|
costs ensure that many game developers turn to the console, working on
|
|
many high quality titles. Many traditional computer game developers
|
|
turn to the 3DO due to the small but definite advantages the systems
|
|
provides over the PC. Major developers release games on a number of
|
|
different platforms because of the lack of clear leader.
|
|
|
|
- CD32 sells rather poorly compared to other new systems, a machine
|
|
which offers a reasonable console, but nothing which sets it apart
|
|
from the other new 32bit consoles. A reasonable flow of games is
|
|
released from traditional Amiga game producers, but attracts few new
|
|
developers. Phillip's CD-i fares similarly for much of the same
|
|
reasons, though offers some ports of some popular games, possibly
|
|
increasing sales.
|
|
|
|
- The Jaguar is released with mixed reaction, not quite carrying the
|
|
initial 'wow factor' of the 3DO. It offers the performance equivalent
|
|
of a 486dx computer, yet the standard 2 megabyte cartridge is a little
|
|
restrictive considering the largish nature of games which developers
|
|
would like port to it. Developers continue to sign up sluggishly but
|
|
steadily to the machine, and some large(ish) developers release games.
|
|
The price of $250 makes it attractive for many existing SNES and
|
|
Genesis owners, encouraging many to switch systems. It clearly offers
|
|
the most powerful processing power available to the home market at
|
|
present at an unbelievable price. Storage space is limiting, but the
|
|
promise of a CD addon unit will really enhance the machine's
|
|
potential.
|
|
Mid to later 1994 the JaguarCD add-on drive is released for the
|
|
machine which finally pushes it into the league of the 3DO, though the
|
|
afore mentioned has already established a reasonable base by then.
|
|
Maybe some problems between the (technical) interface between the
|
|
Jaguar and the CD unit poses some problems for developers to work
|
|
around. Otherwise it is received very well, along with some good games
|
|
to coincide with release. Many wait for the CD unit before buying the
|
|
Jaguar, to see how well things take off as a 'completed' unit. The
|
|
combined price of $400-$500 for the Jaguar/CD still remains
|
|
competitive, though many would prefer to pay that $100-$200 more for a
|
|
3DO.
|
|
|
|
- The Super Nintendo and Sega Genesis continue to sell well amongst the
|
|
lower end of the market. Many quality games are released which keep
|
|
the market going, despite the new tough (albeit relatively expensive)
|
|
competition. Prices are maybe slightly lowered to reflect this. The
|
|
Jaguar cuts into a fair bit of Sega's and Nintendo's markets because
|
|
of an equivalent price tag. Smash games such as Super Street Fighter 2,
|
|
Mortal Kombat 2 and some good Nintendo titles are released towards
|
|
Christmas 94, keeping units selling well. A reasonable number of
|
|
developers begin to slowly abandon these 16 bit units (or begin
|
|
developing on the newer systems) for either the Jaguar or the higher
|
|
consoles. The GenesisCD flails hopelessly all year, forcing Sega to
|
|
lower the price dramatically - knowing forewell that their 'Saturn'
|
|
will be their main draw card and just around the corner.
|
|
|
|
LATE 1994/EARLY 1995
|
|
|
|
- Similar to 1994, new consoles enter the fray. Sega's 'Saturn' is
|
|
released for the first time, becoming a strong competitor with the 3DO
|
|
and Jaguar which are now quite/very well established, despite being a
|
|
newcomer. The price of around $400-$500 and with the possible guiding
|
|
software of giant Microsoft (? not yet decided upon yet) sell hundreds
|
|
of thousands of units in the first quarter of release. 3DO is forced
|
|
to lower it's price to similar to, or lower than the Saturn, bringing
|
|
the 3DO finally to the mass market (with units selling in the possible
|
|
hundreds of thousands across the world by then). The Jaguar still
|
|
remains the lowest priced and best value for money, and games equal to
|
|
or better than the 3DO finally emerge for the CD unit.
|
|
|
|
- Sony's 32 bit machine is released, offering many video/audio formats
|
|
as standard so even audio-video buffs become interested in the machine
|
|
simply for its audio/video quality. NEC's 32 bit PC Engine is released
|
|
in the US and Japan. NEC's machine, like many of the other new
|
|
generation of consoles, offers good capabilities but without anything
|
|
to separate them from the other consoles is largely ignored.
|
|
|
|
- SNK's NeoGeo "2" is released into the market. Mostly targeted for the
|
|
arcade market, it attracts some arcade-interest with some good new
|
|
titles. SNK also aims the NeoGeo "2" for the home market much more so
|
|
than its failed first NeoGeo 24 bit home machine, offering comparative
|
|
software prices to the home consumer.
|
|
|
|
1995
|
|
|
|
- Mid-1995 begins to truly separate the consoles that will be widely
|
|
accepted by the world-wide markets and the ones that developers will
|
|
stick with. The Jaguar, 3DO and Saturn turn out to be the dominate
|
|
machines. Other machines still sell *fair* amounts of units, and
|
|
software for them still keeps coming, but the future of the units
|
|
which have missed out on a major share of the market does not look
|
|
much longer than about 2 more years.
|
|
|
|
- Arcade machines appear based on the new generation of 32 bit+ machines
|
|
such as the Jaguar, and 3DO. These begin to replace the standard
|
|
boards which are specifically engineered for one game, cutting down on
|
|
costs and also providing equal or better capabilities to most arcade
|
|
machines. Specialised high power machines (such as expensive
|
|
virtual reality, and 'immersion' games) continue to be popular, while
|
|
the more 'basic' games use existing console design.
|
|
|
|
- The second generation of 3DO machines begin appearing, realising Trip
|
|
Hawkins long term success predictions. These are not simply a
|
|
redesigned first generation, and offer very impressive new
|
|
specifications, maybe even moving to 64 bit. While remaining backward
|
|
compatible, many rush to buy the new units, while the 1st gen 3DO's
|
|
price drops to around $250.
|
|
|
|
LATE 1995/EARLY 1996
|
|
|
|
- Nintendo pushes forward its release of its 'Project Reality' console
|
|
so that the 1980's biggest console company simply isn't left behind.
|
|
The unit appears slightly rushed. Nintendo tries desperately to push
|
|
the point of their unit, but there simply isn't much advantage over
|
|
any of the other machines by this stage.
|
|
|
|
- The SNES and Genesis sales begin to dry up, along with new titles for
|
|
these machines. Many who are serious about keeping up with the
|
|
industry have since upgraded to some of the newer machines.
|
|
|
|
1996
|
|
|
|
- Jaguar possibly follows 3DO's lead and offers new specifications and
|
|
improvements over the first Jaguar machine. The Jaguar and 3DO are
|
|
again fighting neck and neck for a lead of the major markets. The
|
|
software titles for these machines reaches about the hundred+ mark.
|
|
|
|
- Project Reality begins to take off, but finds it very difficult to
|
|
break back into the market after such a long absence. Things look
|
|
bleak for Nintendo, and they begin to realise this - possibly even
|
|
attempting to buy into another major console manufacturer to continue
|
|
in the race.
|
|
|
|
- The Saturn now sells well and becomes popular in markets such as Asia,
|
|
*and* the western markets and is possibly one of the most universally
|
|
excepted console machines. Offers plenty of good games, many
|
|
interesting additions, and general support from many parts of the
|
|
industry.
|
|
|
|
1997
|
|
|
|
- Now the line between the arcade, home and entertainment markets begins
|
|
to blur. What you see in the arcade is available at call from
|
|
downloadable 'cable software libraries', or from your local shop. The
|
|
arcade 'parlours' that everybody has become used to over the last
|
|
twelve years begins to dwindle in popularity because it offers nothing
|
|
that you can't readily receive at call at your home.
|
|
|
|
- Home computer's possibly begin to fade as a popular games
|
|
entertainment system. Most developers are now feel at home writing on
|
|
consoles, and many have deserted the PC market all together. The
|
|
adaptability, cheap price, and now the power of the console for
|
|
entertainment purposes easily match that of most computers. Computers
|
|
revert back to what they were designed to do: be used for serious
|
|
functions - though they are now about as common as the home VCR for
|
|
everyday use.
|
|
|
|
AND BEYOND ????
|
|
|
|
* Although only three years away, this is quite hard to predict
|
|
considering the complexities of what is occurring right now. Beyond that
|
|
knowbody can really tell, and in the next few decades we will have other
|
|
*major* things to worry about rather than just entertainment. Cyberpunk
|
|
is a reality and not too far away, but for that sort of speculation try
|
|
reading some of William Gibson's material (or email me 8) ).
|
|
|
|
- Entertainment becomes a major part of most people's lives throughout
|
|
developed countries. Film, television, video and games are all pretty
|
|
much related and now merged together in the so called 'infotainment'
|
|
that encompasses console machines. Most major companies have some sort
|
|
of share in the new look entertainment market, and it becomes one of
|
|
the biggest growth areas of the 1990's.
|
|
|
|
- Three main consoles continue to stay on for the next five years before
|
|
they are in turn replaced again by newer and better models by the same
|
|
or other companies. Most other consoles begin that were released in
|
|
1994 and didn't succeed begin to disappear or try new machines - they
|
|
didn't have that something that it takes to succeed in such a
|
|
competitive market such as the console industry.
|
|
|
|
- Standard CD-ROM becomes a little passe', and is replaced by new
|
|
storage methods such as multi-gigabyte discs, massive memory capacity
|
|
or even some storage systems that nobody has ever really though of
|
|
before. All are integrated into console machines.
|
|
|
|
- Finally true three dimensional techniques are brought into consoles,
|
|
and many other aspects of society. Two dimensional is no longer good
|
|
enough, and three dimensional begins to really change the way we
|
|
perceive technology, especially in entertainment.
|
|
|
|
- The moral issues of entertainment dominating society begin to emerge
|
|
as a major issue. Are we living too much of a virtual reality, and not
|
|
enough of reality? Are we perceiving our lives through too much of the
|
|
whole? Are we in fact being mind controlled, psychologically and
|
|
socially? Are we losing our individuality that has for so long helped
|
|
humans to progress? Is the human race finally progressing to a new
|
|
type of society? These are definitely not easy questions to answer,
|
|
but the sides are even and the issues poignant.
|
|
|
|
---
|
|
If you are wondering where I think some of the other consoles fit in
|
|
that are under development, the answer is nowhere really. While a new
|
|
'wonder console' may suddenly appear and capture the market, it seems
|
|
unlikely from the quality of most of the contenders that *are*
|
|
mentioned. If it isn't talked about in this timeline, most likely my
|
|
thoughts are that it will fail or struggle *or* that I don't yet
|
|
know/have heard enough about them to make a reasonable prediction. You
|
|
will have probably noticed that later on in the time-line I have moved
|
|
on from specific mentions to more generalised statements/predictions,
|
|
and that is intentional. Nobody can really guess the specifics ten years
|
|
in the future, but I have taken my best shot. Please send in your
|
|
comments, and maybe some of your own personal predictions.
|
|
|
|
|
|
GLOSSARY OF FRONTIER/VIDEO GAME TERMS
|
|
****************/\*******************
|
|
THE aim of this short glossary is to clear up some short-hand terms that
|
|
you may come across in Frontier or the general console world. Please
|
|
refer back to this glossary in future issues if you are unsure of a
|
|
certain term or meaning. Some are pretty obvious I admit, but there will
|
|
be some newcomers to the console scene who have never heard these terms
|
|
before. As mentioned at the start of Frontier, this magazine also aims
|
|
to be a universal guide (similar to a FAQ) for the console consumer
|
|
with features such as this.
|
|
|
|
Anti-Aliasing - The process of adding adjacent pixels that are half way
|
|
between the main colour of an object and the background. This
|
|
tricks the eye into eliminating 'jaggies' associated with low
|
|
resolution images and produces an overall smoother appearance.
|
|
Widely used in the artwork of many games.
|
|
|
|
CISC - (C)omplex (I)nstruction (S)et (C)omputing. Term given to the
|
|
processor used in the large majority of popular computers today.
|
|
Instructions have to be interpreted rather than directly executed
|
|
- the opposite way that RISC processors work. Multiple tasks can
|
|
be executed simultaneously in most implementations, but not as
|
|
efficiently as with some other processors.
|
|
|
|
Composite signal - Universally standard audio/video signal used in audio
|
|
equipment, video players, etc. Data can only be transmitted in one
|
|
direction.
|
|
|
|
Converter - Device that allows a game from one country to be played on
|
|
another country's machine. There are a number of different
|
|
variations for many machines.
|
|
|
|
CD-i - CD interactive. A subset of the MPEG standard developed by
|
|
Philips.
|
|
|
|
DBU - (D)isk (B)ackup (U)nit. Device that supposedly allows the
|
|
'backup' of game cartridges to floppy disk. The obvious function
|
|
is to pirate cartridge games (which is illegal).
|
|
|
|
Digital Video - A video format (much like VHS) with which video/sound is
|
|
encoded digitally rather than using analog methods. The advantage
|
|
is that digital video offers better quality sound and picture.
|
|
MPEG is a form of digital video.
|
|
|
|
Digitised - Something that has been captured from a 'real' source such
|
|
as sound or pictures. An example of this is speech or 'live' video
|
|
in a game.
|
|
|
|
Famicon - Name of the Japanese/Asian version of the Super Nintendo.
|
|
Games are not compatible with other Super Nintendo units without
|
|
the use of a converter.
|
|
|
|
FMV - short for (F)ull (M)otion (V)ideo. Term given to live animated
|
|
video digitised (captured) from the real world.
|
|
|
|
Genesis - The American name for the Megadrive, released in 1988.
|
|
|
|
GB - Short for (G)ame (B)oy. A popular & cheap 4 bit handheld unit
|
|
released in 1988 by Nintendo.
|
|
|
|
GG - Short for (G)ame (G)ear. An 8 bit handheld unit offering a full
|
|
colour screen and backward compatibility with the Master System
|
|
through a separate converter. Released by Sega in 1991.
|
|
|
|
Goudraud Shading - A specialised (and superior) way of shading objects
|
|
and scenery. This takes a fair amount of processing power to
|
|
implement effectively.
|
|
|
|
JPEG - (J)oint (P)hotographic (E)xperts (G)roup. A different
|
|
collaboration to the MPEG group, who have developed a high
|
|
compression rate for images. It is mostly applied to static
|
|
(single, non animated) images but variations of the standard can
|
|
be applied to motion video. Images can typically be reduced by up
|
|
to five times, depending on quality required.
|
|
|
|
Megabit - A term which sprang up in the console world to describe how
|
|
big a game was. In the early days of the Sega Master System, games
|
|
were quoted in 'megabits' to make them sound more impressive. It
|
|
stuck... and is quite often used to measure console specific
|
|
storage. One megabit = approximately 1/8 of a megabyte (125k)
|
|
|
|
Megabyte - One million bytes of information. The most common method of
|
|
measuring electronic storage and used widely in the computer field.
|
|
One megabyte = 8 megabit.
|
|
|
|
Megadrive - Name of the Sega's Genesis elsewhere across the world.
|
|
Exactly the same as the US unit except games are not compatible
|
|
without a converter.
|
|
|
|
MPEG - (M)otion (P)icture (E)xperts (G)roup. A group comprised of many
|
|
big name companies such as Sony, Philips, Panasonic, and others
|
|
which are working towards a common digital video standard based on
|
|
compact disk. The word MPEG can also be applied to the compression
|
|
technique being employed to squash data to a manageable size.
|
|
|
|
MPEG2 - Enhancement of the original MPEG standard, offering better
|
|
compression and better quality. Using this technique,
|
|
approximately 60 minutes of full motion video can be stored on a
|
|
standard sized compact disc.
|
|
|
|
NES - (N)intendo (E)ntertainment (S)ystem. A once popular and now
|
|
rapidly declining 8 bit console first released by Nintendo in
|
|
1983.
|
|
|
|
NTSC - Television standard common in the US only. Offers a slightly
|
|
better screen refresh at a lower screen resolution than PAL.
|
|
|
|
PAL - Television standard common in Australia, plus some European and
|
|
Asian countries. Offers a higher resolution that the NTSC standard
|
|
but with a lower screen update.
|
|
|
|
Pixel - One 'dot' on a screen. Look closely at your television and you
|
|
will understand what I mean.
|
|
|
|
RAM - (R)andom (A)ccess (M)emory. Memory that continues to store
|
|
temporary information as long as power is supplied. Just about all
|
|
'intelligent' electronic devices (consoles, video recorders, etc)
|
|
have some sort of RAM to store/process information while in
|
|
operation.
|
|
|
|
Ray Traced - A picture which has been rendered by 'tracing' (or
|
|
plotting) each 'ray' from a specified light source. Objects have
|
|
to be defined so that the rays reflect off the objects and give
|
|
them appearance. Ray tracing can often take from a few minutes to
|
|
a few days, depending on the power of the machine rendering it.
|
|
|
|
Real Time - The term applied to something being generated by a
|
|
console/computer as the software or game is running. This could be
|
|
an object, lighting or a combination of both. Real time generation
|
|
usually requires less storage space than if the image/object/event
|
|
is generated beforehand. It is much more complicated and reliant
|
|
on processing power, but can provide a much more immersive
|
|
experience, because with real time things are not fixed.
|
|
|
|
Rendering - The process of artificial shading an object or image to make
|
|
it appear more life like. Usually this requires complex
|
|
mathematical formulae and requires a fair amount of processing
|
|
power. To render an image in real time requires a great deal of
|
|
power.
|
|
|
|
RISC - (R)educed (I)nstruction (S)et (C)omputing. Usually in reference
|
|
to a computer processor used in high(er) end computers such as
|
|
workstations, network servers, etc. The advantage of RISC
|
|
architecture is that execution speed is generally quicker, and
|
|
executing two, three or more instructions at once (multi-tasking)
|
|
can easily be done. RISC has been widely regarded as the successor
|
|
to CISC and is likely to take off in computers, consoles and many
|
|
other devices in the next ten years.
|
|
|
|
ROM - (R)ead (O)nly (M)emory. Similar to RAM, but ROM continues to store
|
|
information even when there is no power. ROM is used in cartridges
|
|
to store permanent game/software code and information. This type
|
|
of memory cannot be written to, only read. CD is also a form of
|
|
ROM.
|
|
|
|
SCART - Television standard common in many European countries. Also used
|
|
in computers such as the Amiga as a video connection to the
|
|
monitor.
|
|
|
|
Sprite - A moving object which is usually animated. Sprites are most
|
|
often separate to the background and are most often stored
|
|
individually. Sprites now have less significance than they
|
|
probably once did; consoles and computer are now powerful enough
|
|
to treat objects that take up a whole screen as a sprite.
|
|
|
|
SNES - short for (S)uper (N)intendo (E)ntertainment (S)ystem. A popular
|
|
16 bit console released by Nintendo in 1991.
|
|
|
|
SVHS - (S)uper VHS. An enhanced (though still analog) version of VHS
|
|
standard, which allows higher resolution and better sound quality.
|
|
SVHS, although a video standard, can also be implemented in
|
|
televisions and other devices. If used in a game console, enhanced
|
|
sound and resolution is possible.
|
|
|
|
Texture mapping - When a predrawn surface is 'mapped' or wrapped around
|
|
an object or surface. This may be a picture or simply a textured
|
|
surface or pattern.
|
|
|
|
VR - (V)irtual (R)eality. A game or generated simulation which provides
|
|
the user the feeling of really being there. At present this is
|
|
mostly confined to 360 deg. helmet devices which provides video
|
|
and audio, but companies are working on stimulating the other
|
|
senses such as touch or sensation and even smell.
|
|
|
|
Leave me a message if you want some of these terms explained in greater
|
|
detail or want one explained which is not mentioned. Don't feel stupid
|
|
in doing so, Frontier is *looking* to be able to answer questions like
|
|
these!
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÝÛÛÝ ÛÛÞÛÛÞÛÛÛÛÛÝÛÛÝ ÛÛ²±°
|
|
ÛÛ ÛÛÞÛÛ ÛÞÛÝÛÛÛÝ ÛÛÞÛÛÞÛÝ ÛÝÛÛÛÝ ÛÛ
|
|
ÛÛ ÛÛÞÛÛÛÛßÞÛÝÛÛ ÛÝÛÛÞÛÛÞÛÝ ÛÝÛÛ ÛÝÛÛ
|
|
°±²ÛÛÛÛÛÛÞÛÛ ÛÛÝÛÛ ÞÛÛÛÞÛÛÞÛÛÛÛÛÝÛÛ ÞÛÛÛ
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
IF you wish to express an opinion in an editorial style article, please
|
|
let me know. Frontier aims to be a focus point for intelligent debate on
|
|
the console industry so you should be willing to backup your opinions
|
|
from readers. If you strongly agree or disagree on an editorial,
|
|
consider writing one of your own with some opposing or contrasting
|
|
opinions.
|
|
|
|
HAS NINTENDO LEFT THINGS TOO LATE?
|
|
***************/\*****************
|
|
AS consumers and the industry talk excitedly about the introduction of
|
|
many new consoles, a major question which needs to be asked is: Has
|
|
Nintendo simply left things too late? and where will they fit into the
|
|
overall scheme of things. The next big growth period in entertainment
|
|
consoles is obviously going to be in the next five years, yet Nintendo
|
|
has stated that their new 64 console will not be released until 1996 -
|
|
two years away. Two years may not seem much to many people, but the
|
|
console industry will move quickly in this period. In this space we are
|
|
going to see the introduction of around eight new consoles and many
|
|
other companies are going to have taken a sizeable share of the highly
|
|
profitable market. Nintendo has stated that their Project Reality will
|
|
be a fully 64 bit console and offer capabilities "never before seen" in
|
|
the home, which many in the industry seem sceptical about. Has Nintendo
|
|
got the technical brains to perform such a feat? The SNES, even though
|
|
released in 1991 when 32 bit was attainable at a reasonable price, they
|
|
released their 16 bit console running at a crawling 3.5mhz. It was
|
|
technically better than the Genesis on most fronts (except processing
|
|
speed), but it simply wasn't good *enough*. Then came the promise of a
|
|
32 bit CD addon soon after release, similar to the SegaCD. Reports
|
|
started coming in from 1992 on development: it will be out by the end of
|
|
the year and will revolutionise how we play games. Late 1993 - still no
|
|
'SuperCD' in the shops - Nintendo: everything is going well, software in
|
|
production, no working prototypes shown, more promises, DEFINITELY
|
|
release in as little as two months (ha!). November/December 1993 -
|
|
SuperCD cancelled, no decent explanations, everybody is largely left in
|
|
the dark without a formal press statement, all project material dumped,
|
|
millions down the drain, Project Reality out in three years time. The
|
|
SuperCD will never hit the shelves, despite the apparent effort put in
|
|
by Nintendo. This may turn out to be an error that will slowly eat away
|
|
at the company, and one that they will regret in a years time.
|
|
With the promised help of the 'developer's development house' -
|
|
Silicon Graphics, things look much brighter. If the reported dumping of
|
|
Nintendo is accurate though, and Nintendo is left virtually on their own
|
|
technically (which no console company can really afford to do these
|
|
days), they are going to have quite a bit of trouble holding their
|
|
promise of 64 bit Nintendo quality for $250. The Jaguar (and 3DO, though
|
|
less so) is already here at that price with those specs, and as a result
|
|
most won't wait for a possibly/maybe 1996 release of Project Reality. By
|
|
1996, most consoles which are new now will be priced around $250 and the
|
|
differences between them and Project Reality will be minimal. Another
|
|
important fact to consider is that the Jaguar, 3DO and maybe some others
|
|
will likely be in their second generation by then. 64 bit processors,
|
|
maybe virtual reality, digital video, and CD-ROM will all be standard.
|
|
Surprisingly, many may hail the passing of Nintendo as a good thing,
|
|
and not just those competitors in the industry either. In the 1980's
|
|
Nintendo held a virtual monopoly on the industry with their 8 bit
|
|
Nintendo, which had allowed them to make their own initiatives and lay
|
|
their own rules, which in turn largely shaped what the consumer had on
|
|
offer. Development costs and requirements for producing Nintendo and
|
|
Super Nintendo software have been regarded by many as outrageous -
|
|
turning many away from even entering the industry. Royalties were large,
|
|
meaning smaller profits, and therefore less incentives for the software
|
|
developers. Nintendo's machines however did survive, and survived well,
|
|
but the attitude which served them well in the 1980's has become
|
|
significantly less rewarding in the last few years. Many expected the
|
|
SNES to simply blow the Genesis out of the market when it was released,
|
|
but with many quality Genesis titles and a steep price for software it
|
|
just hasn't happened. The same is promised with Project Reality, yet in
|
|
a move of similar market bigotry, Nintendo announces that Project
|
|
Reality will be "passing straight by CD-ROM" and straight to cartridges
|
|
- isn't that called moving backwards in most people's books? Ninety
|
|
dollars for games that are often not worth playing for more than an hour
|
|
or two is really not on - whether 8, 16, or 128 bit.
|
|
Another ugly factor which has largely alienated many consumers from
|
|
Nintendo is the painfully obvious slogan: Nintendo = censorship. Now I
|
|
am not going to argue the points of censorship *here*, but despite what
|
|
Nintendo claims, the *players* are the ones that need to dictate what
|
|
they play - not Nintendo. Mortal Kombat is probably the first thing that
|
|
may occur to you as an example, but it was definitely not the first time
|
|
that it has happened. Here were two products, one that offered
|
|
fatalities (and blood) on the Genesis, and the other on the SNES that
|
|
offered a pretty poor offering, despite the slightly better graphics and
|
|
sound. Now at the time this was important for Nintendo with regard to
|
|
SNES sales, and many simply turned to the Genesis (or Genesis software)
|
|
because of their much more reasonable 'user decides policy'. Atari, and
|
|
3DO have already taken up such a stance and it is going to pay off in
|
|
the next few years when competition between these consoles and Project
|
|
Reality confronts the industry. Will it be a case of Project Reality, or
|
|
simply a case of Project Morality?
|
|
Despite what this editorial may indicate, Nintendo cannot really be
|
|
discounted or excluded in the coming years. They are definitely not
|
|
going to disappear in a matter of months and their Super Nintendo and
|
|
software is still the best selling console in the world presently (or
|
|
equally well as Sega, depending on who you speak to). Many exciting new
|
|
titles are lined up which will keep their market going to a reasonable
|
|
extent right up until 1996. 3DO, Jaguar, CD32 and soon Saturn is going
|
|
to make large in-roads into their profits - offering machines at least
|
|
50 times as more powerful as the SNES for less than double the price.
|
|
Most large developers have indicated interest in these new consoles, and
|
|
Nintendo is going to lose many of its key developers as a result. They
|
|
are then going to have to re-attract these developers when Project
|
|
Reality is released. This will have to mean a large change to Nintendo's
|
|
philosophy if this is to happen. Unless Nintendo can offer some sort of
|
|
major incentives such as reasonable development costs, cheaper prices,
|
|
or a more open development policy - to both the consumer and developer,
|
|
it simply is not going to attract people to the machine despite how good
|
|
it may or may not be. 32 bit or 64 bit, it doesn't really matter - it is
|
|
the software that kills a console or makes it sell. Nintendo *is* going
|
|
to suffer in the next few years, determined by a large extent to how
|
|
well these other consoles take off. One thing is certain, when the 3DO
|
|
or another new console sells one game or one unit it is eating into
|
|
Nintendo's profits and the damage is being done. Nintendo is definitely
|
|
not stupid and have remained in the market longer than just about all
|
|
console producers, but their long term foresight needs to be looked into
|
|
closely. If they had released their SuperCD in 1993 as promised, things
|
|
would probably look a whole lot different now than it currently does. A
|
|
32 bit (or as close as) CD-ROM machine at a competitive price would have
|
|
gained great interest and support, taken much of the fire from companies
|
|
such as Commodore, Atari, and 3DO, and most importantly, sold well and
|
|
increased sales. Nintendo have made a big blunder, and they have already
|
|
paid for it - but I believe that they can bounce back in 1996 just as
|
|
they did with the SNES in 1991. If they plan things carefully with an
|
|
objective foresight of the industry and the consumer up until that date,
|
|
they can do this successfully. Project Reality and Nintendo are ridding
|
|
on a fine edge, but they are not going to slip easily.
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
ÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛ ÛÛÞÛÛÞÛÛÛÛÛÛÞÛ ÛÛÝÛÛÛÛÛÛ²±°
|
|
ÛÛ ÛÛÞÛÛÜÜÜ ÛÛ ÛÛÞÛÛÞÛÛÜÜÜ ÛÛ ÛÛÝÛÛÜÜÜÜ
|
|
ÛÛÛÛÜßÞÛÛßßß ÛÛ ÜÛÛÞÛÛÞÛÛßßß ÛÛ Û ÛÛÝßßßßÛÛ
|
|
°±²ÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛÛÛßÞÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÝÛÛÛÛÛÛ
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
THE review section is not an integral part of Frontier, though an
|
|
important one. What is the use of talk on consoles, without reviews to
|
|
assess the quality of games that are available? If you wish to write
|
|
reviews for Frontier for any console, please check out the section: How
|
|
*YOU* too can help out with Frontier. While reviews of new games is
|
|
preferred, reviews of games up to around 6 months old will be published.
|
|
As mentioned at the start of Frontier -- I have been having some
|
|
email problems in the last few weeks, so reviews that were promised
|
|
never arrived. Things should be fixed in issue #2 and as a result you
|
|
should see lots more reviews (expect around 4-5 each issue). Until then,
|
|
you'll have to do with my own review of Mario All-Stars. Sorry, but
|
|
things were really out of my control...
|
|
|
|
SUPER MARIO ALL-STARS
|
|
**********/\*********
|
|
FORMAT .............. Super Nintendo
|
|
DEVELOPER/PUBLISHER . Nintendo/Nintendo
|
|
RELEASE ............. October(ish), 1993
|
|
PRICE ............... $110 (varies depending on where you purchase)
|
|
SIZE ................ 16 megabit
|
|
|
|
LEVELS .............. Four Mario games in one, around 120 levels
|
|
DIFFICULTY .......... 2-3 weeks
|
|
PLAYERS ............. One or two
|
|
|
|
THE Mario series on Nintendo machines is one of the biggest ever selling
|
|
computer games in the world. From the onset, Mario has become one of the
|
|
biggest known characters across the world, even surpassing Mickey as the
|
|
most popular character in Japan. While owners of the Genesis will find
|
|
that Sonic is an excellent game along the same lines, most will agree that
|
|
Mario just has that certain something to attract the player of all ages
|
|
time and time again. This has been shown, with a total of seven Mario
|
|
Super Mario titles released previously across the world - two on the
|
|
Gameboy, four on the NES, and only the one on the Super Nintendo, that
|
|
was until Super Mario All-Stars came along.
|
|
Mario All-Stars is probably the first cartridge of its type that has
|
|
been seen a console, comprising of four full Mario games built into one
|
|
ROM. The games are not identical copies of the originals, and Nintendo
|
|
has taken the time to enhance all of the original graphics and sound.
|
|
This makes MAS (Mario All-Stars) a game which is attractive to those who
|
|
have played the Super Mario series on the 8 bit Nintendo and those who
|
|
have still haven't. It definitely offers the latter, though those who
|
|
have played the Super Mario series before may find little point in
|
|
spending so much for something that is essentially the same game(s).
|
|
While I've never really had the opportunity to play for any length of
|
|
time the original series on the 8 bit formats, it doesn't take long
|
|
playing Mario All-Stars to see why the Mario series has become so
|
|
popular in the last ten years.
|
|
The first thing that greets you in MAS is the noisy chatter of
|
|
voices, and then the sudden burst of colour and music that has made the
|
|
Mario series so popular. A nice touch, though not quite the fancy
|
|
introduction sequence that you've come to expect in many games. Press
|
|
start and you are presented with digitised pictures of the original
|
|
Super Mario boxes (plus release date) which you can scroll through. As
|
|
the title probably suggests, Mario All-Stars is four complete Mario
|
|
games in one: Super Mario 1, Super Mario 2, Super Mario 3, and the Lost
|
|
levels.
|
|
Super Mario 1 would have to be one of my favourite games in MAS.
|
|
Everything looks very Super Mario World-like and seems to be the most
|
|
playable of them all. There are eight worlds, consisting of four levels
|
|
each. At the end of each world is an end of level bad guy -
|
|
unfortunately they vary very little, and are basically the same except
|
|
for some extra moves. All the presentation has been fully reworked and
|
|
the graphics are equivalent to Super Mario World. Very fun to play, with
|
|
a fair degree of variety and unfortunately, too easy.
|
|
The Lost Levels is the Mario that only has appeared in Japan on the
|
|
NES. It is pretty much identical to Mario 1 but includes some extra
|
|
features which you won't find in the other Mario games - also quite a
|
|
bit harder than any of the others in the series. Worth playing when you
|
|
have finished the others, though Super Mario 1 is a lot less
|
|
frustrating.
|
|
Mario 2 is quite a bit different to what you usually expect for the
|
|
Mario series. Instead of bouncing on creatures to destroy them, you have
|
|
to bounce on them and then pick them up and throw them away. Mario 2
|
|
allows you to be one of four characters, each with different abilities:
|
|
Mario, Luigi, the Princess, and Toad. This is the only Mario that you
|
|
can play four characters, and means that tasks can be completed in a
|
|
number of different ways by using different character's abilities. The
|
|
usual creatures and monsters are quite different to other Mario games
|
|
and lack general appeal. A variation at least, but spoils a little of
|
|
the quick and fluent action of the other Mario games. Mario 2 would have
|
|
to be slightly inferior to the other games in MAS. While not quite as
|
|
fun as the others in the cartridge, it is still very playable.
|
|
The third and final game in the cartridge - Super Mario 3 is probably
|
|
the least enhanced of the bunch. Graphics have a fuzzy look to them, and
|
|
the close detail is definitely below that of the other games. Nintendo
|
|
needed to have taken some time to make this Mario the best of the lot,
|
|
though it appears as if it is this one which they neglected. The good
|
|
gameplay and large selection of levels means that the variety is bigger
|
|
than the others, but presentation have let it down quite a lot. If only
|
|
some extra effort was put into redoing the presentation, SM3 could have
|
|
easily been the best of the four games in MAS.
|
|
Graphics has been updated quite decently from the 8 bit originals
|
|
into 16 bit graphics, though to what extent depends on which Mario game
|
|
you play. In the usual Mario style, sprites are cartoon-like and the
|
|
backgrounds a little simple but it is the playability that sets it
|
|
apart. Super Mario 1 has the more enhanced graphics, which figures
|
|
considering it is now almost a decade old. Super Mario 2 and the Lost
|
|
levels are much the same, but as mentioned, Mario 3 ironically has the
|
|
more inferior graphics of the four. Comparing the graphics from MAS to 8
|
|
bit Mario 3 most would pick few differences.
|
|
Audio in Mario All-Stars is quite catchy, though eventually the
|
|
repetitive music can get on your nerves. The sound effects are used
|
|
effectively, but maybe some digitised speech could have been added to
|
|
give a greater atmosphere.
|
|
The manual is one of the more disappointing parts of the game. Really
|
|
it is nothing more than a cut down plot of the ones given in the
|
|
originals, plus a short listing of the differences in each game. It is
|
|
bearable because of the typical Mario style, but definitely one of the
|
|
things that could have done with some more thought -- even a Mario
|
|
history or something would have been quite a good addition.
|
|
Players are simply not likely to get months and months out of MAS, I
|
|
simply found it a little easy. The first Super Mario can be completed in
|
|
about a day of play, already 1/4 of your $110 spent. The other Mario's
|
|
seemed a bit harder and a bit longer, but nothing really could really
|
|
slow me down for any length of time. Even the Lost levels, supposedly
|
|
the hardest of them all wasn't *too* frustrating to play. Mario 3 offers
|
|
about the longest challenge, though not necessarily the hardest one - it
|
|
offers lots of interesting features and puzzles but most are easily
|
|
navigated. Mario All-Stars would have to be considered less difficult on
|
|
a level by level basis to Super Mario World, but the addition of
|
|
literally hundreds of levels means that time to complete the cartridge is
|
|
just about equal. If you find Super Mario hard to play, you'll probably
|
|
find MAS just about right.
|
|
Super Mario All-Stars is a good game in all respects - some might
|
|
consider excellent, but then again, when it costs $110 it needs to be!
|
|
When Nintendo charges that much for a game that is basically a rework of
|
|
games already profited from, typical justifications are a little
|
|
shallow. I definitely recommend you take some time playing the game
|
|
before you go out and buy it. If you're a die-hard Mario fan you'll
|
|
probably get it despite the expensive price, but otherwise take some
|
|
time pondering whether your money might be better spent on another game.
|
|
If it was simply another $30 less it would have to be one of those 'must
|
|
buy' games. Nintendo has clearly marketed the game as a Christmas seller
|
|
but with a sales price of so much above other games, it has not sold to
|
|
predicted expectations - Nintendo should learn from this, though IMO
|
|
most likely they won't. MAS offers lots of platform fun for everyone,
|
|
and still contains that Mario charm. What I keep wondering is why
|
|
Nintendo didn't take their time to develop a brand new Mario adventure?
|
|
It is not likely that we are going to see another Mario title until
|
|
Project Reality either. Choose your nail wisely sir....
|
|
|
|
Final analysis
|
|
-=-=-=-=-=-=-=-
|
|
GRAPH SCORE
|
|
|
|
Sound effects |**************************** 72%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Music |********************************** 85%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Sprites |********************************* 83%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Backgrounds |************************** 65%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Playability |************************************** 95%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
IQ factor |**************** 40%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Fun factor |************************************* 92%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Overall graphics |********************************* 82%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
OVERALL |*********************************** 88%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|
|
|
FINAL COMMENT: Mario All-Stars is a game which will appeal to most
|
|
platform fans and those who have never played the Mario series before. A
|
|
few extra (new) levels would have greatly increased the game.
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
°±²ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÛÛÛÛÝÛÛÛÛÛÜ ÛÛÝÛÛÛÛÛÛÛÞÛÛÛÛÛÛ²±°
|
|
ÞÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ
|
|
ÞÛÛ ÛÛÛÛÜßÞÛÛÛÛÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ ÛÛ
|
|
ÞÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛÛÛÛß ÛÛÝÛÛ ÛÛÞÛÛÛÛÛÛ
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
THIS section is where you may place a private console related ad free of
|
|
charge. You'll probably have equal luck advertising in the general
|
|
*.forsale groups, but at least you can know that most reading this will
|
|
own a console and will be interested. If you want an ad placed in Issue
|
|
#2 of Frontier, send an ad to me in one of the following formats:
|
|
|
|
(*) WANTED: Second hand SNES for around $100. Must be in good condition
|
|
and include original instructions. Contact Mr Imaginary,
|
|
nowhere@example.only or voice on +1-502-000-0000
|
|
|
|
(*) FOR SALE: Castlevania IV for SNES. Includes original box and
|
|
instructions. Asking $20. Contact Mr Imaginary, .... (etc)
|
|
|
|
(*) WANTED TO SWAP: Willing to swap Night Trap SegaCD for Jaguar games -
|
|
Checkered Flag 2, Doom, or Bubsy. Contact Mr Imaginary, ....(etc)
|
|
|
|
* - This are just an example, so don't attempt to contact Mr. Imaginary!
|
|
|
|
|
|
úÄÄÄÄ The Cheater's ÄÄÄÄÄú
|
|
ÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛÛÛÛÛÛ
|
|
ÛÛ ÛÛÝÛÛÜÜÜ ÛÛ ÛÛ
|
|
ÛÛ ÛÛÝÛÛßßß ÛÛ ÛÛ
|
|
°±²ÛÛÛÛÛßÞÛÛÛÛÛÛÞÛ ÛÛ²±°
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
FRONTIER hopes to include a variety of different cheats, hints,
|
|
solutions, etc for systems and games of all different types. The aim is
|
|
to produce new information that has not been published before, though
|
|
this of course cannot always be guaranteed. If you have discovered a
|
|
secret level, willing to contribute some accurate playing hints, just
|
|
finished a game and are willing to produce a solution, or for that
|
|
matter anything that will help out gamers, Frontier is after them!
|
|
|
|
SONIC CD (GenesisCD)
|
|
- by Feroz Jokhio (cf573@cleveland.freenet.edu)
|
|
|
|
Here's a ton os secret stuff for Sonic CD, no mag has it yet!
|
|
|
|
Special Stage Time Attack:
|
|
get the total time of the Time Attack to under 30 minutes
|
|
go to the Time Attack main screen and press left
|
|
|
|
D.A. Garden:
|
|
get the total time of the Time Attack to under 30 minutes
|
|
at the title screen press start then right until you
|
|
get to the option, its right of Ram Data
|
|
In the D.A. Garden use d to move around the planet,
|
|
c to zoom in/out, b to rotate and a for the sound test
|
|
|
|
3D Virtual Mode:
|
|
get the total time of the Time Attack to under 25 minutes
|
|
Its found to the right of the D.A. Garden on the title screen
|
|
in it you can look at the opening, good and bad endings and
|
|
a pencil test.
|
|
|
|
Stage Select:
|
|
On the title screen press up, down, down, left, right,
|
|
b....(sorry, cut off - email Feroz)
|
|
|
|
Sound Test:
|
|
On the title screen press down, down, down, left, right, a....
|
|
|
|
Debug Mode:
|
|
When in the sound test change the settings to 40, 12, 11
|
|
then press start, you'll see a picture of tails, press start,
|
|
choose continue or new game, b changes sonic into debug mode,
|
|
a changes what sonic can place and c places whatever sonic is.
|
|
|
|
Secret Special Stage:
|
|
When in the sound test change the settings to 07, 07, 07
|
|
press start and you'll be in a really hard special stage.
|
|
|
|
Artwork:
|
|
When in the sound test each of the group of three numbers will
|
|
present a different picture, when its on the correct numbers press
|
|
start to view. The number combinations are:
|
|
42, 04, 21
|
|
46, 12, 25
|
|
44, 11, 09
|
|
42, 03, 01
|
|
|
|
There's probably even more secret stuff in the game, I'll post up more
|
|
if I find out about anything else.
|
|
|
|
Also, in Palmtree Panic Act I, there's a wall you can walk into and sonic
|
|
goes flying around the background then jumps out through a wall leaving
|
|
a sonic sized hole in the wall.
|
|
|
|
SILPHEED (Genesis CD) - To get an extra ten continues, when you are on
|
|
your last continue, wait for it to time out and then enter
|
|
RIGHT,UP,A,B,C,LEFT,RIGHT,DOWN,C,A,START. To get to a level select
|
|
screen, enter DOWN,DOWN,UP,UP,RIGHT,LEFT,RIGHT,LEFT,A,B,START during the
|
|
introduction screen.
|
|
|
|
ALADDIN (Genesis) - Press START,A,B,B,A,A,B,B,A (in that order) to skip
|
|
to the end of the current level.
|
|
|
|
MORTAL KOMBAT (Genesis) - Press A,B,A,C,A,B,B on the option screen to
|
|
activate all of the hidden arcade fatalities and blood...
|
|
|
|
JURASSIC PARK (Genesis) - First of go to the password screen, and then
|
|
exit it. Re-enter the PW screen, enter a valid password, move over the
|
|
<< or >> controls and press A+B+C+START (all together). You should now
|
|
be in an interesting cheat/options screen.
|
|
|
|
CRESCENT GALAXY (Jaguar) - Enter 1193 on the title screen with the second
|
|
controller to activate a secret cheat mode.
|
|
|
|
|
|
SUPPORT SITES/DISTRIBUTION
|
|
************/\************
|
|
THE following places are the first to receive Frontier each month, and
|
|
also carry previous issues. If you are after the latest issue of
|
|
Frontier, these places are where you will find it:
|
|
|
|
VIOLENT CRIMES (BBS)
|
|
Melbourne, Australia
|
|
+61-3-562-1008
|
|
Sysop: Sudden Death
|
|
|
|
CUBENet (BBS)
|
|
Munich, Germany
|
|
+49-089-149-8811
|
|
Sysop: Peter Koehnkow
|
|
Extra Info: 44 lines! One of Europe's biggest BBS
|
|
Fidonet (2:2480/66)
|
|
|
|
CARDIFF ARCHIVES (FTP)
|
|
London, United Kingdom
|
|
ftp.cm.cf.ac.uk
|
|
Sys admin: Simon McIntosh
|
|
Extra Info: Frontier is available in /pub/console/frontier
|
|
Plenty of other console related material online
|
|
|
|
* You too can become a support site and be added to this list. All that
|
|
is required is for you to hold the current and back issues of
|
|
Frontier, and be able to FTP each issue as it is released. Simple...
|
|
|
|
|
|
HOW *YOU* TOO CAN HELP OUT FRONTIER
|
|
***************/\******************
|
|
FOR a magazine such as this to prosper, Frontier needs regular
|
|
contributions from its readers. From general articles, new releases, to
|
|
reviews and opinions, Frontier needs them all. Even small pieces of
|
|
information which you feel may not or may not be important, don't
|
|
hesitate to send them in. Most likely, if it hasn't been mentioned, we
|
|
don't know about it!
|
|
|
|
If you wish to become a regular reviewer for Frontier, drop me a line
|
|
stating the consoles you own, and which game(s) you want to review and
|
|
I'll email you the 'Frontier reviewer's guide'. This guide should cover
|
|
everything you need to know about writing a review for this magazine, or
|
|
for those who have never written a review before and want to.
|
|
|
|
The following things are specifically needed at present:
|
|
|
|
- Gameplay co-ordinator position: To compile a list of cheats, hints and
|
|
solutions for many games on many different platforms. You should be
|
|
an avid game player and be able to discover material for yourself -
|
|
eg: not taken straight from magazines.
|
|
|
|
- CD32 owners: Needed for reviews, and general comments, articles, etc.
|
|
As you can probably tell from this first issue, I have had trouble
|
|
tracking much of this material down. Unless I can get some CD32
|
|
reviews and articles, it is only going to receive minimal coverage of
|
|
Frontier - which would be a pity, since the CD32 is decent machine.
|
|
|
|
* For information on where to send any material or contributions, see
|
|
the following section.
|
|
|
|
|
|
HOW TO CONTACT FRONTiER
|
|
**********/\***********
|
|
IF you need to contact Frontier for any reason, to ask a question, to
|
|
pose a question, to comment on the magazine or industry in general, or
|
|
for any other reason, don't hesitate to mail! (as it were).
|
|
|
|
* Gordon Craick (chief editor) *
|
|
|
|
.._@/` Post: Gordon Craick For those who do not have access to the
|
|
16 Gums Avenue internet
|
|
Belgrave, Victoria
|
|
AUSTRALIA 3160
|
|
|
|
Email: pred@zikzak.apana.org.au For response within a few minutes to a
|
|
few days!
|
|
|
|
* Bradley Lascelle (new co-ordinator)
|
|
|
|
Email: bradley.lascelle@canrem.com - Cananda
|
|
|
|
.:. If I don't receive your mail, try sending it again. If i *still*
|
|
don't receive your message, try posting a 'where are you?' post in
|
|
one of the console newsgroups (which I regularly monitor) and I
|
|
should be able to get back to you. Otherwise, don't worry, I'm
|
|
probably just dead :)
|
|
|
|
|
|
CREDITS/THANKS
|
|
******/\******
|
|
FRONTIER would like to thank all of those who have responded to the
|
|
Frontier info post/FAQ which has been posted in the console newsgroups
|
|
in the last few weeks. Your input has helped point out what the majority
|
|
of you want, and Frontier appears to be already aiming for much the
|
|
same. I hope you've liked this issue, and you can look forward to issues
|
|
of Frontier to be released in the first week of every month. Issue #2
|
|
should be out in April, and already articles are in production for the
|
|
that issue. If you liked, or didn't liked the mag, please send back some
|
|
comments so that we know what to improve on in future. Specific thanx
|
|
goes out to:
|
|
|
|
. Tim Wenas - His article on shopping in the Asian markets & extras :)
|
|
. Feroz Jokhio - SonicCD cheat(s). We're looking for cheats such as these!
|
|
. Simon McIntosh - Offering to hold issues of Frontier at his FTP site
|
|
. Peter Koehnkow - Offering to be a Frontier support BBS
|
|
. Bradley Lascelle - For being the news co-ordinator and hopefully some
|
|
reviews in the future!
|
|
. Marty Chinn - Some news, and also hopefully some reviews in issue #2.
|
|
. DiE productions - Distribution, support and more!
|
|
. Others who have contacted me and expressed interest in writing for
|
|
Frontier, though didn't quite get around to it yet. Hopefully I can
|
|
see some of your material in issue #2.
|
|
. Those 'other' magazines which have contacted me - at least you weren't
|
|
too hostile towards Frontier =B)
|
|
. YOU
|
|
|
|
* Unless otherwise indicated, all articles are written by Gordon Craick.
|
|
|
|
That's about it from the first ever issue of Frontier! Look out for
|
|
issue #2 out in April....
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
COPYRIGHT INFORMATION - FRONTIER MAGAZINE AND ALL ARTICLES CONTAINED
|
|
WITHIN REMAIN THE LEGAL PROPERTY OF THE AUTHOR(S) UNDER EXISTING
|
|
WORLDWIDE COPYRIGHT TREATIES AND IS (c) COPYRIGHT 1994. NO PART OF
|
|
THIS MAGAZINE MAY BE DISTRIBUTED SEPARATELY OR SOLD FOR PROFIT
|
|
WITHOUT EXPLICIT PERMISSION FROM THE EDITOR AND RESPECTIVE AUTHOR'S.
|
|
ALL COMPANIES AND NAMES MENTIONED IN THIS MAGAZINE REMAIN
|
|
TRADEMARKS OF THEIR RESPECTIVE COMPANIES.
|
|
FRONTIER CANNOT BE HELD RESPONSIBLE FOR ANY LOSSES INCURRED FROM
|
|
INFORMATION IN THIS MAGAZINE, EITHER DIRECTLY OR INDIRECTLY. WHILE
|
|
CARE IS TAKEN TO ENSURE ACCURATE INFORMATION, FRONTIER CANNOT BE HELD
|
|
RESPONSIBLE FOR LOSSES.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|