1689 lines
89 KiB
Plaintext
1689 lines
89 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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July 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 4
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*******/\*******
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Welcome
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Updates
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Changes
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Feedback
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News:
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* 32X - The Ultimate Genesis addon
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* Project Reality now for 1995
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* Street Fighter movie to be filmed in Australia
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* Nintendo goes for blood
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* Jaguar Voice-Modem
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* Jaguar-CD well on its way
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* 3DO sales goes on the increase
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* 3DO the only system to receive SSF2T
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Features:
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* The Summer CES Report
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* Saturn FAQ 1.15
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* Commodore - The End
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Editorial/Opinion:
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* Do we expect too much from CD?
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Reviews:
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* Clay Fighter (SNES)
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* Flash Hiders (PC Engine CD)
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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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AFTER a break of one issue, Frontier is back to keep you informed
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on the exciting world of consoles and video games! While it was
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stated that issue 4 would be released in June, exams and a large
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workload meant that I decided to put it off until this month. Sorry
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about the inconvenience, however there wasn't much I could do to
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remedy this. Frontier would have also been out on the first of this
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month, except the late inclusion of the CES information meant a
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delay of an extra week. It was that or no CES info folks....
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Some of the information and articles in this issue may be a
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little old by now, though they should provide interest for those
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who don't get to read that many other magazines, and since I spent
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the time writing/researching them, there seems little point in
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discarding them altogether.
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This month was of course saw the Summer CES come and go, which
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provided a number of insights into where the industry was heading
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in the next year. A growing number of new and exciting games were
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shown for all systems, which provided many new news and
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speculation. While I didn't attend personally, the number of
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internet postings from those that did has meant that Frontier is
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well up on what happened. For more information - see our extensive
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first CES Show coverage!
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That's all for now, enjoy this issue - I feel it is one our more
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informative ones to date. Only another six months to the Winter CES
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now, maybe we can get somebody there to represent Frontier...
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interested? :)
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Gordon Craick (Editor -> FRONTiER magazine)
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< July 8th, 1994 >
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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UPDATES
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***/\**
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ALTHOUGH Frontier aims to make fewer mistakes than some other
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magazines, it would be naive to think there wouldn't be any. In
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issue one several people have pointed out some inaccuracies or
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clear mistakes. Thanks to those people who did so, if I don't know
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about it - I can't correct it :)
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CHANGES
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***/\**
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The release file now only includes all upcoming titles for the
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next few months, and is more general in release dates. See the
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release list (FRNTR-RE.004) for more information.
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Inclusion of non-profit console/video game shows - While Frontier
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charges for any direct form of commercial advertising, console
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trade and non-profit shows are accepted for publication in the
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magazine at no cost. If you are organising, or know of any shows
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along similar lines to that below, send in your press
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release/advertisement or any related information and they will be
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published in Frontier for a few months.
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ATARISHW.TXT arrived in my mailbox recently, should be
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interesting for those interested in Atari and most especially the
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Jaguar. Refer to it for all the details.
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Frontier will accept advertisements of a commercial nature to try
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and help pay for some of the games I review - the cost of
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advertising is a flat rate of $20 per ad, per issue for an ad
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of under 400 words. See the feedback section for more information.
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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°±²ÛÛÛÛÛÝÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛ ÛÛ
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ÛÛ ÞÛÛÜÜÜÞÛÛÜÜÜÞÛÛ ÛÛÝÛÛ ÛÛÞÛÛ ÛÛÞÛÛ ÛÛÛ Ûß
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ÛÛÛÛ ÞÛÛßßßÞÛÛßßßÞÛÛ ÛÛÝÛÛßßÛÜÞÛÛÛÛÛÛÞÛÛ ÛÛÛÛÜ
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ÛÛ ÞÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛßÞÛÛÜÜÛÛÞÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛ ßÛ²±°
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úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
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FRONTIER has been very grateful to the readers who have taken their time
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to write to the magazine and express some ideas and opinions. I'm
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_always_ after any sort of feedback, so whether you like everything, or
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something really annoys you let me know. If you're willing to express
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and opinion that you wouldn't mind publishing (maybe you've been
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expressing an opinion in some of the console newsgroups) here's your
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chance to let everybody else know what _you_ think.
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If you feel like a conversation on the console industry (or in fact
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anything!) send my some email, the best ones will be published in
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Frontier for others to join in on.
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Over the last couple of months I have received a couple of requests
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for advertising of a commercial type nature in Frontier. A decision
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has been made to charge a flat cost of $US20 per ad, per issue for
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an ad up to 400 words. This may include borders, ascii logos, etc
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(not counted in the 400) to draw attention to your product or
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business. Please send your advertisements in the form you would
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like them to appear, along with payment to the address listed at
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the end of the magazine.
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If you own, or are part of a console retailing or mail order
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company, Frontier offers a great way to help promote and sell your
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product through a potential audience of several thousand in many
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different countries world-wide.
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While readers may protest this as a form of commercialism that
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Frontier has stayed to try clear of in the past, I don't consider
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it as moving too much in this direction. The move is basically to
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help pay for some of the games I buy or hire for review purposes,
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and in no way to make a profit for myself (and at $20 I am hardly
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going to!).
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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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32X - THE ULTiMATE GENESiS ADDoN
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**************/\****************
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Rumours have been rampant over what Sega's plans were going to be
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for entry in the 32 bit console race. Reports have been circulating
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of an expensive new stand-alone console, or an add-on for the
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Genesis machine as early as 1991. Now Sega has finally announced
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its formal hardware strategy over the next year, two 32 bit
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consoles for release in the next 6 months.
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Later this year will see the introduction of the 32X, a plug-in
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enhancement for the Genesis/Megadrive system. The 32X will provide
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a 32 bit processor, a specialised graphics chip based around the
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technology to be implemented in the Saturn. Following the release
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will be a wealth of new titles for the 32X, greatly extending the
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life of the Genesis unit. This will come as comforting news to
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those who were maybe seeing the onslaught of the newer 32 bit
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consoles, feeling just a little left behind, and ready to upgrade
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their Genesis to a newer, more powerful system. Now the millions of
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Genesis owners can do this without having to sell their old machine
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- at the relatively small price of $150.
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What is looking now to be an early 1995 Japanese release, will
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also be the release of the Saturn. The Saturn will be the more
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powerful of the two systems, implementing CD storage as standard
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and set to be Sega's main product for the next four years at least.
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The Saturn is also likely to be the more expensive of the two
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machines, at about $400.
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The news will be worrying for Sega's main contender, Nintendo who's
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plans for a 32 bit addon for the SNES was cancelled during the last
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stages of development in late 1993. Nintendo will have tough
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competition trying to market its aging 16 bit SNES unit against a
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much more powerful 32 bit addon for the Genesis.
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* For more information, and the actual specifications of the
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Saturn, check out the Saturn/32X FAQ included with this issue.
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PROJECT REALiTY NOW FOR 1995
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*************/\*************
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Nintendo has recently announced that it will push forward its next
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generation console for a release some time next year. Current
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indications seem to be an arcade implementation by mid-1995, and a
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home implementation by Christmas 1995 -- Originally PR was
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scheduled for consumer release in late 1996. The move comes to
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assure the video game market that Project Reality^ is a lot closer
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than just a development (though from all indications that is still
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what it is!), and that shorter wait will be well worth it.
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This will be worrying news to many of the other video game
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companies, who were gleefully dismissive of Project Reality, seeing
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it as little to worry about in the next few years. A 1996 release
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for the home market, as was planned by Nintendo would have allowed
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many of the newer 32bit consoles to build up a reasonably strong
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consumer base. This would have made it hard for Nintendo to remain
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a strong force in the video game market, and in fact making the
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entry of PR quite tough.
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The current specifications talked about by Nintendo are far from
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complete, however some rumours of the proposed Project Reality are
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beginning to filter through. Project Reality is set to revolve
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around a 64 bit MIPPS instruction set processor, running at
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approximately 100mhz. Graphical processing will be done through a
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probably cut down version of Silicon Graphic's 'Reality Engine',
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used for many special effects in movies, so far only now been
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included in SGI's $60,000+ work stations. Storage is set to revolve
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around an implementation of 'Flash ROM', able to store many
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megabytes on a single credit-card sized piece of electronics. While
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all of this technology is far beyond that of the consumer, Nintendo
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believes (or in fact is banking heavily on the fact) that it can
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release a home console for around the $300US mark. A hard task,
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however, most believe that Silicon Graphics and Nintendo indeed do
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have the financial and technical know-how to achieve such a mammoth
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project in such a relatively short period of time.
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^ this is only actually the project name, the machine will now be
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called something more consumer-orientated closer to release
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STREET FiGHTER MOViE TO BE FiLMED iN AUSTRALiA
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*********************/\***********************
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While it has been mentioned in many other magazines that a Street
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Fighter movie was in production in the past, many of that news is
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now inaccurate due to changes in the last few months. The final
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details are that the movie will in fact be filmed right here in
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Australia - to be exact, the Warner Bros Studio in Queensland.
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While at first the idea of a movie based on a video game doesn't
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look all that promising, Time Warner obviously feels there is
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enough there for a popular film. Filming on a budget of $40
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million, the movie features two big names in the form of Jean
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Claude VanDamme (the famous ex-kick boxer who have starred in
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several films) as Ken, and Kylie Minogue (Yuppie UK pop singer :)
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and part-time actor) most likely as Chun-Li. Now while the
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Mario Bros movie turned mainly into a non-event for more mature
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audiences, Street Fighter is aiming to attempt quite the opposite.
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By including plenty of street-fighting action, along with the
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trademark VanDamme violence, the movie will likely rate either as
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Mature or Restricted when released.
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"Street Fighter" as it has been titled, is now in production,
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and should be released in April next year in the US, followed by
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May in the UK, Australia and elsewhere.
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NiNTENDO GOES FOR BLOOD
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**********/\***********
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Finally Nintendo has woken up to the fact that players do not want
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censored or cut games, and in fact lose money when certain parts of
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games are removed. To try and still remain responsible, while also
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restricting new games, Nintendo's new self-classification system
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will allow graphically violent games to appear on the SNES as long
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as they include the appropriate rating. This is excellent news for
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fans of Mortal Kombat, who had to put up with a non-blooded
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version, when the Genesis version had all of the fatalities and blood
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seen in the arcades.
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The first graphically violent SNES game to be released to the
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public will be Mortal Kombat 2, which will supposedly only be
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available to those over 17 years of age. Mortal Kombat 2 will
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include all of the fatalities, babalities, and blood and guts that
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the arcade machine does. There will also be a lockout code built
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into the cartridge to allow parents to turn off the graphic
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features in the game, if desired. Certainly good news for mature
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players of the SNES, and also a good sign that Project Reality
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won't just be for kids.
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JAGUAR VOiCE MODEM
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********/\********
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In the race to get a useable mutli-player system up and running,
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Atari is banking on the soon to be released Jaguar Voice-Modem.
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Similar in operation to a conventional modem, players can dial each
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other up over standard phone lines, and play against/in
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co-operation with each other. While with standard use the
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voice-modem will probably be limited to one-on-one usage over phone
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lines, two or three Jaguar units may be linked up together (say in
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the same room) using the standard Jag Network (what Atari is now
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calling the Com-Lynx port) and then to a third party somewhere
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else.
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The term 'Voice-Modem' isn't just there as a fancy marketing
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name either, as players will be able to chat/scream/abuse :) each
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other while playing the game! This feature allows a number of
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exciting, and also realistic games to be produced that will take
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full advantage of the new peripheral.
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While many may already be aware that Alien vs Predator has been
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delayed until September, this in fact may come as a blessing for
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owners of the voice-modem. Frontier wouldn't be surprised that the
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extra time being taken is to incorporate the voice-modem
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capability. The other hot title that will be voice-modem 'capable'
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will be Doom, allowing up to four-players to link up and roam the
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corridors, while talking or communicating at the same time! Should
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be real experience, even for those who have played PC Doom over a
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network.
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It is expected that the voice-modem will operate at about
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9600bps, quite enough for the transferal of game data. The
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Voice-Modem will probably be only second only to the Jaguar-CD for
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Jag owners, altogether its ultimate success will probably rely on the
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number of good games that will support it. While an exact price has
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not been set, an estimated price being talked about is $150.
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NB: Similar features to the Jaguar Voice-Modem will be incorporated
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into the AT&T 3DO when it is released, which will be good news
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to 3DO owners also.
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JAGUAR-CD WELL ON iTS WAY
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************/\************
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The Jaguar-CD drive, which many believed would never be released at
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all is nearing completion. A prototype was shown at the SCES, and
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while there was little to show on the system, was a relief to those
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who bought a Jaguar in the hope of a good CD system.
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The Jaguar-CD will include the option of an MPEG-1 cartridge
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(with an estimated cost of $150) to add to the system, which is
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almost becoming industry standard in the video game world. Other
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features Jeff Minter's exciting 'Virtual Light' technology, which
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allows enticing displays to be shown on your screen while playing
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audio CD's. The display changes in response to subtle changes in
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the music, and should really be something to show off the system.
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Promising reports have been coming from developers of the
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system, many stating that the internal Jaguar compression gives a
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generally sharper and clearer quality than that seen on the 3DO's
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custom 'Cine-pak' technology.
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A number of titles are on there way for release on Jaguar-CD,
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many of them having being in development for over a year. Time has
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been spent on these titles to ensure that they remain just as
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playable as any cartridge game, so hopefully we won't be seeing any
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titles that have just been put on CD for the hell of it. Some of
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the titles lined up include: Blue Lightning (a translation of the
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Lynx game), BattleMorph (Cybermorph 2 -- also for release on
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cartridge), several ports of adventure games, a 'fighting game',
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and at least one Role Playing game. This time Jaguar owners may
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have something to show many of the capabilities of their new system
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when released.
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Atari is assuring people that the Jaguar-CD will be out in the
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the US in September with a RRP of $200.
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3DO SALES GO ON THE iNCREASE
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*************/\*************
|
|
The future is looking much brighter for the 3DO than it did just a
|
|
month or two ago when the number of releases had slowed, and there
|
|
didn't look as though there was much else on the way. Shares
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|
dropped, and it looked as 3DO might even be in trouble. Since that
|
|
time however, 3DO has adopted a more aggressive sales pitch in an
|
|
attempt to lure good licensees and developers. Many exciting and
|
|
exclusive titles coming to the system in the next year -- assuring
|
|
the system as grabbing a reasonable share of the video game market
|
|
in the next year or two.
|
|
Trip Hawkins estimated goal of 500,000 units in the first year
|
|
of release may in fact be met, despite the initial scepticism that
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|
it brought. So far 3DO estimates 250,000 machines have been sold
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world-wide since October, well on the way to meeting that figure
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|
(considering the sales curve for any new product).
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|
In Japan, where the machine was released a few months ago, sales
|
|
have taken off to an even greater extent than in the United States.
|
|
This may be partly due to more stores stocking 3DO than in the US,
|
|
but for whatever the reason, an estimated 70,000 have been sold
|
|
there in the first two months. Japanese developers have been quick
|
|
to recognise the system, and a large number of Japanese produced
|
|
3DO titles are already on their way. Such developers include
|
|
Capcom, Konami, Koei, Taito, and much more.
|
|
|
|
So far hardware licensees for 3DO (those who will be making 3DO
|
|
compatible machines) include: Toshiba, AT&T, Panasonic/Matsushita
|
|
(already released), Sanyo, Samsung, Goldstar and Creative Labs (who
|
|
will be making a 3DO compatible card for the IBM PC).
|
|
|
|
|
|
3DO THE ONLY SYSTEM TO RECEiVE SSF2T
|
|
*****************/\*****************
|
|
Showed recently at the SCES (see this issue), Super Street Fighter
|
|
2 Turbo (phew!) is set for release soon on the 3DO. 3DO has an
|
|
exclusive license for the game, and is the only system which Capcom
|
|
has agreed to license the game to at the present time. This game
|
|
alone will provide a great boost to the system, the game to date
|
|
probably being one of the most successful of all video games. While
|
|
other systems are just seeing releases of just SSF2 (not turbo),
|
|
the 3DO will be releasing the full arcade version of SSF2T. Even
|
|
greater news for 3DO owners is that SSF2T will be an almost exact
|
|
port of the arcade machine, and there are also hints of a number of
|
|
enhancements that may be included.
|
|
Definitely a game to watch out for, and even those who have
|
|
stayed clear of the 3DO in the past may want to re-consider,
|
|
especially with such quality games such as this coming our way.
|
|
SSF2T will be available on 3DO in November.
|
|
|
|
|
|
OTHER NEWS
|
|
****/\****
|
|
- The Wall Street Journal has again gone out on a limb, this time
|
|
suggest Atari does not have the financial strengths to
|
|
successfully market and make Jaguar units. This is the second
|
|
time the WSJ has gone on the video game attack, only recently
|
|
dubbing 3DO has having very little hope of success (sales since
|
|
then have taken off). Atari is quick to defend this claim,
|
|
stating that they well have the goods to market the Jaguar
|
|
successfully. Another case that just shows how little the wider
|
|
media really does know about video games.
|
|
|
|
- Samsung's 3DO will incorporate 3DO's MPEG-1 cartridge into its
|
|
architecture. This makes the Samsung machine a good alternative
|
|
for those who like 3DO and want MPEG, but feel that the extra
|
|
price of a separate MPEG cartridge is a little too high. The
|
|
price of the Samsung 3DO is likely to be much less than the
|
|
combined purchase price of a Panasonic 3DO and MPEG cartridge.
|
|
Recently shown at the SCES (see this issue), the Samsung 3DO
|
|
appears slightly slicker in appearance to the Panasonic model,
|
|
much like the Sanyo model. These will be fully compatible (eg:
|
|
one game will run on any 3DO machine), so players only have to
|
|
worry about which system they like best, with the cheapest price
|
|
tag.
|
|
|
|
|
|
RUMOURS
|
|
***/\**
|
|
Again, remember that this section is nothing more than it
|
|
indicates, and simply rumours from other magazines, talk, media
|
|
sources and the internet newsgroups. It is up to you how seriously
|
|
you take these rumours.
|
|
|
|
- Nintendo is planning on bring back its 'exclusivity' contract in
|
|
with the release of games for Project Reality. If true, this will
|
|
mean that any game released on PR may not be released on any
|
|
other platform. If this is in fact the case, Nintendo is
|
|
definitely going to lose out, as developers are hardly going to
|
|
flock to the system if they have to remain locked with the one
|
|
system for each game. It seems illogical, but that is Nintendo
|
|
for you!
|
|
|
|
- There are plenty around, but really no new ones!
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
°±²ÛÛÛÛÛÝÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞ ÛÛÞÛÛÛÛÛÜÞÛÛÛÛÛÞÛÛÛÛÛÛ²±°
|
|
ÛÛ ÞÛÛÜÜÜÞÛÛ ÛÛ ÛÛÝ ÜÛ ÛÛÞÛÛ ÛÛÞÛÛÜÜÜÞÛÛÜÜÜÜ
|
|
ÛÛÛÛ ÞÛÛßßßÞÛÛÛÛÛÛ ÛÛÝ ÛÛ ÛÛÞÛÛÛÛÜßÞÛÛßßß ßßßßÛÛ
|
|
ÛÛ ÞÛÛÛÛÛÞÛÛ ÛÛ ÛÛÝ ÛÛÛÛÛÛÛÞÛÛ ÛÛÞÛÛÛÛÛÞÛÛÛÛÛÛ
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
|
|
THE SUMMER CES REPORT
|
|
**********/\*********
|
|
THE Consumer Entertainment Show has risen to become one of the most
|
|
widely attended and important shows on the video game calender over
|
|
the last few years. While the Summer CES was probably the lesser of
|
|
the two shows held in the States this year (the other of course
|
|
being the Winter CES), it still provided a good insight into some
|
|
of the products and innovations that consumers will be seeing in
|
|
the next year or so. Held from the 19th-24th of June, this years
|
|
show attracted many tens of thousands to the event. Each year the
|
|
CES just keeps getting bigger and bigger, and the WCES to be held
|
|
in November is an event definitely not one to be missed.
|
|
|
|
While Frontier did not actually attend the SCES, the amount of
|
|
published information on the Internet, and with correspondence from
|
|
those who attended makes this possible. Many different 'my thoughts
|
|
on the SCES' were looked into, so hopefully this coverage should
|
|
give pretty much the same indication that I gained from others.
|
|
Frontier is looking for somebody reliable and with a good
|
|
understanding of the video game industry to attend the WCES this
|
|
November. Please contact me well in advance, so Frontier can
|
|
organise an actual first-person narrative of the event. You may
|
|
even be able to get your own press pass, which will mean you may
|
|
end up with a lot more information, and also be able to get more
|
|
'inside' information from the companies attending -- well worth the
|
|
effort I'm sure.
|
|
|
|
After debating a bit on how to set out this coverage, I've decided
|
|
to cover each of the main companies, and some of the main products
|
|
that attracted the big attention. Of course all of the companies
|
|
were showing off many of there new releases, however these are not
|
|
really covered - as Frontier is mainly interested in what was 'new'
|
|
at the SCES.
|
|
|
|
|
|
NiNTENDo
|
|
|
|
Nintendo definitely was in force at this seasons CES, and their
|
|
stand by far took up the largest portion of the hall. They easily
|
|
proved that there is still plenty of life left in the essentially
|
|
two-sided 16 bit market. This may have also been to hide the fact
|
|
that Project Reality is still pretty much a pipe-dream until we
|
|
actually see a prototype _console_ from them sometime next year
|
|
(possibly the WCES). Probably one of the most notable of the
|
|
companies attending, Nintendo attracted the largest amount of
|
|
crowds and attention throughout the show.
|
|
|
|
Notable Products
|
|
|
|
Donkey Kong Country - Probably _the_ most impressive games at the
|
|
whole show, and most in fact dubbed it their 'Game of the SCES'.
|
|
Many describe how at first glance you could be forgiven if you
|
|
thought you were looking at a Silicon Graphics work station. DKC is
|
|
probably _the_ most impressive game graphically seen on any 16 bit
|
|
system. All the graphics are rendered using SGi work stations, and
|
|
then ported over using "technology never before implemented on the
|
|
SNES". All of this has been squashed into a 32 meg cart. DKC
|
|
includes much of what the original Donkey Kong oozed back in the
|
|
earlier 1980's. Simple, but interesting and exciting gameplay.
|
|
Essentially a platform game, DKC contains a number of different
|
|
levels, multiple players, the works. The best thing was that it was
|
|
proudly proclaimed that the game would be available in as little as
|
|
a month or so, and the version shown was around 95% completed.
|
|
Definitely impressive, and also likely candidate for 16 bit game of
|
|
the year.
|
|
|
|
Project Reality - Yet again, no sign of a prototype version of PR
|
|
in sight. Instead, Nintendo had strategically placed several
|
|
Silicon Graphics Work stations showing several reasonably impressive
|
|
demos with things such as Yoshi, Mario, etc. Visually exciting for
|
|
many, but there seemed little in the actual way of even one whole
|
|
game/concept. Attention drawing, but considering these work stations
|
|
cost a staggering $50,000 in 1994 - can they be cut down into a
|
|
$200-$300 console by as little as mid next year? Many remain
|
|
extremely sceptical (myself included). For certain show attendees
|
|
there was a closed conference to try and hype up PR to developers,
|
|
and the press. Still, general attendees were not admitted, so
|
|
whatever happened in that shortish conference is not for us to know
|
|
obviously (I wonder why?). It was also _hinted_ that there might
|
|
finally be a console prototype at the WCES....
|
|
|
|
Final Fantasy 3 - While there been *five* Final Fantasy games
|
|
released in Japan on the SNES, elsewhere in the world we have had
|
|
to be satisfied with only the two. While the SNES the SNES has few
|
|
RPG's, FF3 (FF6 in Japan) looked like being one of the most
|
|
impressive RPG's seen to date (yes, even better than Zelda). The
|
|
English translation was excellent, and strong features included
|
|
excellent sound, and equally appealing graphics.
|
|
|
|
Super Street Fighter 2 - A finished 32mbit version of SSF2 was
|
|
shown, which was big news to all fighting fans. Pretty much an
|
|
exact translation of the arcade machine, there isn't much more that
|
|
can be said! To owners of SF2T there seems little incentive to buy
|
|
the newer version, unless of course you are a huge fan of SSF2 from
|
|
the arcades.
|
|
|
|
Mortal Kombat 2 - An 80% from complete MK2 was shown, which brought
|
|
much attention. For the few that actually got a play at the game,
|
|
the general view seems to be that it played and looked pretty much
|
|
the same as the arcade machine. All of the blood, fatalities, and
|
|
other features were included on the SNES version, and there seemed
|
|
little missing.
|
|
|
|
Way of the Warrior - While SSF2 and MK2 were definitely the more
|
|
widely noticed of the SNES fighting titles, Way of the Warrior
|
|
looked like becoming a close third. A good conversion, but not
|
|
quite perfect version of the arcade, though including the same
|
|
sized fighters and detailed backgrounds. The game was also very
|
|
playable, and at least something different to those who have been
|
|
playing SF2 for the last two years!
|
|
|
|
Samurai Showdown - Yet another fighting game that grabbed people's
|
|
attention. The character movements weren't quite up to the arcade,
|
|
though they may be fixed before release. Another promising title
|
|
for the next few months.
|
|
|
|
FX games - A number of games implementing the new FX chip were
|
|
shown, though from general indications none were really too
|
|
impressive. The main problem seems to be that while the chip is
|
|
innovative, the newer 32 bit systems overshadow it greatly. Why pay
|
|
more for an extra chip in a game, when you can have a system in
|
|
which _every_ game implements such technology?
|
|
|
|
Super Game Boy - The new peripheral for the SNES was shown, though
|
|
it brought little attention from the discerning crowds. I have seen
|
|
the Super Game Boy here in Australia, and while the graphics look
|
|
about 8 bit Nintendo quality there seems little else to attract
|
|
attention or make the purchase worthwhile. When the Super Game Boy
|
|
cartridge costs about the same as an actual GameBoy unit, you can
|
|
begin to wonder whether Nintendo has got its marketing strategy
|
|
right.
|
|
|
|
General impressions given:
|
|
|
|
While there were many other titles shown, most have already been
|
|
seen in many magazines over the last few months. Nobody has pointed
|
|
out much else of note, so it can be surmised that while Nintendo
|
|
had the largest and most impressive stand, there wasn't very much
|
|
Nintendo had to compete against the newer 32bit contenders. While
|
|
Nintendo definitely isn't dead, there appeared to be a general lack
|
|
of something unique or new for their systems. Project Reality is
|
|
still a year or so away, and still very little except hype has been
|
|
produced from Nintendo. To some, Nintendo appeared below the
|
|
surface a little arrogant, which cannot in the video game world be
|
|
a good sign when there are at least three strong competitors biting
|
|
at the company's feet!
|
|
|
|
|
|
SEGA
|
|
|
|
Sega had very little to do with this summer's CES, despite the fact
|
|
that Saturn and 32X will be well on their way quite soon. While not
|
|
having an actual formal stand, there were a few presentations given
|
|
at hotels and other places around the city. A demo of the 32X was
|
|
shown, which was quite impressive - showing off Virtua Racing as
|
|
its show-piece. Other than the already seen Saturn promotional
|
|
material retained from the last WCES, there was very little in the
|
|
way of new information or announcements of new games. The main
|
|
reason for this seems to be that Sega is saving up all their hype
|
|
and excitement for this year's WCES, where working prototypes of
|
|
the 32X/Megadrive-32 and Saturn, plus completed titles will be
|
|
shown. You can almost predict in advance that Sega will grab
|
|
company of the WCES this November, as Saturn and the 32X will
|
|
clearly put Nintendo to shame *:)
|
|
|
|
|
|
3DO
|
|
|
|
3DO appeared to be second only to Nintendo at this season's show,
|
|
clearly stating itself as a major contender for the video game
|
|
market. 25 completed, or near completed titles were shown at the
|
|
show, giving a new breath of hope to 3DO owners who have been
|
|
disappointed at the batch of titles shown since release. Quick to
|
|
go on the attack, 3DO again went possibly a little overboard trying
|
|
to hype many of its games. 3DO at this season's CES definitely
|
|
showed that it was here to stay.
|
|
|
|
Notable Products
|
|
|
|
The Sanyo 3DO - Several completed units of the Sanyo 3DO machine
|
|
was on display, and was being used to demo quite a few of the 3DO
|
|
titles on display. Compared to the Panasonic FZ-1, most felt that
|
|
the machine played identically, which in 3DO's case is a good
|
|
thing. The main difference between the two 3DO machines was a more
|
|
compact and more attractive look on the Sanyo. Otherwise the
|
|
controller and software use was _identical_. The price of the Sanyo
|
|
3DO was estimated to be much lower than that of the FZ-1, mainly
|
|
due to a more integrated single-chip architecture. News was that
|
|
the Sanyo was completed and it mass production, and should be
|
|
available in the US in the next few months -- sure to help out 3DO
|
|
sales in general.
|
|
|
|
Samsung 3DO - Also on show, the Samsung 3DO was a fair way from
|
|
completion. Again, better looking than the Panasonic. The main
|
|
difference between the Samsung and other 3DO's was the fact that
|
|
MPEG will be built in as standard. Probably set for release around
|
|
November/December this year.
|
|
|
|
Disk drive for 3DO - Interesting to many 3DO owners, was the 3.5"
|
|
external disk drive. This allows certain games to allow save
|
|
games/scores to disk, definitely one of the things that the 3DO is
|
|
currently lacking. Several games in development, and more to come
|
|
will support the disk drive, allowing the saving of more complex
|
|
data (such as for big RPG's, adventure games, etc). Bad news is
|
|
that such a peripheral costs a bit too much for what you are
|
|
getting -- if only the 3DO had included better writeable storage on
|
|
its system, then owners would never have to worry about such a
|
|
drive.
|
|
|
|
Way of the Warrior - Another conversion of the arcade machine to a
|
|
home console. This version looked quite a bit better than the SNES
|
|
version, while also being a bit more similar to the arcade
|
|
play-wise. The only probablem was that at the stage shown, some of
|
|
the animation wasn't quite up to scratch. Not better than SF2, but
|
|
a good enough fighting game to help the 3DO's cause.
|
|
|
|
Gex - Many were putting this game up there with Sonic and Mario. An
|
|
immense platform game, features heaps of different bad guys, and
|
|
lots to do. Plenty of variety, and some of the best graphics and
|
|
animation seen on any video or computer game _ever_. This is sure
|
|
to be a game that attracts quick sequels on the 3DO.
|
|
|
|
Burning Soldier - A game along the lines of Operation Wolf and
|
|
Cannon Fodder. Your characters (two players can also play at once)
|
|
run along, shooting at anything that moves. Lots of variety, and
|
|
lots to shoot at too :) One of best features will be the rendered
|
|
cut scenes shown between each stage, which attendees saw as
|
|
being especially impressive. Nothing special, but looks like being
|
|
a simple and very playable game.
|
|
|
|
Guardian War (also known as Powers Kingdom) - What looks like being
|
|
an impressive strategy/kingdom game in the vain of Populous or
|
|
Civilization. Features hundreds of individually different
|
|
characters, and the strategy component looks quite solid and
|
|
playable. Should be a very popular strategy game for any system.
|
|
|
|
Slayer - Finally, a properly licensed AD&D title, and serious RPG
|
|
for a home console! This one is by SSI, one of the most prolific
|
|
producers of strategy and RPG software on the PC. Slayer takes
|
|
place with a first person perspective, similar to Ultima
|
|
Underworld(s). Players can look up, down, jump, crawl, fight, cast
|
|
spells, run and other actions, while also solving puzzles and
|
|
destroying monsters, creatures, etc. Everything is based around the
|
|
AD&D genre, therefore will be familiar to RPG fans. Everything is
|
|
90 degrees (similar to Wolfenstein), though fully texture mapped
|
|
and light rendered. Certainly an immense game, as each dungeon/game
|
|
is generated from many millions of combinations. Basically, every
|
|
time the player plays a new game things will be different.
|
|
Apparently, graphically it is very impressive, and has none of the
|
|
texture mapping problems associated with the other 3D first-person
|
|
game on the 3DO, Monster Manor.
|
|
|
|
Road Rash - One of the most playable of the games shown, Road Rash
|
|
includes much of the original features that made the original a hit
|
|
on the Genesis. An excellent soundtrack (from the _real_
|
|
SoundGarden(!), Swervedriver, and some other lesser know bands)
|
|
that really keeps the player into the action. Video sequences were
|
|
reportedly quite terrible compared to other 3DO, however they were
|
|
much better quality than those used to the SegaCD. Definitely a
|
|
title for 3DO owner's collection.
|
|
|
|
Soccer Kid - This was announced for release at the show under 3DO's
|
|
3rd party 'Affiliated Label' system. Will be a side scrolling
|
|
platform game, featuring lots of smooth scrolling animation, and
|
|
stacks of levels.
|
|
|
|
Others shown - Patank, StarControl 2, Tetsujin, Super Off-Road,
|
|
Return Fire, and lots more.
|
|
|
|
General Impressions
|
|
|
|
Most people seemed extremely impressed at the way 3DO presented
|
|
itself at the CES. Just about all the titles shown were just about
|
|
ready for sales release, so no game crashes or another annoying
|
|
things greeted players. Many quality licenses have been secured,
|
|
such as Way of the Warrior, AD&D, and especially SSF2T -- enough to
|
|
please both kids and adults. It seems that as long as 3DO can keep
|
|
the price down on its hardware at >$400, it will remain dominate in
|
|
the 32 bit market, even against the tough Saturn. Sanyo's unit
|
|
promised such a buyable price, so there seems little doubt 3DO is
|
|
going to reach the predicted 500,000 by October.
|
|
|
|
|
|
ATARi
|
|
|
|
How Atari was presented at the show seems to vary greatly between
|
|
those who attended. Some thought that Atari really had a good
|
|
showing, considering Atari's past performances at the CES over the
|
|
last few years. Others believed that Atari was really out of place
|
|
amongst such big contenders as Nintendo and 3DO, with some titles
|
|
that were impressive, but not enough. My general impression is that
|
|
people were looking for too much from Atari, considering the
|
|
relatively recent release of the Jaguar. A number of excellent
|
|
games were shown, and most attendees never gave any of the games
|
|
less than a 'looks average' tone.
|
|
|
|
Notable Products
|
|
|
|
Iron Soldier - This was possibly one of Atari's best games shown at
|
|
the SCES, and many believed that the game could have even received
|
|
an overall best of show. While only in Alpha stage, after
|
|
development of only a few weeks(!), the game looked as though it
|
|
had enormous potential. Reminiscent of the game B.O.T.T.S, Ultra
|
|
Vortex places the player in a Battle-Tech environment, where the
|
|
giant mechs battle it out over a city, and other landscapes.
|
|
Brilliant polygon graphics (yet shaded and texture mapped, though
|
|
the programmer assured people that it would be later on), and
|
|
plenty of car-stomping and other destruction. It is also likely the
|
|
game will be multi-player, and probably also voice-modem
|
|
compatible, certainly a prime contender. Looked hot, even to those
|
|
who were quite dismissive of the Jaguar at the SCES.
|
|
|
|
Kasumi Ninja - This appears as though it is going to be one of the
|
|
most popular of all the Jaguar games released this year from all
|
|
accounts. Backgrounds are superbly rendered in 24 bit, and the
|
|
characters are all digitised from real figures (a'la MK). While at
|
|
first the game looked a bit suspect as a serious fighting
|
|
competitor (pun intended!), KN now looks as though the gameplay
|
|
will be well up with MK2 and the SF2's. Many dubbed it "much better
|
|
than MK2", and even the less glowing reports dubbed it as a "quite
|
|
decent fighting game". Only a few characters were available on the
|
|
SCES version, however there was plenty of blood to splash around.
|
|
|
|
Alien vs Predator - While one of the most widely requested Jaguar
|
|
titles, it has been put back yet again, this time until September.
|
|
While it has the same flat walls as Wolfenstein, it includes more
|
|
shading and more 'realism' to make it potentially more popular (and
|
|
less controversial :) ). Most seem to feel that the game was very
|
|
atmospheric and everything mostly up to a good to very good
|
|
standard. It was compared to being as playable as Doom, which means
|
|
that AvP ought to be a good alternative to those who find killing
|
|
demons just isn't their thing :) Atari was keen to point out that a
|
|
specific TV advertising campaign for AvP will begin in mid August.
|
|
|
|
Doom - ID software has been polishing up Doom on the Jaguar for
|
|
several months, trying to assure its success. Resolution is
|
|
slightly in between that of Doom on hi-res and low-res modes, so
|
|
isn't quite as impressive as the PC version on a 486. This has
|
|
ensured that the frame rate is consistent and smooth, at a very
|
|
decent 20 fps. Should be a big Jaguar hit, as Doom on any system is
|
|
one of the most playable action games ever.
|
|
|
|
Wolfenstein - A completed version of Wolfenstein was shown to the
|
|
public, which brought crowds for those who have never played the PC
|
|
version. Graphics seemed to be a little better, and the action much
|
|
smoother (than a fast 486dx at least) and a bit more impressive
|
|
than the original PC hit. Otherwise, there weren't _too_ many
|
|
changes, but still appeared to be a potentially popular title. For
|
|
those who have just played the SNES version, don't be dissuaded --
|
|
the Jag version is guaranteed to be much better. Now on sale as of
|
|
the SCES.
|
|
|
|
Ray Man - A few levels of the upcoming platform game was shown
|
|
several times. While far from complete, most feel the game is very
|
|
playable and fun to play, and almost a competitor against Mario and
|
|
Sonic. The game includes beautifully rendered and colourful 16 bit
|
|
graphics, plus a CD-quality soundtrack. Many feel that it was a bit
|
|
too 'cute' for the Jaguar, though that is what can attract many
|
|
players. Worthy of being a strong Jaguar seller.
|
|
|
|
Jaguar-CD - The first working prototype of the Jag-CD was finally
|
|
shown to the public. There weren't really enough completed, or even
|
|
close to completed CD games shown to really tell whether the CD
|
|
add-on will be a seller -- the main reason most feel was to assure
|
|
players that it is well on its way, and to show a little of what it
|
|
will be like. The main demo piece shown was Jeff Minter's Virtual
|
|
Light technology, though unfortunately this was still a month or so
|
|
from completion (it crashed a few times).
|
|
|
|
Others shown (far from finished) - Battlezone 2000, Ultra Vortex,
|
|
Club Drive, Zool 2, Star Raiders 2000, StarBattle, a cricket game,
|
|
Double Dragon 5, Blue Lightning CD.
|
|
|
|
General Impressions
|
|
|
|
Certainly Atari has a certain lack of titles that 3DO and others
|
|
have plenty more of. It seems many of the good licenses have either
|
|
gone to 3DO or to other systems, due to a general lack of trust
|
|
after Atari's past performances. This is not to say that there
|
|
aren't some good licenses obtained so far, just that the Jaguar
|
|
could have possibly been much more if some of the other new 32bit
|
|
systems were not around (esp. the 3DO). What was good news to Atari
|
|
fans was that just about all the Jaguar games have been modelled on
|
|
the requests of Atari to be playable and saleable. Jaguar owners
|
|
are not going to have to put up with below quality titles, just to
|
|
have them on the market. This is one of the main reasons why so
|
|
many Jaguar titles have been pushed back (eg: Doom, AvP, Kasumi
|
|
Ninja, Tiny Toons, Bubsy, Club Drive, more), if Atari doesn't like
|
|
the game they politely tell the developer to re-vamp it. While some
|
|
may disapprove of this strategy, for those who want lasting games
|
|
and value for money the Jaguar is certainly a good bet.
|
|
|
|
|
|
OTHER
|
|
|
|
There was a stack of new PC and PC-CD games which will be good news
|
|
to those who own a PC. While personally I am interested in what is
|
|
happening in the PC games world, since Frontier is essentially a
|
|
video game magazine this report won't go into any details. For
|
|
that, check out issue #21 of Gamebytes which will be out soon --
|
|
simply _the_ best PC games mag anywhere (thank me for the review
|
|
Ross :) )
|
|
|
|
Philips was demonstrating a number of fairly interesting CD-i
|
|
titles at the SCES, although most were too pre-occupied with what
|
|
was happening at booths such as 3DO, Nintendo, and Atari.
|
|
|
|
|
|
WHAT WILL BE AT THE WINTER CES 1994?
|
|
|
|
This is maybe a bit too speculative, however on what was shown at
|
|
the SCES, some of the big features of the WCES (in November) should
|
|
include:
|
|
|
|
* First prototype demonstration of Project Reality. Can Nintendo
|
|
re-assure the video game world that Project Reality will be here
|
|
in 1995, or at least affordable? Also probably Nintendo's
|
|
toughest show ever, few in the way of original 16 bit titles, the
|
|
GameBoy fading in popularity, increasing 32 bit competition, and
|
|
a new system a way off.
|
|
|
|
* A near completed, if not completed prototype Saturn machine, plus
|
|
several nearly finished games on display. Finally we will see
|
|
how the Saturn can stack up to the other 32 bit systems.
|
|
|
|
* Plenty of 32X systems and around 20-30 games shown by Sega,
|
|
following its recent release in October. Can the 32X kill off the
|
|
SNES and Nintendo's hold of the 16 bit market in one $150 swoop?
|
|
|
|
* Atari's Jag-CD should be completed by the WCES, fully completed
|
|
and hopefully ready for sale. This will also be a chance to
|
|
show-case Atari's selection of 1994 titles, when about 20 out of
|
|
25 should be finished and on sale. Atari should make an
|
|
impressive stand, rather than just showing a number of unfinished
|
|
beta products.
|
|
|
|
* All five 3DO machines fully completed and ready for sale. The
|
|
Samsung, Sanyo, AT&T, Goldstar, and of course Panasonic machine
|
|
will be all available. By then the price on 3DO in general should
|
|
have dropped, making it very strong. Software wise, SSF2T and
|
|
around 50 other completed titles should be available.
|
|
|
|
* Many peripherals that have been in development for just about all
|
|
of the 32 bit systems will be shown.
|
|
|
|
|
|
THE SATURN/32X FAQ VERSION 1.15
|
|
**************/\***************
|
|
Rather than try and explain everything that Frontier knows about
|
|
the Saturn and 32X that people have been asking me about in the
|
|
actual issue - this month, included with Frontier is my Saturn/32X
|
|
FAQ. This has been posted a few times to the rec.games.video.sega
|
|
and rec.games.video.misc newsgroups on the internet - but for those
|
|
who do not have access or missed it, here is the perfect
|
|
opportunity for you to learn everything about the Saturn and 32X
|
|
which will be out soon.
|
|
The main reason I started the FAQ was to clear up a lot of the
|
|
misconceptions, and inaccurate claims people had been making about
|
|
the machine across many sources. Much as this magazine itself aims
|
|
to do, the FAQ should clear a lot of this up.
|
|
I've tried to make the FAQ as fair and as unbiased as possible,
|
|
though of course this is difficult - as I have found out :) At
|
|
least I can pretty much say that it seems fairly accurate and
|
|
balanced. If YOU know something more about the Saturn or 32X that
|
|
isn't covered in the FAQ, or would actually like another topic to
|
|
be covered in it - let me know and I'll probably include it.
|
|
|
|
The FAQ is included as SATURN.FAQ (really? :) ), so please read
|
|
over it and tell me what you think. Regular updates will be posted
|
|
in the rec.games.video.sega and rec.games.video.misc newsgroups
|
|
when they are available, and probably won't appear in another issue
|
|
of Frontier. As it says in the FAQ itself, distribute it separately
|
|
and wherever you like - just remember that I took the time to
|
|
compile it all for the good of all :) ...........
|
|
|
|
|
|
COMMODORE - THE END
|
|
********/\*********
|
|
The 28th April saw the end of one of major computer manufacturers
|
|
of the 1980's. Commodore Business Machines International has
|
|
formally gone into liquidation, signaling the end of the
|
|
multi-million dollar company. The liquidation reaches further than
|
|
just the closure of the company, and will have far reaching effects
|
|
on owners of Commodore owners.
|
|
Commodore began operations in the late 1960's with the
|
|
manufacture of mainly typewriters. Probably the biggest growth in
|
|
Commodore occurred in 1986, with the Amiga 500 - the first computer
|
|
to offer unbelievable graphics and sound far several years before
|
|
its time to the home consumer. At the time, the Amiga was more
|
|
powerful than its IBM PC counterparts, which have since moved on to
|
|
become the dominant computer system. While the IBM compatible
|
|
rapidly made in-roads into the Amiga market and specifications, the
|
|
Amiga still continued to remain popular amongst the home and
|
|
entertainment markets due to its multi-media capabilities. It was
|
|
about the 1990's that Commodore began to take a downturn. By this
|
|
time the PC compatible had well established itself as the dominate
|
|
home and office computer, offering much of what the Amiga offered,
|
|
and at a cheaper price. 1993 saw the introduction of the CD32
|
|
console, which once again looked like securing a share of the
|
|
market. While externally Commodore looked be doing quite well,
|
|
still selling many hundreds of thousands of computers each year
|
|
(especially in the European markets), internally it was a different
|
|
matter. Last year Commodore lost many more millions that it had
|
|
made, which combined with several other years losses meant its
|
|
eventual downfall.
|
|
What will this mean to existing Amiga and CD32 owners?
|
|
Unfortunately the news isn't too good. Along with the death of
|
|
Commodore comes the death of Commodore support, and ultimately the
|
|
death of software for the both Amiga and CD32. The position by 3rd
|
|
party software developers is still quite uncertain, and will
|
|
continue to be for a few months to come. While there is still money
|
|
to be made in the short term marketing of Amiga and CD32 software,
|
|
there is little incentive to continue producing software for a
|
|
system(s) that will ultimately begin to die out.
|
|
Electronic Arts however, have been one quick to announce that
|
|
it will be continuing to market and produce CD32 and Amiga software
|
|
for at least the next year - showing that they still believe there
|
|
is money to be made from existing Commodore owners. This is at
|
|
least one good sign.
|
|
|
|
Commodore's death may in fact be a good thing to many - ironically
|
|
sales after Commodore's demise may actually increase. Liquidation
|
|
will involve the selling off of all assets, including machines
|
|
already manufactured and in stores. This will more than likely
|
|
include _drastic_ price cuts across all hardware. The CD32's RRP
|
|
price which is now $400 may drop to as little as $200 simply to
|
|
regain some of the money spend in their production. At that price,
|
|
it may in fact entice people who would have otherwise been fairly
|
|
uninterested in the CD32. Even though their may be few titles
|
|
available and likely to be available, there are enough to make a
|
|
$200 purchase worthwhile. Cheap software will also likely follow to
|
|
further enhance sales potential.
|
|
|
|
This may not in fact be the last epitaph on the CD32, and we may in
|
|
fact see the purchase of rights to CD32 from another company. This
|
|
in fact now seems unlikely, considering the amount of time passed
|
|
since its downfall, and general lack of interest. Negotiations were
|
|
underway with Samsung to purchase the rights to the CD32, though
|
|
this doesn't seem to have proved a viable option for the company.
|
|
Have a few million dollars to purchase the rights to CD32? Well
|
|
here's your opportunity :)
|
|
|
|
What does this mean for Frontier coverage of the CD32? Well,
|
|
nothing really - reviews (not that there are any presently, but
|
|
there could be if people are people still willing) and any
|
|
additional news will continue to be published. Eventually of course
|
|
this will disappear, along with new software for the machine, but
|
|
until that time the CD32 is alive as it ever was....
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÝÛÛÝ ÛÛÞÛÛÞÛÛÛÛÛÝÛÛÝ ÛÛ²±°
|
|
ÛÛ ÛÛÞÛ ÞÛÞÛÝÛÛÛÝ 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.
|
|
|
|
DO WE EXPECT TOO MUCH OF CD?
|
|
************/\**************
|
|
EVER since CD storage was introduced in the video/computer game
|
|
market, most magazines and everybody else has been looking for that
|
|
'killer app' that people believe must come along with CD. Little,
|
|
if anything has really added up to this expectation, though
|
|
everybody is looking for that game that will provide the
|
|
'definitive' benchmark for a CD game, which can be used as a
|
|
measure against any other releases.
|
|
Many reviews of CD games in game magazines have been scathing of
|
|
any attempt at trying to utilise the tremendous space of CD-ROM --
|
|
they especially looking for the best game of all time coming off
|
|
the wondrous CD. For those developers that try, if the space is
|
|
not used fully, most complain that the game is not living up to its
|
|
greatest potential. Alternatively, if it is used up with fancy
|
|
visuals, they are quick to jump on the attack again - stating a
|
|
lack of gameplay or playability. Either way, publishers are stuck
|
|
in between two sides of the hard place. Many companies have in fact
|
|
been hesitant to except CD as a viable format for that very reason,
|
|
not confident enough to move to the format - worried that their
|
|
strong following will desert them if they produce what the media
|
|
may call a "below-standard" CD game. More often than not,
|
|
developers are in fact making the right decision in staying with
|
|
other storage formats. Why bother producing a game which could
|
|
quite easily fit on disk or cartridge when it the game does not
|
|
even warrant rendered graphics or other visual wonders? A game
|
|
never necessarily becomes any better if it is bigger. Take Tetris,
|
|
the most simplest of games, and yet one of the most widely played
|
|
and popular of them all - across _all_ formats. There are many more
|
|
examples.
|
|
|
|
The main factor that needs to be looked into when analysing the
|
|
potential of CD is the extra amount of time that needs to be taken
|
|
by developers to include all of the fancy digitised animation,
|
|
sound, etc. Almost any CD game takes much more time to develop than
|
|
any conventional storage game, so unless the time is taken the game
|
|
is of course going to be below standard. Developers no longer have
|
|
years and years to spend on a game as they maybe once did -- in the
|
|
90's consumers want games in under a year of development. If time
|
|
is stretched beyond that, by that time often the machine that it
|
|
has been developed for is well out of date, or the game looks poor
|
|
against what technology can offer. Small time developers have
|
|
little chance of implementing all 5xx megabytes in a short time
|
|
without a massive team of individual graphic artists, producers,
|
|
and musicians that the large companies have at their disposable.
|
|
The other is what can actually be stored on CD. A game on CD can
|
|
really only be improved by the use of a CD-soundtrack, digitised
|
|
speech or some form of FMV. More often that not, the voices are
|
|
unrealistic and rather bad in acting, actually making the game less
|
|
enjoyable, not more so. Graphics, while still nice looking, have a
|
|
long way into fooling a person that what they are watching is in
|
|
fact synthesised. So far video games have been much like a book,
|
|
using the players own imagination to draw them into the world of
|
|
the game. Moving away from that towards the 'Hollywood mentality'
|
|
is just becoming more destructive of games. If we want to watch
|
|
fancy visuals and special effects we will watch a movie, not play a
|
|
video game. While the merger of Hollywood and video games will
|
|
ultimately come eventually, we need to see quite a number of
|
|
technological changes to facilitate the change. It certainly won't
|
|
be in the next five years.
|
|
|
|
While it would be stubborn to deny that CD-ROM will/and has in fact
|
|
become a popular storage format, dubbing the "next level of gaming"
|
|
as *having* to implement CD-ROM is certainly premature. What many
|
|
have not woken up to is the fact that CD can not hope to increase
|
|
the gameplay or playability of a game. CD-ROM as the name suggests
|
|
is a storage format _only_ it is not a new technology, and
|
|
certainly not an entertainment device in itself (in the video game
|
|
world at least). CD is only a wider medium with which players can
|
|
interact with, in _conjunction_ with other new technologies. The
|
|
use of 32 bit processors, which most hardware designers are moving
|
|
towards in the video game world, are what most would say could be
|
|
be classed into the said "new technologies". Faster graphics, and
|
|
greater processing power means more realistic 'virtual space', that
|
|
begins to grow closer to what we usually define as solid 'reality'.
|
|
CD-ROM moves us closer to this by providing the storage for the
|
|
elements of this space. In itself, CD can never hope to add to
|
|
games to a considerable extent without the driving force of other
|
|
new technologies.
|
|
|
|
CD can never begin to enhance games to a great extent, with what is
|
|
currently available, and some of the limitations that it still
|
|
brings. It is still impossible for a game to pull textures off a
|
|
CD-ROM and render them fully sourced real-time, which will
|
|
ultimately be the way which games will move in the next decade. It
|
|
is still impossible for data to even be pulled off CD at a decent
|
|
speed to make fast action games (with rendered backgrounds,
|
|
sprites, etc) possible to a great extent. Until that time where
|
|
these things are possible, CD remains largely a uninteractive
|
|
format by nature, and it is pointless believing that CD in itself
|
|
can make games any more interactive. Most would have to agree that
|
|
the 'killer app' of CD-ROM is just a myth, much as that perfect
|
|
piece of art, or that perfect composition.....
|
|
|
|
|
|
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.
|
|
|
|
Check back on issue 2 for changes to the game ratings system. This new
|
|
rating system I believe gives the best and most complete seen in any
|
|
other magazine. Lets watch the others try and copy it :)
|
|
|
|
|
|
CLAY FiGHTER
|
|
*****/\*****
|
|
TYPE ................ Action/beat 'em up
|
|
FORMAT .............. SNES
|
|
DEVELOPER/PUBLISHER . Interplay
|
|
RELEASE ............. April 1994
|
|
PRICE ............... $90
|
|
SIZE ................ 16 megabit
|
|
|
|
LEVELS .............. ??? (around 10 play-fields)
|
|
DIFFICULTY .......... Medium (depends on difficulty)
|
|
PLAYERS ............. One/two simultaneous
|
|
EXTRA INFO .......... n/a
|
|
|
|
WHO would have thought you'd be able to throw some pieces of
|
|
coloured plasticine together and have a decent fighting game? That
|
|
is exactly what Interplay have done, creating Clay Fighter - one of
|
|
the strangest SNES, and definitely the strangest fighting game.
|
|
|
|
Clay Fighter pits 10 different and varied characters against each
|
|
other, either to beat your friend, or to reach the final battle.
|
|
Each of these includes a number of special moves, from firing blobs
|
|
of clay, to cartwheels, and many others. Unlike SF2, these moves
|
|
are more of a novelty - rather than an actual great help against
|
|
your opponents (bit like the babalities in MK2). Some of the
|
|
characters include Blob - basically just a blob of Clay, Itchy Bod
|
|
Clay - the jack-o-lantern, and Tiny - who looks like a piece of
|
|
clay on steroids(!). There are a number more, all being quite
|
|
different and each having their strengths and weaknesses. When
|
|
sitting down to play the game for the first time, you'd have to be
|
|
incredibly serious if you didn't at least get one smile on your
|
|
face from playing. Clay Fighter includes plenty of cartoon humour,
|
|
which is a mix of somewhere between Gumby and Bugs Bunny. Just
|
|
seeing the two pieces of coloured clay belting the hell out of each
|
|
other is funny enough!
|
|
|
|
All of the sprites Clay Fighter, as the title suggests, have been
|
|
moulded from clay - in fact, probably plasticine :) Each character
|
|
has been moulded from clay, manipulated for each part of the
|
|
movement, and then digitised by a video camera to provide the game
|
|
visuals. This method is not in fact as uncommon as you probably
|
|
might at first think. Many games (Doom is an example) and even some
|
|
movies have used moulded figures, instead of the extensive and
|
|
time-consuming method of drawing each individual frame. While this
|
|
allows potentially a greater amount of animation, in Clay Fighter
|
|
it has been used to provide a pretty average number of frames. The
|
|
animation is only about the same standard of SF2, and from what I
|
|
can tell, even less than Mortal Kombat. While it is good compared
|
|
to many SNES games, Clay Fighter could have been a lot more
|
|
visually appealing -- maybe this is due to the 16mbit restriction
|
|
that seems to plague many games now days?
|
|
|
|
The start of Clay-Fighter is certainly not what you'd expect from a
|
|
SNES game. After the Interplay logo flashes across the screen, up
|
|
starts the drum-beat and the sampled singing of "Clay
|
|
Fighter...Clay, Clay Fighter". While some people may like that sort
|
|
of thing, to me it wasn't really impressive (hey, I like hard
|
|
rock/metal, what do you expect? :) ), and a bit too 'Americanised'
|
|
for my liking. A try at CD-style soundtrack, but on seeing Clay
|
|
Fighter I've soon decided that developers should wait for 32 bit
|
|
bit systems that include a _real_ CD-player. While the start may be
|
|
impressive to some, there is not too much more in the way of
|
|
background music during the game, which is disappointing. This
|
|
could have been because of a lack of space, or that they just
|
|
couldn't be bothered.
|
|
In the sound effect department, Clay Fighter is definitely
|
|
impressive. Squelching clay, and digitised speech accompany each of
|
|
the game characters to good effect. The quality of the digitised
|
|
samples is probably the best heard on the SNES, especially the
|
|
"XXXX wins the battle!" after each round. The lack of background
|
|
music is improved greatly by the sampled sounds, and Clay Fighter
|
|
just wouldn't be the same without them.
|
|
|
|
Overall, Clay Fighter is let down by a number of factors - the
|
|
presentation is generally good, but not excellent. The characters
|
|
are varied and fun to play, however many are badly matched. Most
|
|
fighting games try to provide a good balance of characters to keep
|
|
the player interested, but Clay Fighter has not attempted it too
|
|
successfully. Once you have chosen a character to play, you tend to
|
|
stick to it (the operative word is *it* in Clay Fighter), as
|
|
changing characters means having to learn completely new button
|
|
combinations.
|
|
While some may find the humour of Clay Fighter long lasting, to
|
|
me it soon wore off. After a day or so of play, the strange
|
|
characters and moves, while at first different, begin to even get a
|
|
bit frustrating. While Clay Fighter is fun as a just a game, those
|
|
who want a serious fighting game will probably find that CF is not
|
|
really up to it.
|
|
|
|
Note: Clay Fighter is also undergoing a conversion to 3DO, which
|
|
will include a number of enhancements over the SNES version. The
|
|
potential is there for a good 3DO title.
|
|
|
|
Final analysis
|
|
-=-=-=-=-=-=-=-
|
|
GRAPH SCORE
|
|
|
|
Sound effects |************************************** 95%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Music |******************************* 78%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Sprites |************************************* 92%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Backgrounds |******************************** 80%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Playability |************************************ 90%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
IQ factor |****************** 45%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Fun factor |************************************ 90%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Overall graphics |************************************ 90%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
OVERALL |********************************** 85%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|
|
|
Extra Comments
|
|
-=-=-=-=-=-=-=
|
|
SOUND FX : Excellent and funny speech
|
|
MUSIC : Not really enough music, slightly lame
|
|
SPRITES : Nice and animated. Very cartoon looking!
|
|
BACKGROUNDS : Colourful and cartoony background
|
|
PLAYABILITY : Bit difficult to pull off some moves
|
|
IQ. FACTOR : A bit of strategy required
|
|
FUN FACTOR : Extreme! for a while at least
|
|
OVERALL GFX : Again, the overall effect is of a cartoon
|
|
OVERALL : Good, but not enough to be a beat 'em up competitor
|
|
really.
|
|
|
|
IMPRESSIONS : Quite comical at first, and the game will definitely
|
|
have you grinning. Especially fun with two players.
|
|
|
|
CONVERSION : n/a
|
|
|
|
INTEREST FACTOR : 60% - after the initial interest has worn off,
|
|
the fighting aspect isn't really that good
|
|
|
|
DIFFICULTY : Easy on medium, but a fair challenge on the hardest
|
|
level. About two days-week to finish the game on difficult.
|
|
|
|
WOULD I BUY THE GAME : Probably not. While it is fun to
|
|
hire/borrow, it doesn't really offer enough for the beat 'em up
|
|
fan.
|
|
|
|
OVERALL : The first time you play the game everything is very
|
|
enjoyable. After the first few games, and after you have pulled off
|
|
most of the character's moves, there isn't really enough of a
|
|
fighting engine to keep you playing for that long.
|
|
|
|
|
|
FLASH HiDERS
|
|
*****/\*****
|
|
|=| By Robert Morrison (robertm@cardinal.ncsc.org)
|
|
|
|
TYPE ................ Versus Fighting
|
|
FORMAT .............. PC Engine Super CD
|
|
DEVELOPER/PUBLISHER . Right Stuff
|
|
RELEASE ............. December 19, 1993 (Japan [no US release planned])
|
|
PRICE ............... 7800 Yen ($70)
|
|
SIZE ................ N/A (CDROM)
|
|
|
|
LEVELS .............. 3 Modes, varying levels (see below)
|
|
DIFFICULTY .......... Variable
|
|
PLAYERS ............. One/Two
|
|
EXTRA INFO .......... Has Arcade Card support
|
|
|
|
Street Fighter mania has taken the world by storm. Many fighting
|
|
games have appeared in the gaming industry. You have Street Fighter
|
|
II (and all editions thereof) Fatal Fury I/II, Art of Fighting,
|
|
World of Heroes, and even japanese animation (anime) inspired games
|
|
such as Ranma 1/2 and Dragonball Z. But now an innovative new game
|
|
has recently popped up in Japan for PC Engine and Anime fans. This
|
|
game combines the aspects of cinematic intermission with punch-'em
|
|
up, duke-it-out fighting. Flash Hiders has arrived.
|
|
|
|
Flash Hiders is a fighting game with a story line to it. A
|
|
traveling fighter, Bang Bipot, and his bodyguard, Tiria Rozette are
|
|
going around to various places to fight for the battle tycoon
|
|
championship. Along the way they meet various bands of fighters who
|
|
join them. A story about a tyrant's wish to take over the planet
|
|
gradually unfolds. This tyrant is Moonrise, and he has come from
|
|
another planet. Another from this planet, Erue, has come to stop
|
|
him.
|
|
|
|
There are three modes in this game, scenario, advance, and versus.
|
|
With advance and scenario modes, you can pick a difficulty rating
|
|
of easy, normal, hard, metal, truth, or DEATH! Scenario is the mode
|
|
in which you follow a story line as you battle your way through
|
|
many places. The game is filled with animated cinematic
|
|
intermissions. It is as if you are watching japanese animation.
|
|
After a few minutes of intermission, you are challenged by an
|
|
opponent. When you defeat that opponent, you see some more of the
|
|
story as well as going to a new place, and meeting a new opponent.
|
|
Some of your opponents will join you, but some are double-
|
|
crossers.
|
|
|
|
Next there is advance mode. This is simply fighting your way through
|
|
many opponents, w/o the story. There are 9 opponents, as well as 2
|
|
final boss opponents. Each character levels up at a different rate,
|
|
and has different ratings for offense, defense, and speed. You pick
|
|
who you want to fight, but the way that your offense, defense, and
|
|
speed levels up, depends on who you fight. At the beginning of each
|
|
match you offered the opportunity to distribute 20 points anyway
|
|
you wish to increase offense, defense, or speed. You must also pay
|
|
attention to your opponents levels. You can get stuck fighting a
|
|
level 10 opponent while you are at level 5 if you leave them
|
|
unchallenged for a long time. In addition you gain money as you
|
|
progress. You can visit a shop and purchase items to increase your
|
|
offense, defense, and speed. You have the opportunity to save your
|
|
progress, as it does take a while to fight everyone, and you can
|
|
get password codes that represent your characters level of power.
|
|
|
|
Finally there is versus mode. You can challenge the computer or you
|
|
get the chance to fight a human challenger. It is the typical
|
|
versus mode that one would find in Street Fighter. You choose a
|
|
player, adjust your levels of offense, defense, speed, then you
|
|
fight. One interesting feature though is that you can take a
|
|
password from a character that you use in advance mode and use
|
|
him/her in versus mode.
|
|
|
|
The game has very good graphics. Remember, PC Engine is an 8-bit
|
|
graphics machine. But you wouldn't know that by playing this game.
|
|
Characters animation during the battle scenes are very good. The
|
|
back- grounds are also animated and quite detailed. The graphics
|
|
aren't jerky or flickery and the characters respond to all controls
|
|
very well. PC Engine has a 2-button controller and 6-button
|
|
controller available for it, and Flash Hiders makes use of both.
|
|
What,impossible to play this game with 2 buttons, you say? It is
|
|
very surprising, but one can do about 10 moves with just 2 buttons.
|
|
They are very easy to pull off as well. Each characters has an
|
|
anime-type like to him/her. Typical green/ blue/purple haired, big
|
|
eyed, cool looking people is what they look like. They aren't very
|
|
serious-looking except for the half-human/half machine characters.
|
|
Because of this, they aren't very bulky-looking characters. They
|
|
don't have that 3D look that other fighting games have.
|
|
|
|
Sound quality is excellent. The background music is digitally
|
|
recorded onto the CD and is simply played back when needed. This
|
|
makes for professional sounding music quality. Each character has
|
|
his/her own music. Each music selection reflects that characters
|
|
personality. This personality becomes very distinct as you play the
|
|
game and watch the intermissions. Most of the music is very
|
|
techno-pop sounding. The music is loaded with bass. In order to get
|
|
the full effect you would have to hear it on a good quality stereo.
|
|
But then there is some music that is erie, and elevatorish, but
|
|
this is only to represent some of the big, mysterious characters.
|
|
The music is some of the best that can be heard. If you get bored
|
|
of the game, it always makes a good audio listening-only CD. Just
|
|
pop into your CD player and press play. (But watch out for the data
|
|
tracks)
|
|
|
|
The sound effects are amazingly good as well. The sound processor
|
|
in the PC Engine and TG 16 isn't very good, so digitally sampled
|
|
sounds are used, not puny video-game-type, pac-man sound effects.
|
|
Each character has their own vocal sfx accompaniment which doesn't
|
|
sound muffled or hissy. Movement sounds are also pretty good, but
|
|
not the best I have heard.
|
|
|
|
This game is very good example of the great game quality that can
|
|
be created the the PC Engine CD architecture. It boasts great
|
|
graphics, animation, voice acting, and music. This game has some
|
|
very humorous intermissions. Of course, the only drawback, is that
|
|
you would have to understand some Japanese in order to understand
|
|
the story line. Unfortunately, it will most likely never be
|
|
available in English, but it is still one of the best and most
|
|
different, fighting games you would ever play. This game is what
|
|
the US and the rest of the world is missing. This is one of the
|
|
games that could have saved the Turbo Grafx 16.
|
|
|
|
Final analysis
|
|
-=-=-=-=-=-=-=-
|
|
GRAPH SCORE
|
|
|
|
Sound effects |******************************** 80%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Music |*************************************** 97%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Sprites |************************************** 95%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Backgrounds |************************************ 90%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Playability |******************************** 80%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
IQ factor |************** 35%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Fun factor |************************************ 90%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Overall graphics |************************************** 95%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
OVERALL |************************************** 95%
|
|
+___I___I___I___I___I___I___I___I___I___I.
|
|
Percentage % 0 10 20 30 40 50 60 70 80 90 100
|
|
|
|
Extra Comments
|
|
-=-=-=-=-=-=-=
|
|
SOUND FX : Characters have nice things to say when they win
|
|
MUSIC : Bass-thumping techno-pop. #1 on my list
|
|
SPRITES : Little jagged, but everything is detailed well
|
|
BACKGROUNDS : Animated, and semi-interesting. Look very good
|
|
PLAYABILITY : Easy to pull of moves, good handling
|
|
IQ. FACTOR : Just have to choose opponents wisely, and remember moves
|
|
FUN FACTOR : Fun story, and fun to try new moves and techniques
|
|
OVERALL GFX : The excellent intermissions say it all!
|
|
OVERALL : Excellent. Good GFX, SFX, and music!
|
|
|
|
IMPRESSIONS : Blew me away! The game is very likable. You have 9
|
|
characters to master and the music will blow your mind! This is one
|
|
of those games where there is always something fun to do.
|
|
|
|
CONVERSION : Nice change of pace from the typical fighting game genre
|
|
|
|
INTEREST FACTOR : 75% - You can't have fun beating people up forever.
|
|
|
|
DIFFICULTY: It is chooseable, but relatively easy to master the
|
|
moves and therefore progress.
|
|
|
|
WOULD I BUY THE GAME: Yes I would, and that is why I did. The first
|
|
time I saw this game I knew I had to have it. (I do choose wisely,
|
|
as I get the funds for them once in a blue moon)
|
|
|
|
OVERALL: Excellent package. You can't beat having good GFX and
|
|
music at the same time. Parts of the game are very funny. For
|
|
example, every time Bang is about to start a round, instead of your
|
|
normal bow to your partner, he gives his opponent the middle
|
|
finger! But the music, I just can't get over the wonderful music!
|
|
There is even a song that is actually sung by a band for the
|
|
ending!
|
|
|
|
|
|
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!
|
|
|
|
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
°±²ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÛÛÛÛÝÛÛÛÛÛÜ ÛÛÝÛÛÛÛÛÛÛÞÛÛÛÛÛÛ²±°
|
|
ÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ
|
|
ÞÛÛ ÛÛÛÛÜßÞÛÛÛÛÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ ÛÛ
|
|
ÞÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛÛÛÛß ÛÛÝÛÛ ÛÛÞÛÛÛÛÛÛ
|
|
úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú
|
|
IF you have something console related you would like to _privately_
|
|
sell, contact me and I will include your add for free in the next and
|
|
subsequent issues.
|
|
|
|
Atari 400 system. Sell all or part: upgraded console, disk drive, about
|
|
15 carts -- all the classics like Pac Man, Centipede, Missile Command --
|
|
plus some disks. Inquire for more details to: Eric Balkan, 14704 Seneca
|
|
Castle Ct, Gaithersburg MD 20878 USA; ebalkan@ppbbs.clark.net; PP BBS:
|
|
301-294-0756.
|
|
|
|
Supercom Pro v2 Backup Unit for SNES for sale - Includes 1.6MB disk
|
|
drive, 16MBits RAM upgradable to 32, power supply, and com I/O pass-through.
|
|
$200 obo 1 yr old. Contact Pete at 313 386-5214 MI, USA
|
|
email: bsc@tiamat.umd.umich.ed
|
|
|
|
|
|
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)
|
|
Note: PERMANENTLY OFFLINE!
|
|
|
|
DiGiTAL iLLUSiONS
|
|
Melbourne, Australia
|
|
+61-3-558-2771
|
|
Sysop: Messiah
|
|
Extra: logon as 'frontier' with pw 'frontier' for just the magazine
|
|
|
|
EMPIRE (BBS)
|
|
Melbourne, Australia
|
|
+61-3-591-0020
|
|
Sysop: Matthew Clemants
|
|
Extra: This is still being worked on, issues are distributed here
|
|
Fidonet (3:632/530)
|
|
|
|
CUBENet (BBS)
|
|
Munich, Germany
|
|
+49-089-149-8811
|
|
Sysop: Peter Koehnkow
|
|
Extra Info: 44 lines! One of Europe's biggest BBS
|
|
Fidonet (2:2480/66)
|
|
|
|
X=Link BBS
|
|
Singapore
|
|
+065-345-2083
|
|
Sysop: Melvin Chia
|
|
Extra Info: 24hrs (Sat/Sun/Singapore public holidays)
|
|
1200-0000 (Mon-Fri : Singapore Time)
|
|
Fidonet (6:600/638)
|
|
|
|
Packet Press BBS
|
|
United States
|
|
+1-301-294-0756
|
|
Sysop: Eric Balkan (balkane@eon.com)
|
|
Extra Info: None applicable - just call!
|
|
|
|
-+-*/ X-TReMe BBS /*-+-
|
|
Steenbergen, The Netherlands
|
|
+31-1670-66390
|
|
SYSoPS: The DoCToR & PYGoR (U055231@HNYKUN11.UCI.KUN.NL)
|
|
Extra Info: General support BBS (too much for one line)
|
|
|
|
Continental Drift BBS
|
|
Sydney, Australia
|
|
+61-2-949-4256
|
|
Sysop: Andre Lackmann (Andre_Lackmann@drift.apana.org.au)
|
|
Extra Info: Fidonet (3:714/911)
|
|
|
|
FTP
|
|
ftp.digex.net in /pub/access/spatton/frontier_magazine/
|
|
Admin: contact Scott Patton (spatton@access.digex.net)
|
|
Extra Info: Only the latest issue of Frontier will be available
|
|
here due to limited archive space.
|
|
|
|
FTP (non-official)
|
|
California, United States
|
|
wuarchive.wustl.edu in /pub/msdos_uploads/frontier_magazine/
|
|
Admin: archive@wugate.wustl.edu
|
|
Extra Info: At present only on a temporary basis and is not
|
|
official (could disappear at any time). I know, its not
|
|
DOS related, but where else does it go?
|
|
|
|
* Frontier is looking for somebody who can set up some sort of
|
|
internet list-server so that Frontier can be sent via email to
|
|
people who don't have FTP access. Contact the editor if you are
|
|
willing to provide this.
|
|
|
|
* You too can become a support site and be added to this list. All
|
|
that is required is for you to hold the current and back issues of
|
|
Frontier, and be able to FTP each issue as it is released.
|
|
Simple...
|
|
|
|
|
|
HOW *YOU* TOO CAN HELP OUT FRONTIER
|
|
***************/\******************
|
|
FOR a magazine such as this to prosper, Frontier needs regular
|
|
contributions from its readers. From general articles, new releases, to
|
|
reviews and opinions, Frontier needs them all. Even small pieces of
|
|
information which you feel may not or may not be important, don't
|
|
hesitate to send them in. Most likely, if it hasn't been mentioned, we
|
|
don't know about it!
|
|
|
|
If you wish to become a regular reviewer for Frontier, drop me a line
|
|
stating the consoles you own, and which game(s) you want to review and
|
|
I'll email you the 'Frontier reviewer's guide'. This guide should cover
|
|
everything you need to know about writing a review for this magazine, or
|
|
for those who have never written a review before and want to.
|
|
|
|
The following things are specifically needed at present:
|
|
|
|
- Gameplay co-ordinator position: To compile a list of cheats,
|
|
hints and solutions for many games on many different platforms.
|
|
You should be an avid game player and be able to discover
|
|
material for yourself - eg: not taken straight from other
|
|
magazines.
|
|
|
|
- More reviewers: Although many have asked for and have been sent
|
|
the reviewer's guide, I have heard very little back in the way of
|
|
reviews from those people. Please get those reviews in if you
|
|
intend on having them published!
|
|
|
|
- More cheats: A lot of the cheats as you may notice are reprints
|
|
of those that have appeared in other magazines. I am trying to
|
|
stay away from this, so if you have an original cheat or hint
|
|
please send it in.
|
|
|
|
* For information on where to send any material or contributions,
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see the following section.
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HOW TO CONTACT FRONTiER
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**********/\***********
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IF you need to contact Frontier for any reason, to ask a question, to
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pose a question, to comment on the magazine or industry in general, or
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for any other reason, don't hesitate to mail! (as it were).
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* Gordon Craick (chief editor) *
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.._@/` Post: Gordon Craick For those who do not have access
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16 Gums Avenue to the internet
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Belgrave, Victoria
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AUSTRALIA 3160
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Email: pred@zikzak.apana.org.au For response within a few minutes
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to a few days!
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FidoNet: Netmail to 3:632/530 (Gordon Craick)
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.:. If I don't receive your mail, try sending it again. If i
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|
*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,
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don't worry, I'm probably just dead :)
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CREDITS/THANKS
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|
******/\******
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|
KEEP up the great support everybody! Specific thank you's go to:
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|
|
. Robert Morrison - for his excellent PCE Flash Hiders review
|
|
. Since the list has grown rather large now, thanks go out to _all_
|
|
who have offered to be a support site. Keep up your support!
|
|
. Those who posted CES information, you know who you are.
|
|
. Those who have helped out with the Saturn FAQ and continue to.
|
|
. David Mansell - For CD32 related information
|
|
. DiE productions OZ - Distribution, support and more!
|
|
. YOU
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* Unless otherwise indicated, all articles are written by Gordon
|
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Craick.
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That's about it from the forth issue of Frontier! Look out for
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issue five out in early August...
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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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
|
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TRADEMARKS OF THEIR RESPECTIVE COMPANIES.
|
|
FRONTIER CANNOT BE HELD RESPONSIBLE FOR ANY LOSSES INCURRED FROM
|
|
INFORMATION IN THIS MAGAZINE, EITHER DIRECTLY OR INDIRECTLY. WHILE
|
|
CARE IS TAKEN TO ENSURE ACCURATE INFORMATION, FRONTIER CANNOT BE
|
|
HELD RESPONSIBLE FOR ANY LOSSES INCURRED AS A RESULT.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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