:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Volume 1, Issue 3 JAGUAR EXPLORER ONLINE October 15, 1997 :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: :: :: JAGUAR .............. News, reviews, & solutions ............ JAGUAR :: :: EXPLORER ........... for the online Jaguar .......... EXPLORER :: :: ONLINE ................. Community .............. ONLINE :: :: :: :: Published and Copyright (c) 1997 by White Space Publishers :: :: All Rights Reserved :: :: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""" :: :: Publisher Emeritus Plus .................... Michael Lindsay :: :: Publisher Emeritus .............................. Travis Guy :: :: Editor/Publisher ............................ Clay Halliwell :: :: WWW Spinner .................................. Frans Keylard :: :: JEO Mailing List Maintainer .................. Joachim Vance :: :: Genie Uploader .............................. Clay Halliwell :: :: CompuServe Uploader ......................... Richard Turner :: :: America Online Uploader ....................... Lonnie Smith :: :: FidoNet Uploader ................................ Troy Cheek :: :: :: :: Contributors: :: :: (voluntary and otherwise) :: :: """"""""""""""""""""""""" :: :: Scott Le Grand, Doug Engel, Mark Santora, :: :: Jeff Minter, Vince Valenti, Kevin Manne, Don Thomas :: :: Robert Jung, Wes Powell, Glenn Bruner, Brett Daly :: :: :: :: Telecommunicated to you via: :: :: """""""""""""""""""""""""""" :: :: GEnie: ST/JAGUAR RT Library 15 :: :: AOL: VIDEO GAMES FORUM Hints, Tips and Tricks II Library :: :: CompuServe: ATARIGAMING and VIDGAME Forums :: :: FidoNet: ATARI_ST and VID_GAME Echoes :: :: :: :: World Wide Web: http://www.ior.com/~fkeylard/aeo.htm :: :: http://www.mcc.ac.uk/~dlms/atari.html :: :: :: :: E-Mail Request address: JEO-request@maximized.com :: :: :: :: To subscribe to JEO, send e-mail to the request address, :: :: with the following line (no subject): :: :: :: :: subscribe JEO :: :: :: :: Your request will be automatically processed and your e-mail :: :: address will be subscribed to the list. To unsubscribe from :: :: the JEO list, send the following: :: :: :: :: unsubscribe JEO :: :: :: :: to the same request address, making sure you send it from :: :: the same address you subscribed from. :: :: :: :: Subscription problems requiring human assistance can be sent :: :: to JEO-help@maximized.com. Thanks to Maximized Software for :: :: hosting the JEO list. :: :: :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Table of Contents * From the Editor ..................... Thought You'd Seen the Last of JEO? * Jaguar Trivia Challenge: The Questions ............... Strain Your Brain. * Jaguar Tackboard .................. Newsletters, Message Boards, Mailing Lists, FAQs, Codes, Development List, Mail Order Directory. * CyberChatter .......................................... Overheard Online. * Out of Sight! Atari Celebrates 25 Years! ..................... Don Talks. * BattleSphere News ..................................... 4Play Marches On. * Llatest from Llamaland ........................................ Yak yaks. * JagFest '97 .............................................. The Aftermath. * Zero 5 Review ............................................ Space Zap 3-D! * AirCars Review .............................. The Game That Wouldn't Die. * Lee Briggs Interview .................................. World Tour Racer. * Steve Scavone Interview ..................... The Gorfian Empire Returns. * DKG Extreme Joystick Review ........................... Gravis Meets Jag. * The BFG FAQ .......................... More than you ever wanted to know. * Jaguar Trivia Challenge: The Answers .............................. D'Oh! * Shutdown ............................ Around the world and up your block. --==--==--==--==-- || From the Editor || By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ------------------------------------------------------------------ Welcome to the third edition of Jaguar Explorer Online. This month (err... season?) we've got reviews from "A" to "Z" -- AirCars and Zero 5. AirCars has its own reputation to deal with, while relative unknown Zero 5 may be the first N64-quality game to appear on the Jaguar-- awesome graphics paired with crappy gameplay. But seriously, I've been playing Zero 5 for a several days now, and it's not bad. In the press releases section, I bend my "Jaguar news only" rule a bit. Yeah, the Best Electronics catalog primarily sells Atari computer equipment, but this thing is a must-have (no, really!) for any serious Atari fan. I just got mine in the mail today, and have been blown away by the page count (200+!), the variety of merchandise -- both common and obscure -- and the pictures of rare and never-released Atari hardware. It's like a Whole Earth Catalog of Atari. And anyway, it does have a nice selection of Jag stuff. Every possible replacement part you could hope for, plus goodies like Kasumi Ninja headbands and Jaguar hologram stickers. CORRECTION: In the last issue of JEO, I stated that the music in World Tour Racing was not Redbook audio. Turns out this is incorrect... oops! See the Lee Briggs interview later in this issue for more info. Included in the ZIPped edition of this JEO are screenshots of BattleSphere and Native, and a shot from JagFest '97. Native is a very impressive- looking little game in the R-Type genre, being developed on the Jaguar Server. It's unknown at this time whether or not it will ever be published though. --==--==--==--==-- || Jaguar Trivia Challenge: The Questions || By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ----------------------------------------------------------------- Here's a little trivia quiz to see how well you know your Jag library. 1. What's the only Jag game with the stereo sound channels reversed? 2. What's the only Jag game with multiple light-sourcing? 3. What's the only Jag game with true transparent polygons? 4. What are the only two Jag games that use the Team-Tap? 5. What's the only Jag game that supports the VoiceModem? 6. What's the only Jag game that supports the VR headset? 7. What's the only Japanese arcade game on the Jag? 8. What's the only Jag game that uses MIP mapping? 9. What's the only JagCD game without any FMV? 10. Which two Jag games have Atari's former HQ hidden in them? 11. What's the only Jag game (besides Tempest 2000) with a soundtrack CD? Answers are at the end of this issue. Don't peek until you've tried to answer them all yourself! --==--==--==--==-- || Jaguar Tackboard || Confirmed information about Atari's Jaguar \__// Compiled from online and official sources ----------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Atari Times Jaguar Newsletter =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greg "Fruitman" George publishes a Jaguar- specific newsletter called The Atari Times. The newsletter is FREE, but cash donations are greatly appreciated. To subscribe, write to: Greg George 1531 Stevens Loop Rd. Babson Park, FL 33827 Also, an online version is available at: =-=-=-=-=-=-=-=-=-=-=-=-=-= //// Jaguar Message Boards =-=-=-=-=-=-=-=-=-=-=-=-=-= Anyone with web browsing capability can join in on the discussions on two web-based Jaguar message boards out there on the net. Note that, due to the rapid message turnover and instant-update nature of these boards, they have a tendency to burn through topics in a matter of days instead of weeks (or hours instead of days). Just point your browser to: Jaguar Interactive (maintained by Ken Baum) Toad Computer's JagTalk Club Drive Avenue Atari Message Board =-=-=-=-=-=-=-=-= //// Jaguar Chat =-=-=-=-=-=-=-=-= Anyone with web browsing capability who wants to chat in realtime with their fellow Jaguar enthusiasts, but has no access to IRC, should take advantage of this Jag chat page: JFPN's Jaguar Chat =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Jaguar Discussion Mailing List =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anyone with Internet e-mail access can join the discussions on the Jaguar mailing list. To "subscribe" to the list, send an e-mail to the following address: With the following as the body message: subscribe jaguar FirstName LastName (Where "FirstName" is your real first name and "LastName" is your real last name.) You should then soon receive the subscription information. Since the list moved, digesting is no longer available. The actual list address is: . All mail will go to the list server and be sent to the dozens of readers of the list. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Atari Underground Mailing List =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anyone with Internet e-mail access can request to be added to the Atari Underground mailing list. This is a read-only mailing list maintained by Matt "MHz" B., generating periodic messages describing current events of interest to Atari Jaguar owners. To subscribe to the list, send an e-mail request to . Please do not confuse the Atari Underground mailing list with the Jaguar Underground hackers. =-=-=-=-=-=-=-= //// Jaguar FAQ =-=-=-=-=-=-=-= Robert Jung still maintains the Jaguar FAQ (Frequently Asked Questions) file, an updated list of Jaguar specs and facts. The Jaguar FAQ is posted to rec.games.video.atari on Usenet around the first of every month, and can also be found via FTP, address: ftp.netcom.com, in Andy Eddy's /pub/vidgames/faqs directory. =-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Jaguar Cheats and Codes =-=-=-=-=-=-=-=-=-=-=-=-=-=-= Clay "No Handle" Halliwell maintains the Atari Jaguar Game Cheats and Codes FAQ. It's available by e-mail request, from Andy Eddy's FTP site (see above), or from Jaguar Interactive . Lonnie "The Mage" Smith maintains the Concise Compendium of Frequently Asked Codes, Moves, and Cheats (FACMAC). It's available via FTP from , or from =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Independent Association of Jaguar Developers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The IAJD (Independent Association of Jaguar Developers) is still accepting members on Genie. The IAJD is a private group where confidential discussions can be freely held. (Category 64 of the ST RoundTable is the IAJD meeting place.) Consequently, membership in the IAJD is limited to Jaguar developers who are registered with JTS Corp. To apply for membership, send e-mail to ENTRY$ on Genie (or if you're not on Genie). Regular e-mail correspondence with the IAJD should be sent to IAJD$ (again, or if you're not on Genie). =-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// JEO Development List 1.2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The following list of game titles has been confirmed to the best of JEO's ability as of October 15, 1997. Entries in the "S"tatus column reflect any "u"pdates, "n"ew titles, or "?"uestionable listings since the last JEO list. Entries in the "M"edia column reflect whether the title is "C"D-ROM or "J"aguar Server (blank entries indicate cartridge software). "NEW" indicates titles released since the last issue of JEO. ETA dates are dates that have been provided by the developer or publisher. //// Titles in Development or Limbo S M Title ETA Developer Publisher " " """"" """ """"""""" """"""""" ? Arena Football ? V-Real Productions u BattleSphere 4Q/97 4Play 4Play ? Brett Hull Hockey ? Ringler Studios ? C Brett Hull Hockey CD ? Ringler Studios ? Charles Barkley Basketball ? Ringler Studios ? C Creature Shock ? Argonaut ? Deathwatch ? Data Design ? C Demolition Man ? Virgin Interactive n J Gorf 2000 ? Krunch Korporation ? C Highlander II ? Lore Design Ltd. ? Hyper Force ? C-West n Iron Soldier 2 12/97 Eclipse Telegames n J Jagmania ? Matthias Domin n J Native ? Duranik Software n Painter ? Sinister ? Skyhammer ? Rebellion ? C Soulstar ? Core Design Ltd. ? Space War 2000 ? Atari u Worms 12/97 Team 17 Telegames //// Current Software Releases M Title Rated Developer Publisher " """"" """"" """"""""" """"""""" AirCars 5 NEW MidNite ICD Alien vs. Predator 9 Rebellion Atari Atari Karts 6 Miracle Design Atari Attack of the Mutant Penguins 6 Sunrise Games Ltd. Atari C Baldies 6 Creative Edge Atari C Battlemorph 10 Attention to Detail Atari C Blue Lightning 6 Attention to Detail Atari C BrainDead 13 5 ReadySoft ReadySoft Breakout 2000 7 MP Games Telegames Brutal Sports Football 6 Millennium/Teque Telegames Bubsy 5 Imagitec Design Atari Cannon Fodder 8 Virgin Interactive C-West Checkered Flag 4 Rebellion Atari Club Drive 5 Atari Atari Crescent Galaxy 3 Atari Atari Cybermorph 7 Attention to Detail Atari Defender 2000 8 Llamasoft Atari Doom 8 id Software Atari Double Dragon V 4 Williams Enter. Williams C Dragon's Lair 5 ReadySoft ReadySoft Dragon: The Bruce Lee Story 6 Virgin Interactive Atari Evolution: Dino Dudes 6 Imagitec Design Atari Fever Pitch Soccer 6 U.S. Gold Atari Fight For Life 6 Atari Atari Flashback 7 Tiertex Ltd. U.S. Gold Flip Out! 6 Gorilla Systems Atari C Highlander I 8 Lore Design Ltd. Atari Hover Strike 5 Atari Atari C Hover Strike: Unconquered Lands 7 Atari Atari Iron Soldier 9 Eclipse Atari C Iron Soldier 2 10 Eclipse Telegames I-War 4 Imagitec Design Atari Kasumi Ninja 5 Hand Made Software Atari Missile Command 3D 8 Virtuality Atari C Myst 9 Atari Atari NBA Jam: Tournament Edition 9 High Voltage Atari Pinball Fantasies 6 Spider Soft C-West Pitfall: The Mayan Adventure 8 Imagitec Design Atari Power Drive Rally 7 Rage Software TWI C Primal Rage 7 Probe TWI Raiden 6 Imagitec Design Atari Rayman 10 UBI Soft UBI Soft Ruiner 6 High Voltage Atari Sensible Soccer 6 Williams Brothers Telegames C Space Ace 3 ReadySoft ReadySoft Super Burnout 7 Shen Atari Supercross 3D 5 Tiertex Ltd. Atari Syndicate 7 Bullfrog Ocean Tempest 2000 10 Llamasoft Atari Theme Park 6 Bullfrog Ocean Towers II 7 JV Enterprises Telegames Troy Aikman NFL Football 6 Telegames Williams Ultra Vortek 8 Beyond Games Atari Val d'Isere Skiing/Snowboarding 7 Virtual Studio Atari C Vid Grid 6 High Voltage Atari C VLM 9 Llamasoft Atari White Men Can't Jump 6 High Voltage Atari Wolfenstein 3D 7 id Software Atari C World Tour Racing 6 Teque London Ltd. Telegames Zero 5 6 NEW Caspian Software Telegames Zool 2 7 Gremlin Graphics Atari Zoop 6 Viacom Atari Total Carts 48 Total CDs 14 (counting VLM) Total Combined 62 Pts Stars JEO Ratings """ """"" """"""""""" 10 ***** THE ULTIMATE - Flawless, beautiful, deviously addictive. 9 ****+ EXCELLENT - Something to throw in the face of N64-heads. 8 **** SMEGGIN' GREAT - Something to kick on the shoes of N64-heads. 7 ***+ DARN GOOD - Plays as good as it looks. 6 *** DECENT - Plays better than it looks (or vice versa). 5 **+ TIME KILLER - If there's nothing else to do, you play this. 4 ** INEPT - The programmer's first Jag game? 3 *+ INCOMPETENT - The programmer's first game ever? 2 * UNPUBLISHABLE - Heaven help us! 1 + INCONCEIVABLE BAD - ...but someone conceived it. Too bad. 0 - EXECRABLE - This is an April Fool's joke, right? //// Current Hardware Releases Item Manufacturer """"" """""""""""" Jaguar 64 Atari Jaguar 64 CD-ROM Drive Atari 3-button Controller Atari 6-button ProController Atari Team Tap Atari Jag-Link Atari Memory Track Atari Composite Cable Atari S-Video Cable Atari CatBox ICD/Black Cat Design Lap Cat/Lap Cat Pro Ben Aein Jaguar Server Roine Stenberg (Istari Software) Jag Extreme Joystick Dark Knight Games (modded Gravis Blackhawk) //// The Short Term Schedule Here's the Jaguar software schedule for the next few months. Please bear in mind that these dates represent everyone's best assumptions. December: Iron Soldier 2 (cart) Worms =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// JEO Mail Order Directory 1.10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The following list of vendors carrying Jaguar software/hardware has been confirmed to the best of JEO's ability. Please e-mail JEO for additions/ corrections. //// B&C ComputerVisions Mail 1725 De La Cruz Blvd #7 Santa Clara, CA 95050-3011 Voice 408-986-9960 (Tue-Fri, 10am-6pm) Fax 408-986-9968 Email Web //// Best Electronics Mail 2021 The Alameda, Suite 290 San Jose, CA 95126-1127 Voice 408-243-6950 //// Bits of Fun Mail PO Box 12345 San Luis Obispo, CA Phone 800-FUN-JAGS Email Web //// BRE Software Mail 352 W. Bedford Ave., Suite 104 Fresno, CA 93711 Voice 209-432-2684 Fax 209-432-2599 FaxBak 209-432-2644 Email Web //// Buy-Rite Video Games Voice 919-850-9473 Fax 919-872-7561 Email Web //// Demand Systems Voice 805-482-7900 Orders 800-593-0059 Fax 805-484-3745 805-987-1998 Email Web //// Electronics Boutique Voice 800-800-5166 Orders 800-800-0032 Email Web //// Flashback Video Games Mail 2284 Kresge Drive Amherst, OH 44001 Voice 216-960-1622 Fax 216-960-1663 Email Web //// GameMasters Mail 14393 E. 14th Street, Suite 208 San Leandro, CA 94577 Voice 510-483-4263 Email Web //// Game Pedler Voice 801-273-0787 (ask for Internet Sales) Fax 801-273-1357 Email Web //// Games To Go Mail 7632 Lyndale Avenue So. Richfield, MN 55423 Voice 612-798-5879 Fax 612-869-5925 Email (orders) (info) Web //// Hardysoft Mail 24 Lawnside Drive Lawrenceville, NJ 08648 Orders 609-883-1083 Fax 609-538-8674 Email Web //// STeve's Computer Technologies Mail 405 Main Street Woodland, CA 95695 Voice 916-661-3328 Fax 916-661-1201 Email Web //// Telegames Mail P.O. Box 901 Lancaster, Texas 75146 Voice 972-228-0690 Orders 972-224-7200 Fax 972-228-0693 Email Web //// TigerDirect Inc. Mail 8700 West Flagler Street, 4th Floor Miami, FL 33174-2428 Voice 305-229-1119 Orders 800-879-1597 305-228-5200 (international customers) Fax 305-228-3400 Email Web //// Toad Computers, Inc. Mail 570 Ritchie Highway Severna Park, MD 21146-2925 Voice 410-544-6943 Orders 800-448-8623 BBS 410-544-6999 Fax 410-544-1329 FaxBak 410-544-0098 Email Web //// United Game Source Mail 210 Ring Ave Unit 104 Palm Bay, FL 32907 Voice 407-726-6867 Orders 800-564-1458 Fax 407-726-6903 Email Web //// Video Game Advantage Mail 6861 Anthony Lane Parma Heights, OH 44130 Orders 216-843-8815 (24-hr answering machine) Email Web //// Video Game Liquidators Mail 4058 Tujunga Ave, #B Studio City, CA 91604 Orders 818-505-1666 (9am-5pm PST) 888-944-4263 (toll free) Fax 818-505-1686 Email Web =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Announcements & Press Releases =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// IS2 Cart! Telegames is pleased to announce its plans for a limited edition cartridge version of IRON SOLDIER 2. This product will only be available directly through Telegames. The cartridge version will be identical to the CD version except that the FMV and red book soundtracks have been removed due to memory considerations. Everything else is the same... same missions, same adversaries, same weapons, same outstanding graphics and gameplay! Each product will be packaged in a full color box just like the CD versions and contain a cartridge with color label and an instruction manual. Due to the significant cost to produce the cartridges, we will accept orders through October 31, 1997, for shipping no later than December 15, 1997. Each order must be prepaid with credit card, money order, or personal check. We will only build enough cartridges to satisfy these pre- manufacturing orders. Don't delay, place your order today for this outstanding product! $69.95 (plus s/h) //// Zero 5 Release Date Set DALLAS, TEXAS (September 18, 1997) -- Telegames announces the official release date of its next product for the Atari Jaguar, ZERO 5. ZERO 5 will begin shipping worldwide on September 29th. ZERO 5 is a futuristic space shooter set in a 3-D, 360 degree playfield. The year is 2044 and the battle for Earth has begun. On the far reaches of the galaxy, a massive invasion force is assembling. Scanners at DEFCON have alerted you to the alien threat. The Earth's best pilots are dispatched in their BAMBAM cruisers to engage the enemy. Multiple weapons, driving soundtrack, non-stop combat, multiple power-ups, and 15 extended missions contribute to a shooters game with real depth. //// The Cat Comes Back From the ICD home page : BCD (Black Cat Designs) CATBOX The return of a sell-out! The CatBox may soon again be available for a limited time. Due to renewed interest in multi-player Jaguar gaming surrounding the release of AirCars and in anticipation of future releases (such as BattleSphere), ICD/BCD is considering making one more run of this videogamer's Swiss Army Knife. CATBOX FEATURES [] Composite and S-Video Jacks [] RGB Monitor Port (SC1224/SC1435 adapter optional) [] Stereo/Mono Line-Out Audio Jacks [] Two Powered Headphone Jacks with Volume Control [] RS232 and RJ11 CatNet Communication Ports [] DSP Pass-Through Connector [] I/O and Power Indicator LEDs [] Attractive and Durable Brushed Stainless-Steel Case ICD is taking reservations and will decide how many CatBoxes to produce based on response. This may be your last chance to get a shiny new CatBox for your Jaguar. Reserve yours now! //// The BEST Atari Catalog Around THE LONG RUMORED CATALOG IS REALLY DONE! After 36+ Months of Intense Labor our Over Due Baby/ Rev. 10 Best Electronics All ATARI Parts/Reference Catalog has Arrived. This New Rev. 10 version Catalog/ Atari Reference Manual is Over 4 Times the size of our last catalog (June 1991) and has Many Interesting New Features! Just to tickle your interest here are just some of the features: * Catalog Index. Easy to find Item/Product format. * 55+ Best Technical/Repair Tips covering ST, 8 Bit and 2600/ 5200/7800 Atari Products. * 90+ Best Informative Information Tips. * Over 330+ Pictures of Atari products (last catalog had 137 pictures). * Over 2000+ New Atari part Numbers/Products. * Expanded Listing and Descriptions of 8-bit Software Titles. * Atari Memorabilia Picture Museum and Complete Atari I/O Connector specifications on just about every Atari product made! As we start an Unprecedented 15th Year in the Atari Computer Parts business, Our New fully Computerized Accounting System has had all of the BUGS worked out, so each customer will Now have a Unique Customer Number for easy Item Inquiries, Order Processing and Invoicing. We can efficiently track our 4,000+ Line Item Inventory! The unique Best Catalog which is now shipped world wide to Atari end users and dealers alike is priced at $7.50 (Actual Cost to Produce only) PLUS $3.00 U.S. Priority Mailing. (California residents must add your local 7.25% (.54), 7.375% (.55), 7.50% (.56), 7.75% (.58), 8.25% (.62) or 8.50% (.64) cents sales tax to the total. So if you would like to get ahold of a hot off the press copy of our catalog, just send us your NAME & ADDRESS and a check for $10.50 OR have us include the new catalog for $7.50 in your next mail order and SAVE $3.00. BEST ELECTRONICS 2021 The Alameda #290 SAN JOSE CA 95126 USA 408-243-6950 //// Jaguar Overlays From the Jaguar Joypad Overlays! page : The new Atari Jaguar joypad overlays! *** Quality Printed Plastic *** Great Layout *** These "look" and "feel" better than any Jag overlay! Quality thick plastic w/ a glossy cover and high definition graphics on the overlay! Note that these are printed but NOT DIE CUT, you have to cut them out with scissors or an X-Acto knife etc... The size of these new overlays are the exact size of the original style overlay (Very similar to Cybermorph overlay but of course better!) These overlays are not reproductions and include all original layout and concept. These overlays are in limited run, they are printed and ready to ship... They are of collector quality and work great for showing you the controls of games that don't have overlays. Your satisfaction with this overlay is personally guaranteed. I will return your payment if you don't like the overlay for any reason. I have been selling Vectrex overlays for about a year now on the net without complaint... Each overlay is $5 and you get two of that overlay. I will not sell just one, sorry. There is a $1 shipping fee to anywhere in the U.S. and $2 anywhere else in the world. E-mail me to place an order or for additional inquiries. Order confirmation will include the address to make payment to. *** Limited Time Special *** Order 6 or more overlays and I will include 2 free keypad dust covers with your order! Disclaimer: These overlays are produced to make Atari Jaguar games more functional. The overlays that I produce are for games that either no overlay existed for, or the overlay that was provided was in paper form and not usable in the Atari joypad or the Professional Atari joypad. All games for the Atari Jaguar are property of their respective parties. This is a third party creation and not required to play the game, it just makes it more playable. I have no affiliation with any game company. The overlays I create are for personal use only. Overlays are designed for games which do not have functional overlays and will not have them unless made by an outside source. All artwork used from scans are copyright by their respective party. All original artwork used in the creation of the overlays is Copyright Tony Price. Your satisfaction with the overlays is important to me. Prices subject to change at any time. Design and artwork subject to change at any time. Availability limited to the quantity I make in a run. Creation of the overlays is limited only by my desire to create them. //// Gravis Blackhawk for the Jag That's right, Gravis Ltd. of Canada has licensed to us (Dark Knight Games --Ed.) the rights to produce a Gravis Blackhawk controller for the Atari Jaguar. This is a high quality flight joystick that will enhance your gaming experience to the extreme. No more D-Pad for those flight games like Blue Lightning, Cybermorph, BattleMorph, BattleSphere, Defender 2000, Trevor McFur, or the highly anticipated shooter Native by Duranik Software. Play them the way you always have wanted to with a flight joystick. With the A, B, and C buttons wired into the contoured grip stick, and then an additional "D" button on the base, play your Jaguar games like never before. Fighting Games will never be the same once you experience them in full 360' motion. Just play Ultra Vortek once with this baby, and you'll know exactly what we mean. Pull off those hard maneuvers on flight sims, or those tricky combos in Ultra Vortek, Kasumi Ninja, Primal Rage, and White Men Can't Jump with ease like never before with the Blackhawk. Not only does this joystick deliver a incredible performance, but it can also hook up to a Standard or Pro Jaguar controller, and you can not only take advantage of the extra buttons, but also incredible co-op play! Play Blue Lightning like you're actually in a plane, with yourself as the pilot, and your best bud as the gunner. Play games like Doom, A.V.P, or AirCars co-op and double your fun!!!! You don't get those annoying network errors that you get with the Jag Link on this Joystick. Just sheer two player co- op fun on all you favorite Jaguar Games. The best part of all is the price. All this can be yours for $60.00. That's $9.99 of the original intended price for the Pro, and just $10.00 bux more for those who originally ordered the Regular.... But for everything you will be getting... It's worth it! Just send us your name, address, and phone number to order, and we will get back to you as soon as we are ready to receive payment and ship. Please note due to the new nature of our business, credit cards are not accepted. We do accept Personal Checks, Money Orders, or for those in countries other than the U.S. an International Money Order, payable in U.S. currency. (Note: We are not responsible for money orders lost in the mail, although this is rare and almost never happens, it could.) For those that send Personal Checks, please be aware of a 3 week holding period so our bank can clear the check. Make all payments out to Dark Knight Games. Dave Bell Dark Knight Games //// From the Mouths of Babes ORLANDO, Fla.--(BUSINESS WIRE FEATURES)--July 24, 1997--Bicycles and Barbie dolls will be flying off the shelves this Christmas, according to a survey of more than 100 kids vacationing at two Holiday Inn resorts near Walt Disney World. Surprisingly, traditional toys such as bikes and dolls received twice as many responses as high-tech toys, such as computer and video games. Holiday Inn Hotel and Suites Main Gate East and Holiday Inn SunSpree Resort Lake Buena Vista enlisted the help of "Santa" to conduct the poll, who, while lounging poolside, asked kids between the ages of 3 and 16 what they most wanted for Christmas this year. "We were more than a little surprised by the results," said Terry Whaples, managing partner for the two resorts. Known in the hotel industry as leaders in family friendly travel, the properties regularly conduct surveys to monitor current trends and tastes. "We expected most kids to ask for computer games and popular action figures," she said. "Instead they asked for things I wanted when I was a little girl." Of all the requests for bikes, girls (59%) outnumbered boys (41%). Girls also chose animals -- including Dalmatians, kittens and ponies -- while boys requested cars, train sets and skateboards. Computers were equally popular among boys and girls. As expected, there were some outrageous requests that may stump even Santa, including baby brothers, a brand-new Jaguar and gelatinous "goo." "Kids never fail to surprise us," said Whaples. "That's why it's so important to keep asking them what they like, because just when you think you know, it changes." The hotels will use this survey to keep up to date with toys and games kids enjoy. The two hotels cater to families traveling with children with innovative programs and services, such as Camp Holiday, a fully supervised child activity program; a kids-only Check-in Desk; free Mascot Tuck-Ins; and the industry's first Kidsuites. Kidsuites are themed rooms that provide children their own space, their own beds and their own entertainment. Located minutes from the Walt Disney World theme parks, Holiday Inn Hotel & Suites Main Gate East and Holiday Inn SunSpree Resort Lake Buena Vista provide free shuttle service to the Walt Disney World parks. For information or reservations at either of the Central Florida properties, call Holiday Inn SunSpree Resort Lake Buena Vista directly at 407/239-4500 or 800-FON-MAXX; call Holiday Inn Hotel & Suites Main Gate East directly at 407/396-4488 or 800/FON-KIDS. Editor's Note: Survey Specifics A total of 126 children were polled, ages 3-16 years old at both Holiday Inn SunSpree Resort Lake Buena Vista and Holiday Inn Hotel & Suites Main Gate East. Location breakdown: Girls Boys Total Holiday Inn SunSpree Resort Lake Buena Vista 23 13 36 Holiday Inn Hotel & Suites Main Gait East 50 34 84 CONTACT: Dan Ward/Wendy Abbott, 407/423-8006 =-=-=-=-=-=-=-= //// EB Updates =-=-=-=-=-=-=-= In the last issue of JEO, we reported that Electonics Boutique will be stocking the new Telegames titles in their top 50 stores. Unfortunately, we don't know which stores these are, so Vince Valenti of JV Games has been tracking EB "sightings". This is the list so far: List of Electronics Boutique stores stocking the New Jaguar Titles. =================================================================== Towers II - Breakout 2000 - Iron Soldier II - World Tour Racing - Zero 5 10/5/97 Total: 58 stores. (EBX) = Electronics Boutique Exchange (WS) = WaldenSoft St.| Location | Address, City | Zip | Phone ===|===================|===============================|======|============ Any|EB Internet Store | http://www.ebstore.com | N/A | N/A ---|-------------------|-------------------------------|------|------------ AL |Madison Square (WS)|5901 University #105,Huntsville|35806 |205-721-0899 ---|-------------------|-------------------------------|------|------------ CA |Lakewood Center |108 Lakewood Center, Lakewood |90712 |310-634-6354 |Stonestown Galleria|3251 20th Ave, San Francisco |94132 |415-564-7567 |Tanforan Center |113 Tanforan Ave, San Bruno |94066 |415-794-0994 ---|-------------------|-------------------------------|------|------------ CO |Aurora Mall |14200 E Alameda Ave, Aurora |80012 |303-343-8404 |Crossroads Mall |1700 28th St Spc 318, Boulder |80301 |303-440-7820 ---|-------------------|-------------------------------|------|------------ CT |Crystal Mall |850 Hartford Turnpike,Waterford|06385 |860-437-3356 ---|-------------------|-------------------------------|------|------------ FL |Altamonte Mall |451 Altamonte Ave#857,Altamonte|32701 |407-260-9443 |Sawgrass Mills Mall|12801 W Sunrise Blvd, Sunrise |33323 |954-846-8593 ---|-------------------|-------------------------------|------|------------ IL |Ford City |7601 S Cicero Ave #1316,Chicago|60652 |312-585-5665 |Gurnee Mills |6170 Grand Ave Spc 343, Gurnee |60031 |847-855-1540 |Woodfield Mall |327 Woodfield Mall, Schaumburg |60173 |847-330-1080 ---|-------------------|-------------------------------|------|------------ IN |Greenwood Park |1251 US 31N, Greenwood |46142 |317-888-4951 |University Park |6501 Grape Rd Ste 382,Mishawaka|46545 |219-273-0698 ---|-------------------|-------------------------------|------|------------ KS |Oak Park Mall |11421 W 95th St, Overland Park |66214 |913-541-1515 |Towne East Square |7700 E. Kellogg, Wichita |67207 |316-686-7111 ---|-------------------|-------------------------------|------|------------ KY |Ashland Town Center|7th & Winchester Ave, Ashland |41105 |606-325-9410 |Fayette Mall (WS) |3419 Nicholasville, Lexington |40503 |606-271-4022 ---|-------------------|-------------------------------|------|------------ LA |New Orleans Center |1400 Poydras St, New Orleans |70112 |504-525-8478 ---|-------------------|-------------------------------|------|------------ MA |Arsenal Mall |485 Arsenal St, Watertown |02172 |617-923-8331 |Auburn Mall (WS) |385 Southbridge St, Auburn |01501 |508-832-5119 |Independence Mall |Independence Mall Way, Kingston|02364 |617-585-1437 |Square One |1277 Broadway Street, Saugus |01906 |617-231-4750 ---|-------------------|-------------------------------|------|------------ MD |Columbia Mall |10300 Little Patuxent, Columbia|21044 |410-730-7402 |Lake Forest (EBX) |701 Russell #123, Gaithersburg |20877 |301-990-4339 ---|-------------------|-------------------------------|------|------------ MI |Eastland Mall |18000 Vernier Rd, Harper Woods |48225 |313-526-8340 |Fairlane |18900 Michigan Avenue, Dearborn|48126 |313-271-2449 ---|-------------------|-------------------------------|------|------------ MN |Mall of America |124 E Broadway, Bloomington |55425 |612-853-0223 |Mall of America-EBX|342 E Broadway, Bloomington |55425 |612-853-9981 ---|-------------------|-------------------------------|------|------------ NJ |Cherry Hill |1026 Cherry Hill, Cherry Hill |08002 |609-663-0875 |Willowbrook Mall |1336 Willowbrook Mall, Wayne |07470 |201-785-8710 |Woodbridge Center |425 Woodbridge Dr,Woodbridge |07095 |908-636-1611 ---|-------------------|-------------------------------|------|------------ NV |The Meadows |4300 Meadows Lane, Las Vegas |89107 |702-258-9177 ---|-------------------|-------------------------------|------|------------ NY |Crossgates |Space C205, Albany |12203 |518-456-7270 |Eastern Hills |4545 Transit #716,Williamsville|14221 |716-633-9987 |Manhattan Mall |901 Ave Of The America #C, NY |10001 |212-564-4156 |McKinley Mall |108 Mckinley Mall, Blasedell |14219 |716-823-2522 |Staten Island |2655 Richmond Ave,Staten Island|10314 |718-370-9848 |Walden Galleria |Space A 201, Buffalo |14225 |716-685-3655 ---|-------------------|-------------------------------|------|------------ OH |Fairfield Commons |2727-W227 Fairfield,BeaverCreek|45431 |513-320-9257 |Forest Fair Mall |726 Forest Fair Dr, Cincinnati |45240 |513-671-2203 ---|-------------------|-------------------------------|------|------------ OR |Lloyd Center |955 Lloyd Ctr, Portland |97232 |503-282-9091 ---|-------------------|-------------------------------|------|------------ PA |Exton Square |Route 100 & 30 Space 107, Exton|19341 |610-363-8357 |North Hanover Mall |1155 Carlisle Street, Hanover |17331 |717-632-9262 ---|-------------------|-------------------------------|------|------------ RI |Rhode Island Mall |156 Rhode Island Mall, Warwick |02886 |401-823-9520 ---|-------------------|-------------------------------|------|------------ TX |Northpark (EBX) |744 Northpark Ctr, Dallas |75225 |214-750-1441 |Ridgmar Mall |1702 Green Oaks Rd, Fort Worth |76116 |817-763-5830 |Vista Ridge |2401 S Stemmons 1144,Lewisville|75067 |972-315-8229 ---|-------------------|-------------------------------|------|------------ VA |Fair Oaks (EBX) |11989 Fair Oaks, Fairfax |22033 |703-385-0542 |Landmark Center |5801 Duke St, Alexandria |22304 |703-914-0021 |Patrick Henry (WS) |12300 Jefferson, Newport News |23602 |757-881-9437 |Tysons Corner (WS) |1961 Chain Bridge Rd, McLean |22102 |703-760-8947 ---|-------------------|-------------------------------|------|------------ VT |Diamond Run Mall |#240 Rt 7, Rutland |05701 |802-773-1202 ---|-------------------|-------------------------------|------|------------ WA |Alderwood |3000 184th St. SW, Lynnwood |98037 |206-771-5712 |Everett Mall (WS) |1402 Everett Mall Way, Everett |98204 |206-353-5062 |Northgate Mall |410 Northgate Mall, Seattle |98125 |206-440-9049 ---|-------------------|-------------------------------|------|------------ WV |Huntington Mall |Huntington #605, Barboursville |25504 |304-736-5395 --------------------------------------------------------------------------- I guess EB actually placed the games in more than 50 stores. Although I don't know how many more. Send updates to Vince at . =-=-=-=-=-=-=-=-=-=-=-= //// Jaguar VR Reborn? =-=-=-=-=-=-=-=-=-=-=-= Recently Virtuality , the designers of the ill- fated JagVR headset, began offering the VRV Reference Design, a head- mounted display for license to consumer product manufacturers. While it has no head-tracking capability, this product looks very similar to the JagVR headset. Mike Adams of Virtuality had this to say: "The same design teams were involved in both products. Other than that, and the fact that both are head mounted displays, the similarities are pre- dominantly cosmetic. The Jaguar product was designed to be a VR system with built in tracking, requiring specially written or converted games, sadly, for a variety of reasons unconnected with the product itself, it never made it to the consumer and of the software titles which were being developed, only Missile Command VR was released (in its non tracked form)." Currently Virtuality's VRV design is available from Takara Co, Ltd. as the Dynovisor. =-=-=-=-=-=-=-=-=-=-= //// Jaguar Emulator =-=-=-=-=-=-=-=-=-=-= [from the Digital Emutations web page .] "Jagged" is the world's first attempt at an emulator for the Atari Jaguar 64-Bit Interactive Multimedia System. //// Status [] Progress has slowed due to school but it should be released by Christmas (December 25th). [] One custom chip completely emulated along with two partially emulated [] Began work on Tom and Jerry (GFX Processors). [] Finished with the basic calls. Opcodes implemented and started to work on custom chips. [] So far only basic CPU calls and functions have been emulated. //// Coding The CPU and other parts are written in Assembly. I am planing to add a GUI similar to NESticle's in C. //// Platforms Jagged will be released for DOS and Linux/X-Windows. //// How Can I Help? [] Send me ROMs. [] Send me more tech docs as the ones I have have major blind spots and I have to figure things out as I go along. [] Make a Jaguar ROM dumper so ROMs can be dumped and write a program for the computer to convert this data. [] Anyone interested in doing a port? [] This is the most important one-- do not send me hate mail or mail nagging about when it's going to be released as most of the people in the emu scene don't know the difficulties of writing an emulator. [] If you must send hate mail please direct it to /dev/null :) [] NOT to ask for betas 'cause if there is a beta it's gonna be dEmu only. //// Contact If you can provide me with any of these I would be grateful, just send me E-Mail at . You can also send me an ICQ message, my uin is 454918 or you can send me a message at . =-=-=-=-=-=-=-=-=-=-=-=-= //// New Cheats and Codes =-=-=-=-=-=-=-=-=-=-=-=-= Thanks to Wes Powell for the World Tour Racing cheat codes, Kevin Manne for the World Tour Racing level codes, and two unknown individuals for the new AvP codes. //// Alien vs Predator Debug Info: Hold Pause. Press Option. Press 1+3. Release Pause. Press Option. Shotgun blast confirms. "dec(nn,nn)" is your map grid coordinates. "hex(nnnn,nnnn)" is your precise coordinates (in hexadecimal). "1(nn)" is the current level. View Alien Ending: Enable the "Banana Stops" cheat. Must have at least one fully-grown cocoon. Get killed. When "Cocoon Hatching" appears, press Option+A or Option+B. //// World Tour Racing Cheat Codes: Hold down while selecting the option that starts the race (Race, Qualify, etc...). Race as a Bus 4 Track Edit Mode 0 (abort race and restart to view changes) Texture-Map Track: Anytime during play, press 8 to toggle texture mapping of the track. First-Place Race Codes: #1 U.S.A. #2 Hungary #3 Germany #4 Brazil 00000000 00000000 00000001 00000001 39721063 79441102 19216456 58991638 37889812 40151109 30780394 42882646 64384072 63200081 70080120 83520168 #5 San Marino #6 Monaco #7 Mexico #8 Canada 00000001 00000002 00000002 00000003 98766992 29801569 69577264 09297645 34187162 19696667 55991186 03905186 41920200 44320244 22720312 61120325 #9 France #10 England #11 Portugal #12 Italy 00000003 00000003 00000004 00000004 48963393 88739088 28514442 68180184 53418674 89709025 80338310 88966342 99520396 68960400 75840467 24640487 #13 Egypt #14 Australia #15 Japan 00000005 00000005 00000005 08065487 47841182 78875418 81124970 08711517 54587794 08640556 96224567 39207006 --==--==--==--==-- || CyberChatter || Compiled By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ----------------------------------------------------------------- Sheesh, I ought to just call this, "Things Scott and Doug Have Said". =-=-=-=-=-=-= //// Jag Tech =-=-=-=-=-=-= Subject: Re: Jaguars are selling good. From: legrand@tesla.mbi.ucla.edu Date: Tue Jul 15 13:54:40 1997 Newsgroups: rec.games.video.atari > The mortal BELJAN E wrote: > : All grapical capability depends on how the system is accessed. Simple > : as that. > > All systems have upper limits of performance. Even the theoretical limit > of the Jaguar based on specs is below those of N64 and not quite as good > as PS (although it probably beats the PS in 2D). Anything beats the PS in 2D except maybe for the 3DO :-). Although at this point I don't think we have enough data about the N64's 2D simply because they mostly refuse to make 2D games at this point. > But in the end we can only evaluate those limits based on the games > released. Otherwise it's just religion. Absolutely fair. > I knew the Atari 7800 was capable of a lot more than Mario Brothers > because of games like Tower Toppler, etc... The specs sounded good but > the proof is in the pudding. I sort of concluded the same from Ballblazer... > I knew the Atari 2600 was capable of a lot more than Space Invaders > because of games like Solaris, Radar Lock, Space Shuttle, and Survival > Island. Those games were possible within realistic (although probably > long, especially Doug's games) timetables. Yep, give us another year and I honestly believe I could double our polygon power, but what's the point? We couldn't do all that much more with t- mapping because the Jag simply isn't built for it. Double our t-mapping rate and it would still pretty much suck. > With the Jaguar, the reference-game is Battlesphere so until something > else manages better than 320x200 with a decent number of polygons and 99% > 30fps framerate, that's the upper boundary. And hence my conclusion that > it's not as good as the PS because the above means sacrificing texture > mapping. It means no disrespect to 4-Play or the Jag. It's just the way > it is. No disrespect taken :-). The Playstation IS more powerful than the Jag at 3D rendering. However, developers frequently pay a price for this: low color res textures and a really ugly 3DO look to most games without a careful choice of palette, lots of polygon flicker, and when they finally get to bang the metal, they find out that the R3000 has no scoreboarding because it wasn't meant to be coded by hand. Of course, the Jag has its very own problems, but I just want to make clear that all is not hunky dorey in Sony town. They just have a lot more momentum and moolah and that in the end is what made the difference if you ask me. Ditto for Nintendo. I haven't seen a company make it on brilliance alone since the 1984 release of the Macintosh although my eye is currently focused on 3DFX. As an aside, here's my evaluation of the Jag: each individual RISC processor pretty much clobbers a 486DX66 but a P5-133 pretty much clobbers a Jag RISC. We've concluded this by watching ported demo code running on the Jag and comparing it to the original code running on the PC. This is pretty impressive IMO for a 26.6 MHz CPU chip slaved to 70ns DRAM if you ask me, but of course, make up your own mind. > It's 2D performance is fine but the Saturn is a good example of the > uselessness of strong 2D performance. I think a lot could have been done with the Jag's 2D: I remember back in early '94 smoothly zooming in and out of a fullscreen 320x240 image at 60 fps and thinking someone would make an incredible game around this feature. It never happened alas and I've yet to see the Playstation do anything with 2D that came anywhere near what the Jag's Object Processor did without breaking a sweat. I really want to know what Mathieson, Millar, and Minter have put together in their little Manhattan Project. > Games that sacrifice framerate for glitter like AvP or Iron Soldier are > of no consequence to me because we are beyond the point where slowdown > is tolerated in 3D systems. PS titles with framerate drops below the > occasional 15fps wind up in the bargain bins because of it. Absolutely right. PS Descent was really fun for about 6 levels and then the framerate died and I never touched it again. I would have preferred gouraud-shading to the low framerate, but Interplay in its vast wisdom (these are the guys who replaced the Yak logo with their corporate logo in Tempest X and neglected to use him as a playtester for it) didn't see fit to provide this option. Scott Le Grand Lead Coder 4Play =-=-=-=-=-=-=-=-=-=-= Subject: Re: Jaguars are selling good. From: Customer Service Date: 1997/07/16 Newsgroups: rec.games.video.atari Mark Rathwell wrote: > > The Jaguar's specs are below those of the PSX, Saturn and N64? > You don't say ... :-) > > Jaguar release date: 1993 > PSX Saturn release date: 1995 > Nintendo 64 1996 > > I wonder why? :-) As far as I'm concerned, the Jaguar was more > innovative than any of those other machines. > This has been my whole point. For machines years later, they are not that much more impressive. The PSX has been around long enough to have a much better level of gameplay in their games and they still do not. Jag games lack graphically to today's machines yes, but the game play is definitely superior. I like surreal and the Jag is very good at surreal like Tempest 2000. The Jag needed more games like this early on. Steve =-=-=-=-=-=-=-=-=-=-= //// Is Newer Better? =-=-=-=-=-=-=-=-=-=-= From: Customer Service Subject: Re: BattleSphere textures Date: 1997/07/19 Newsgroups: rec.games.video.atari Len Stys wrote: > > In a previous article, hysteria@gti.net (Sal Manfredonia) says: > > >Glenn Saunders wrote: > >> > >> Battleshphere acheives 30fps by sacrificing all texture mapping. > > > >ALL texture mapping? I was under the impression that BattleSphere simply > >used limited texture mapping. Rather than texturing every polygon, they Games are meant to have gameplay first. > I'm hoping that the game has enough texture mapping to impress some > of my friends. My friends weren't impressed with Iron Soldier stating > that the graphics were blocky and bitmapped. Though, I was impressed > by what I could do within the game. Iron Soldier II (from what I've > heard) is a good mix. I am hoping Battlesphere is the same way. Your friends seem like idiots because the "saw" the game and judged it. Until they actually play it, they really shouldn't comment. =-=-=-=-=-=-=-=-=-=-= Subject: Re: BattleSphere textures From: "Carl J. Matumbo" Date: 1997/07/21 Newsgroups: rec.games.video.atari Customer Service wrote: > > Your friends seem like idiots becuase the "saw" the game and > judged it. Until they actually play it, they really shouldn't comment. Top of the line games like Quake, Diablo, or Tempest 2000 have rock solid graphics AND great gameplay. That combination is what makes a game awesome in 1997. To call gamers "idiots" for disliking a game based on a poor audio-visual presentation is asinine. With all the technologies and tools available to programmers in this day and age it is a sure sign of incompetence when a game has a bad frame rate, grainy visuals, bad artwork, and/or scratchy sound. If the Jaguar is too hardware limited to deliver beautiful smooth playing games with world class sound then the console should be abandoned in favor of those that can. Systems that are powerful enough to deliver GREAT games with AWESOME graphics are the wave of the future. Why do you think PSX and N64 have outsold Atari 100 or more to 1? =-=-=-=-=-=-=-=-=-=-= Subject: Re: BattleSphere textures From: wildcat@europa.com (Brian Jepperson) Date: 1997/07/22 Newsgroups: rec.games.video.atari In article <33D544F7.86B@sprynet.com>, thunderbird@sprynet.com wrote: > Carl J. Matumbo wrote: > > > > To call gamers "idiots" for disliking a game based on a poor > > audio-visual presentation is asinine. With all the technologies and > > tools available to programmers in this day and age it is a sure sign of > > incompetence when a game has a bad frame rate, grainy visuals, bad > > artwork, and/or scratchy sound. If the Jaguar is too hardware limited > > to deliver beautiful smooth playing games with world class sound then > > the console should be abandoned in favor of those that can. Systems > > that are powerful enough to deliver GREAT games with AWESOME graphics > > are the wave of the future. Why do you think PSX and N64 have outsold > > Atari 100 or more to 1? > > Excuse me sir, but if your theory were true, that doesn't explain why > the Atari 2600 (an 8-bit system designed around 1976) has outsold ALL > 16+ bit systems from all manufacturers COMBINED. > > It also fails to explain why the NES (not SNES, the N-E-S... another > 8-bitter) has a sales figure which is ALSO more than all the next-gen > systems combined) > > Newer != Better. > > Thunderbird > 4Play T-bird, that's an apples and oranges comparison. NES *didn't* outsell the 16-bit+ machines because it wasn't in competition with them (different times, different markets, different competition, different technology). During the brief period in which it was in direct competition with them I'm sure sales declined rapidly, and obviously at some point the 16-bit sales overtook them. The only thing you can conclude about Atari 2600 sales figures, or NES sales figures is that they dominated the market in their respective time periods. Newer == Better (when we're talking about computers and games systems) =-=-=-=-=-=-=-=-=-=-= Subject: Reality Bytes was Re: BattleSphere textures From: legrand@tesla.mbi.ucla.edu Date: 1997/07/25 Newsgroups: rec.games.video.atari In article <5r9j8p$b9c@nntp02.primenet.com>, Glenn Saunders wrote: > > The mortal Thunderbird wrote: > : The fact of the matter is that an 8-bit system with 2 sprites and a > : ball and a 6502 CPU (the Atari 2600) is -laughing- at the "superior" > : intellect... er... I mean laughing at the superior "Next Generation" > : systems and their sales figures. > : The 2600 games were fun enough to attract the sales. > : These "Next generation" games are simply not fun enough to attract as > : many people. > > Attributing the cause for this is hard to say. There are many factors. Absolutely true. > For instance, in 1980 when the 2600 really caught on, the idea of a > videogame console in the home was a novelty. It also didn't have a heck > of a lot of competition from its peers (Astrocade, Oddyssey^2) These days As a certified old fart, I can testify that the George Plimpton Intellivision commercials were providing head by head comparisons of most of the 2600 games to various supposedly superior Intellivision games. Sometimes they were dead-on: 2600 football was >DREADFUL<, and other times the 2600 game ended up looking better with the 2600's cleaner colors. Add to that the 2nd tier of Odyssey IIs, Bally Arcades, Fairchild Channel Fs, and the Colecovision and it was a very crowded market indeed no matter what the young'uns think. I myself would have chosen the Bally Arcade over the 2600 in 1977 when I bought mine for $179.99 from Sears had it not been $299. The 2600 was dogged with competitors right from the start. The same Sears catalog that first listed the 2600 also listed the Fairchild channel F (which I played at Macys 2 months before I even saw a 2600) and the Bally Arcade. > there are many more competitors for our free time. VCRs, cable TV, the > internet, PCs (more people have PCs than ever). This all impinges on the > share of the entertainment market in which consoles exist. Well, actually, video and video game stores went hand-in-hand in the beginning and caught on about the same time. We used to rent movies and videogames in the same trip. I'd say however that you have a point about Internet PCs and the World Wide Web which are a far more exciting development than the latest incremental advance in console technology. > Although I'd like to point to poor gameplay and FMV-like linearity as the > reason, I think this is a simplistic conclusion. I think it has something to do with it: video games are no longer the novelty that they once were and not even multi-zillion dollar Nintendo has been able to recreate the Power Rangers-like insanity that surrounded the release of 2600 Pacman and other titles. Oh they try, and a lot of 10-15 year olds center their lives around the next N64 release, and Nintendo carefully choreographs the availability of these carts in order to inflame their obsession, but it just isn't the same level of intensity that it was when I was that age. They used to run news stories on the major networks whenever an important title came out. I haven't seen that in years. > As for the Next Gen systems being a failure, this is all relative. PSX > and Saturn were introduced when the "transitional" NG systems were waning > (3d0 and Jaguar) while the 16-bit systems were still enjoying dominance > (despite being long in the tooth, especially the Genesis with its limited > number of colors). It's hard to consider the PS a failure under those > circumstances. It has done quite well, which is remarkable as the first > console from Sony. Actually, the hard numbers argue that the consoles are dying. Why this is such a shock is beyond me. 35 million NESs, followed by 20 million SNESs and 20 million Genesises, finally followed by only 7 million total 32+ bit systems (source: DFC Intelligence, a videogame market analysis firm) argue that while the video game market is growing linearly, it's not exploding like the console manufacturers insist. I won't be surprised if the PS and N64 both top 10 million units by the end of their run, but I'll be shocked if they top 15 million. > There are plenty of problems with today's game industry, but you can't > pin the blame on the hardware. It's the problem with any artform when it > becomes too corporate. It happened to film. It's what happened to rock > and roll in the 70s. It happened to videogames in the mid 80s. It's > more about commerce than creativity and the sad part is that today's > youth are so used to the way things are that they seem content to judge > games based merely on eye candy when it's just repackaging the same > genres over and over again. That's all they know. Nintendo plays its audience like a kazoo. But even so, it's a much smaller audience than it once was and if they didn't exercise such strict content control, the platform would be the same developer morass as the PS where it's next to impossible to get noticed. I will hand it to Nintendo however for being the only console maker that knows what's appealing about console gaming (the plug and play immediate thrill at the expense of depth) and for having the cajones to stick to the console market without opening up a PC development branch. The PS and Saturn are glorified PC CD ROMs without the keyboard and that's a major minus for them (I've owned one of each from the day they were released BTW, but no N64 yet, nothing appeals to me on it). > Actually, another analogy could be made between today's push towards 3D > and the introduction of sound to motion pictures. The early talkies were > artistically a step backwards in cinematography and they relied on sound > as a gimmick for its novelty factor. I think many of today's games work > on the TECHNICAL aspects of achieving greater and greater photorealism in > their 3D engines first and think about the game elements last, and that's > unfortunate. Also true. But the industry can throw as many excellent James Cameron- quality 1st person perspective action games and I will buy them like a mindless drone. What I won't buy is Golan-Globus/Troma Films mouthbreeders like Redneck Rampage, Blood, Seal Team etc. They aren't fun. All I really want is games that are >FUN<... > I have to admit that I am dazzled by great graphics at first, but what is > definitely missing from today's games is REPLAY VALUE. It's a concept > that seems to have been forgotten by gamers in the age of videogame > rentals and the urge to constantly see the latest and the greatest (or > the newest sequels). Actually, Netrek is as good today as it was 6 years ago when it enveloped me, ditto for Bolo. It was games like this that got me obsessed with networked videogaming. Then Doom came along as the >breakthrough< head to head videogame and the industry cloned it to death and now they're scratching their heads as to why networked videogaming is a) no fun and b) losing money like crazy (TEN is apparently losing 3 million bucks a month). Yeah, there are all these apologist articles about building a sense of community in networked videogames blah blah blah the MUDs had this figured out 10 years ago and while these guys are at it, how about designing games designed for the effective bandwidth of Internet connections rather than expecting the throughput of a T3 line out of a 28.8Kbaud modem? > Level 3 on Adventure for the Atari 2600 has more replay value than the > latest Final Fantasy RPG because of the use of randomizers and a > rudimentary sense of artificial intelligence which is all missing from a > rigid linear spooled RPG. Unfortunately in order to create more > randomness, you need to sacrifice some detail and sense of an unfolding > "story". It's the kind of thing that makes me wonder if I'm out of touch > or the industry is messed up. Actually, it's not that bad. What you really need to do is design the level itself to unfold the same general events, but to randomize their timing and location to a small extent. If there are 20 "events" in a given level and you give them 3 possible ways to happen, then the same level can be played 3^20 different ways and still provide the notion of an unfolding story. Describe such concepts to the powers-that-be at places like Interplay and Activision however and you'll just get blank stares (been there, done that). Scott Le Grand Lead Coder 4Play =-=-=-=-=-=-=-=-=-=-= Subject: Re: Reality Bytes was Re: BattleSphere textures From: Customer Service Date: 1997/07/26 Newsgroups: rec.games.video.atari > As a certified old fart, I can testify that the George Plimpton I am an old fart too. > Intellivision commercials were providing head by head comparisons of most > of the 2600 games to various supposedly superior Intellivision games. > Sometimes they were dead-on: 2600 football was >DREADFUL<, and other > times the 2600 game ended up looking better with the 2600's cleaner > colors. Add to that the 2nd tier of Odyssey IIs, Bally Arcades, > Fairchild Channel Fs, and the Colecovision and it was a very crowded > market indeed no matter what the young'uns think. I myself would have > chosen the Bally Arcade over the 2600 in 1977 when I bought mine for > $179.99 from Sears had it not been $299. The 2600 was dogged with > competitors right from the start. The same Sears catalog that first > listed the 2600 also listed the Fairchild channel F (which I played at > Macys 2 months before I even saw a 2600) and the Bally Arcade. The Bally was vastly superior hardware wise but the 2600 still ruled. Bally got cold feet too early and that didn't help either. Astrovision tried to take over but they too could not compete with the already ever growing Atari. I own an Astrocade to this day and it is by far more superior to any 8 bit of its time in term of power and expandability. The 2600 was still my all time fav game machine. It was more flexible in it lack of dedicated hardware (like JAG) just not loaded with tons of hard coded circuitry for support(PSX/N64). The Bally was a lot easier to get nice displays going (psx/n64) but the 2600 could display 128 colors with game play where the Bally maxed at 8. With tricks you could get more but it wound up costing. The 2600 with all it's limits didn't have such problems. I have written an Astrocade emulator. Still needs a bit of work but it is operational. =-=-=-=-=-=-=-=-=-=-= Subject: Re: BattleSphere textures From: Exodus Date: 1997/07/26 Newsgroups: rec.games.video.atari Gregory D. George wrote: > Heck yeah. Tetris, probably one of the best games ever written, has > absolutely NO TEXTURE MAPPING whatsoever. Neither does Pac-Man, > Asteroids, Space Invaders... No graphics, pure gameplay. True enough... but this is also why these games are still being played nearly 2 decades after they were "state of the art". I can't wait until Robotron X is released for the N64... because IMO it made the transition from excellent game to excellent graphically enhanced game... but the PSX controllers suck as an interface... and I wasn't interested in spending $200 on the two joysticks that would have made the game playable. > These games also lack something besides eye-candy: An ending. Like Starfox 64's ending? The game is a showcase for all the cool things that the machine could do... but it's tracked... left me feeling cheated... and then the ending... left me feeling disappointed :( Of course the classic games were born before the profit formula was set... now everyone knows that a new 3D fighter is going to sell X number of copies... a new racer (X-2)*1.5... and DOOM (X^2)*(3D fighter+new racer)*6). Which is why as "unpolished" as most Jaguar games are... they're still fun... because they were written by people who were writing games... not profit margins. =-=-=-=-=-=-=-=-=-=-= Subject: Game Endings (Was: Re: BattleSphere textures) From: "Gregory D. George" Date: 1997/07/26 Newsgroups: rec.games.video.atari Exodus wrote: > Of course the classic games were born before the profit formula was > set... now everyone knows that a new 3D fighter is going to sell X > number of copies... a new racer (X-2)*1.5... and DOOM (X^2)*(3D > fighter+new racer)*6). Which is why as "unpolished" as most Jaguar > games are... they're still fun... because they were written by people > who were writing games... not profit margins. Game producers feel a game SHOULD end so that you will go out and buy a new one when you're finished. They DO NOT want replay value! Arcade games generally have better re-play because they WANT you to keep plunking quarters in them. There's a definite correlation between a supremely fun game and a game with re-play value. They're almost one in the same. I guess this all boils down to the difference between an arcade game and a home game. -- To reply, remove NOSPAM from my address... ----------------------------------------------------------- | ||| Greg George | | ||| Editor, The Atari Times | | / | \ greggeorge@worldnet.att.net | | ATARI | | TIMES http://www.geocities.com/TimesSquare/Arcade/8341 | | FREE! The world's most FREE Atari-only Newsletter! | ----------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-= //// Jaguar Emulation =-=-=-=-=-=-=-=-=-=-= Subject: Re: Jaguar Emulator... ? From: Thunderbird Date: 1997/08/28 Newsgroups: rec.games.video.atari Patrick P.H. Nguyen wrote: > > In article <5ttcrf$cgi@charnel.ecst.csuchico.edu>, jrleek@ecst.csuchico.edu (James R. Leek) wrote: > > >> > > Well, yes, the Atari 2600 with it's 3 seprate processors make > >it particularly hard to emulate, but to say that a 233 Mhz Pentium could > >have a prayer emulating 4 RISC processors and a M68000 is ludicrous. > > Are you saying the 2600 is harder to emulate than, say, a SNES? > > It comes down to the quality of the job by the hacker. Remember, these > are hacked projects. They aren't done by people who have a money motive > (otherwise, the job would be a lot better). They are just be people who > want a challenge and have the time to burn. > > The Jag doesn't have 4 RISC processors, and just because it has the word > "RISC" doesn't mean it's all powerful. A Pentium alone couldn't do the > job but if you offload tasks off the CPU, you could do it. The Voodoo > chipset crushes the GPU/DSP combo. A good wavetable sound card or the > new PCI soundcards (e.g., Monster Sound) are so much better than what's > offered on any console. Ahem... It would take the full power of a P233 just to perform a multiplication at the speed of one of the Jag's RISC's. Now, what if BOTH of those RISCs were multiplying at the same time, while the 68000 were also doing a multiplication and the object processor was overlaying transparent sprites on the screen and the Blitter were scaling and rotating a bitmap. I think you might be looking for one of them new 64-bit 1000MHZ systems Intel will make in a few years to have a prayer of emulating the Jag. Sorry. Thunderbird 4Play =-=-=-=-=-=-=-=-=-=-= Subject: Re: Jaguar Emulator... ? From: Scott Le Grand Date: 1997/08/31 Newsgroups: rec.games.video.atari Jeff Kilgroe wrote: > > Thunderbird wrote: > > > Ahem... > > > > It would take the full power of a P233 just to perform a > > multiplication at the speed of one of the Jag's RISC's. Now, what if > > BOTH of those RISCs were multiplying at the same time, while the 68000 > > > > were also doing a multiplication and the object processor was > > overlaying > > transparent sprites on the screen and the Blitter were scaling and > > rotating a bitmap. > > > > Uh, T-Bird... I've always found you to be a very sensible person > when you have made claims about the Jag in the past. However, this one > about a P233 being needed to do a multiplication at the speed of one of > the Jag's RISC's is just going a bit overboard, wouldn't you say? Uh Jeff... I've always found you to be a very sensible person when you have made claims in the past, but with all due respect, you're whacked on this one... It took a 66 MHz 486 just to do a decent emulation of a 1 MHz Atari 2600 and a 133 MHz Pentium to perform decent (although still imperfect) emulation of a 1.79 MHz Atari 800. Are you getting the picture yet about just how hard it is to emulate complex hardware? A worst case analysis of but a single RISC of the Jag has it running at 26.6 MHz (and that's assuming everything else is plain off when realistically you can have the DSP and the CPU running at full tilt at the same time along with the Blitter and Object Processor doing their thing as well). These previous benchmarks indicate to me that you need a good 40-60:1 performance ratio to emulate elaborate hardware. We're not even at a factor of 10 yet with the best of the Pentium line. It's not just a question of emulating the RISCs, the 68000, the Blitter, and the Object Processor, it's also a question of having sufficient spare bandwidth to emulate the exact timing of these chips. I consider it extremely naive to think that you could pull this off with today's consumer hardware. > If these chips were indeed as fast as you claim, then I wouldn't have > wasted months trying to optimize my rasterization and fixed point math > functions on the GPU just so I could pull off an ultra-fast (uh, 14fps) > gouraud shaded landscape. Objectively, I put the Jag's processor power somewhere between a 486 and a 133 MHz Pentium say maybe a P90. But, the P90 has twice the bandwidth under most situations. And there's your answer. Your landscape generator was stuck doing things at which the Jag basically sucked. Sure, you can emulate everything at which the Jag sucks, but you're in deep doo doo when you try to emulate its strengths and peculiarities. Right now, there are things on the Jag right now that are effectively faster than a 233 MHz Pentium. Dream on trying to emulate them until you have a nice wide performance margin with your emulating CPU. > Now, as far as an emulator is concerned, I think one could be done > on a Pentium Pro or Pentium II system at 166MHz or greater. Of course, > the emulator would also have to make use of DirectX/3D hardware > acceleration. To do the emulator entirely on the PPro or PII CPU, it > just wouldn't be possible right now. Maybe when the 1GHz P7's, arrive > sometime in late '99 it might be possible to do it all on the CPU. Just > because of the intricacies of the Jag's chips, especially the Blitter, > it is beyond the scope of a PII. A 1 Ghz CPU might just do it, but why bother (unless of course you just want to be cool which is a fine motive)? > If someone were ambitious enough, a special API could be developed > for the 3Dfx chipset to provide all the Jag's blitter functions and > emulation of the other processors could be handled within a PII 266 or > 300 with a little speed to spare. OK, so how do you do the video feedback with the 3DFX (the Jag does it in a rather odd non-standard way)? Offhand, you'd need to do a color-remapping blit on the 3DFX with a lookup table. I don't think the Voodoo has that feature right now. How about all those rather odd tricks the object processor can perform? And reading the framebuffer with the CPU is dog slow with the Voodoo chipset (although it's totally rocking in most other ways). This is the sort of thing I'm talking about that makes it impossible IMO to emulate Jag code with our current generation of home computers. > ...Side note: I've got 4 Jag's here just waiting for BattleSphere and I > can't wait to get it! K00L! Scott =-=-=-=-=-=-=-=-=-=-=-=-=-= //// Scott's Job Interview =-=-=-=-=-=-=-=-=-=-=-=-=-= Subject: Re: PC Battlesphere-- that's what I want to see From: Scott Le Grand Date: 1997/09/19 Newsgroups: rec.games.video.atari Have you actually seen anything >GOOD< come out of Activision in the past few years? Case in point: MechWarrior II. Sure, the underlying Battletech rules were excellent source material but look at the actual game they designed around it past the engine. Linear missions, lame arbitrary changes in the rules to force you to solve each and every mission the same way, and a lousy polygon engine. Then of course there was my ill-fated job interview at Activision last March. I even brought 2 Jags and 2 copies of BattleSphere with me to show it to them. First they sent me to this AI dude who was actually pretty cool and we talked all about A* and optimal path algorithm (on the off chance you're reading this Ian, you were about the only cool guy in the building IMO), then they sent me to this guy working on the next generation graphics engine for Heavy Gear. So I show this guy some Java and some assembler (the parallelized code of my polygon engine and PDB3D, my molecule viewer for web pages, and which flipped out anyone who understood what a cool hack it was at the time - since utterly dethroned by Java Quake) and since he only knew Intel assembler and had never seen Java, he was lost but he seemed to know a little about B-splines. Then I got to talk to their technology officer who used to be in the same branch of science I was in and I don't think we clicked as he didn't like someone that I respect, and finally I got to talk to David Crane (not the original, but an inferior copy), CEO of the joint. He mostly probed me for game ideas and little else. At each interview, I offered to show off Battle Sphere and nobody was willing to take the time to let me hook it up. So then they asked me what kind of salary I wanted and I stated 90K (which is less than a lot of my friends in the industry make who have less experience than me and pretty much acknowledge I know a lot more 3D math than they do and well I already had offers higher than that from other companies not in the video game industry) and they tell me that's ridiculous and it pretty much ends there. They told my headhunter that the reason they didn't make a job offer was that there was no evidence that I could actually program... Activision sucks... You'll find that to be a common impression in the developer community... Scott "Misfortune favors the overconfident mind." - Me =-=-=-=-=-=-=-=-=-=-=-=-= //// In Defense of Zero 5 =-=-=-=-=-=-=-=-=-=-=-=-= Date received: 10/3/97 12:51 from bitsuser2.demon.co.uk (Matthew Gosling) Subject: MG's Zero 5 comments From: Jaguar Interactive For those that don't know, I was lead programmer on Zero 5, and after some extensive net-searching, I finally stumbled across this discussion forum, so here's my comments on the whole Zero 5 thing. Firstly, thanks to everyone who gave their feedback on the game. When you are sitting in front of the same game for every waking moment of every day for months on end, it is impossible to have an unbiased opinion on it, and some days I would look at it and think "it's sh*t, the ships look like lego blocks, there's not enough variety, nobody will be able to figure out the controls" etc., and other days I might be playing it with the volume & bass cranked right up in a darkened room and think "this is 10 times better than anything I've played on the Jag so far, everyone will love it", it's impossible to tell how people will react to it. Regarding the difficulty level of Zero 5, yes it is hard, that was deliberate, but in my opinion the difficulty level is acceptable _if_ you are comfortable with the controls and are making intelligent use of your power-ups and smart-lazers. We did have people come back and critisize the difficulty level who, it later transpired, didn't even know that they could replenish their shields by changing their powerup type. Incidentally, all difficulty 'tuning' was done with the game in Cadet mode, in my opinion many levels are too easy in Novice mode but we simply did not have enough time to spend on each mission to get the difficulty as fine-tuned as we would have liked. Thunderbird noted that some HitPak missions can be completed by just hammering on the firebutton, this is probably the case in Novice mode, and I was not happy about this, but it was a case of having slightly rushed levels or no game, and if the missions were acceptable in Cadet mode then we simply had to move on. One case that stands out is one of the later missions where you're in an asteroid belt, but there's saucer drones shooting at your from the sides, the difficulty was tweaked very carefully in Cadet mode, but it was something of a no-brainer to get through in Novice. Note that we spent 1 month on getting the missions in, that means each mission was designed in 2 days, and without tools (ie, all attack paths and trench maps were massive source files full of hand-typed dc.w statements - my fingers still ache). As far as 4-Play's comments are concerned, everyone is entitled to their own opinion, and of course any game can be thought of as 'good' or 'bad' depending on what you expect from it. I mean it would be very easy to over- analyze Tempest 2000 and say "the player's craft is an unrecognizable blob, the enemies are just a few brightly-coloured flat triangles, the gameplay is too simplistic, the levels are repetitive, the game is essentially 2D shown using a 3D perspective, etc. ..." but of course we all know that T2K is an awesome game, and the graphical style and the raw, simplistic gameplay is what appeals most about it. If you go loading up Zero 5 and you're expecting Wing Commander 5 then forget it, you are seeing a game that was hacked together by a couple of guys in a room, that had the lowest development budget of any Jaguar product at the time. Zero 5 is, when you get down to it, supposed to be a mindless blast, just like T2K or even Galaxians, and as a mindless blast I think it works okay, but this is (evidently) a matter of opinion. Regarding the trench sequences: yes it is very fast, and yes it does get easy when you learn the patterns, that is the whole point. The idea is that you learn it almost subconsciously so when you do finally get through it, you feel as though you have super-human reactions - just see how you feel the first time you get through the mission 8 trench on expert mode without taking a single hit... Regarding repetitiveness / number of missions: Ideally we would have liked to have spent a LOT more time on enemy behaviour, more enemy types, more variety in the missions etc., but time and cartridge space simply did not allow. Incidentally there was originally a 4th game mode, in which you fly over planet terrain, which ended up getting canned for the same reasons - and of course a lot of time that could have been spent adding to the variety of the other missions was effectively lost. But even so, most games start to get repetitive to some extent after a while, look at T2K... but as I said, if you want more than a mindless blast then you're probably not going to get much out of Zero 5. Regarding the control system in BamBam mode: Yes, it takes some getting used to. As a general rule, try to only rotate on 1 axis at a time - just use left/right to point round to your side, or up/down to increase your elevation, then when you get to where you want, use the roll control to re- align if you're banking too much. Thunderbird made a comment about how when you are pointing 'out' of the screen you can't see what you're aiming at because they're 'behind' your head. This should not happen, the camera zooms back to make everything visible. The camera panning was a little slow at one point, one of the latest revisions of the code increased the camera pan speed significantly, I certainly hope that this was the version that Telegames put into production. I think the control system in BamBam mode is a little unorthodox and does require a bit of time to get used to, but if you don't like unorthodox ideas then what the hell are you doing buying Jaguar games in late 1997? ;) Now, can we all just be friends again? =) =-=-=-=-=-=-=-=-=-=-= Date received: 10/3/97 13:48 from LEGRAND.ag3d.com (Scott Le Grand) Subject: RE: MG's Zero 5 comments From: Jaguar Interactive Actually, anyone who can finish a game while under the Tramiel's "expert" tutelage has my respect for that achievement alone. This puts you above the wankers at HyperImage and all those other guys that took money from Atari and delivered nothing but a few pre-alphas. But that aside, I found myself giving up on Zero 5 around the 10th level or so simply because it indeed got too hard to be fun anymore. However, I love the Gerry Anderson Supermarionette look of the game, and the sounds and graphics are quite nice. In many ways, the trade off to 256 colors allowed for better graphics than our own game, Battle Sphere, and I salute you for that because I know just what a pain it is to get the Jaguar to do much in real-time beyond trip on its own hardware bugs. In fact, I really found myself enjoying the first 4 levels or so after I figured out that you couldn't actually move the ship to avoid enemy fire and had to shoot every shot. The look of the game is really cool as are all the opening and transition sequences. But then the difficulty kicked in and in the final level it's just too damned hard to be fun. I think Doug almost made it to the end before he gave up (consider this an open challenge to anyone out there to actually finish the thing!). I use Tempest 2000 as the poster child for a nice progressive difficulty curve. I think it's the best shooter of the 90s. It starts out almost braindead easy but by level 30 or so, you have to completely revamp your strategy which then has to shift again around level 50 and so on right up to the infamous level 64 which is just plain sadistic, and then it's yet another difficulty curve until the final level of death. I tried to model this kind of process in the Gauntlet play mode of BattleSphere. The key is to learn from the experience and make new mistakes in the future rather than the same old ones. I can't look at BattleSphere without picking it to pieces, yet whenever anyone plays the thing, they seem to like it, a lot. Rotate your playtesters often. We're paying the price right now simply because there just aren't enough people out there with Jaguar dev systems that can ferret out the final bugs of Battle Sphere and I'm extremely nervous that the whole package will simply turn out to be too hard to be fun. And remember, opinions are like a$$holes and mine's no different... Scott Le Grand Lead Coder 4Play --==--==--==--==-- || Out of Sight! Atari Celebrates 25 Years! || By: Donald A. Thomas, Jr. \__// datj@compuserve.com ----------------------------------------------------------------- Those who know me, know my undying commitment to remember how much fun I had with Atari products throughout the early years of the industry's evolution. Atari was once one of the most popular trade names in the world. It ranked almost as high as Coca-Cola in brand name recognition and household members either read about it, spoke about it or played an Atari product virtually every day of their lives. Aside from the pure entertainment value that Atari provided over the years, Atari has influenced the industry in ways that most of us will never fathom. Apple Computer was born of Atari employees and the first Apple system ever manufactured is said to have been of parts "borrowed" from Atari engineering labs. Today, Apple Computer suffers from many of the same symptoms that Atari experienced prior to its unceremonious passing not long ago. After all these years, even Steve Jobs is wisely backing away from an "opportunity" at the helm. Apple might be wise to call on ex-Atari executives to advise them what not to do. SC&T, a formidable maker of video game driving controllers, was founded by an ex-Atari employee and so was Activision. Ex-Atari people work at 3Com, AverMedia, Capcom, Creative Labs, Electronic Arts, Intel, JTS Corporation, Midway, NetManage, Photronics, Piiceon, Playnet, Reality Quest, Sega of America, Silicon Gaming, Sony Computer Entertainment America, Sun Microsystems, Super Dimension, Tecnomatix Technologies, U.S. Robotics, ...virtually every imaginable Silicon Valley technology company in existence. In each case, their experiences from Atari help shape what they do in their present jobs and they will affect the way we enjoy tomorrow's technology. Those like me that remember Atari so fondly clearly recall "Pong", but many of us will remember different forms of the game. The Silicon Valley remembers a coin-operated stand-up system that had electronics affixed to an oversized electronics board and played through an off-the-shelf black- and-white Zenith television. Much of the country may remember a dedicated home-based console with two integrated paddles and several modes for one or two players. But what assuredly everyone over 18 remembers is the Atari Video Computer System (VCS aka 2600) and the elaborate forms of "Pong" it could play in color. And soon forthcoming was "Air/Sea Battle", "Breakout", "Combat", "Outlaw", "Slot Racer", "Super Breakout", "Surround", "Video Olympics" and many other innovative titles that exploited the pixel in every 2k way possible. On Tuesday, June 27, 1972, Atari was incorporated. Although Atari had roots that traced back more than a year prior, this is the date that many people recognize was the formal birth date. . . making Atari 25 years old in the year 1997. On Friday, July 12, 1996, Atari Corporation was informed by the Securities Exchange Commission (SEC) that their intentions to merge with Jugi Tandon Storage, Inc. (JTS) was approved pending the formality of a shareholder's vote. On Tuesday, July 30, Atari Corporation hosted a special meeting of stockholders in the offices of Wilson, Sonsini, Goodrich & Rosati, P.C. in Palo Alto, California. The meeting was said to have taken about four to six minutes. With an outcome of approximately 42 million votes in favor and about 11,000 against, the stockholders ratified the decision to merge. Trading of ATC shares were halted at the end of the day. Upon the conclusion of the meeting, Mr. Sam Tramiel arranged to pick up the severance checks for himself and his siblings. Mr. Jack Tramiel, former Chief Executive Officer (CEO) of Atari Corporation, remained to assist with a smooth transition with the handful of surviving Atari personnel. Essentially, July 30 was the final day Atari existed as an entity of its own. A handful of ex-Atari employees, who had remained faithful in a hope that someone or something would hear a heartbeat and jolt it back to life, accepted no new checks with an Atari logo. JTS stepped in, delegated any remaining liabilities and reassigned the staff to the task of selling hard disk drives. On Monday, July 28, a friend of mine sent to my attention the following notice: ======================================================================= ATARI ALUMNI REUNION Wednesday, August 13, 6-9 PM San Jose Live! 150 South First Street, San Jose (408-294-5483) * 25 years ago, in June of 1972, Atari was born! * Come join Atarians from all the ages as we celebrate 25 years of innovation, technology, and countless memories. * Come play Pong (1972) and San Francisco Rush (1997) and see what 25 years of technology hath wrought. SPREAD THE WORD! All current and former Atari employees are welcome! * Bring old photos and memorabilia - come swap lies with some of the best! * Open Bar from 6 to 8 PM * Video Games. Video Games. Video Games. * Spotlight Event: High Stakes cash prize Video Game contest starring former Atari executives. * Please RSVP by phone, fax or E-mail to: Karen (Graham) Jefferson 408-434-3738 408-434-3910 (fax) jefferson@agames.com Deborah Geyer 408-473-9427 408-473-9488 (fax) geyer@agames.com COME CELEBRATE ATARI'S 25th ANNIVERSARY ======================================================================= The notice clearly states that the event on August 13 is open to "all current and former Atari employees". The festivities will banner Atari's 25th Anniversary and historic being. I have a copy of the original flyer and I noticed some interesting things: * The word "Atari" (or a derivative) appears 6 times. * There are 25 lines of type on the actual announcement. * The expression "Video Game" is found 4 times. * The term "25 years" or "25th anniversary" appears 4 times. * Both RSVP e-mail addresses end in @agames.com "@agames"? Atari Games? Hmmm. I don't know much about San Jose Live! or how big the establishment is, but could this event be intended for just Atari Games? Flashback to the "wee hours" of Monday, July 2, 1984, when Tramiel Technology, Ltd. (Mr. Jack Tramiel) acquired the assets of Atari from Warner Communications by promising $240 million in long-term notes and a 32% interest in the home-computer and home-game divisions. The resulting deal specified that Warner communications retain the arcade game and telecommunications (AtariTel) divisions of Atari. The deal with the Tramiels was initiated by Warner with a phone call to Mr. Garry Tramiel who was working as a broker at Merill-Lynch in Sunnyvale. Since that time in 1984, Atari Coin-op and Atari Home Consumer Products were more than separate divisions, they were entirely separate companies, but the deal that Jack made with Warner saved both companies and Atari survived as two companies for over a decade more. Quite frankly, I'm not sure what they will be celebrating at San Jose Live! on Wednesday, August 13, but it definitely is not an Atari Alumni Reunion. When I spoke to Karen to RSVP, she pointed out that this was only for the coin-op company which is currently owned by Williams and still calls itself Atari Games. Interesting, the terms "Atari Games", "Coin-Op" and "Consumer Products Atari not invited" appear no where on the invitation. How does that phrase go? ... Out of sight, out of mind? --==--==--==--==-- || BattleSphere News || By: Doug Engel, Scott Le Grand, and Mark Santora \__// legrand@tesla.mbi.ucla.edu, thunderbird@sprynet.com, santora@earthlink.net ----------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-= //// BattleSphere Update =-=-=-=-=-=-=-=-=-=-=-=-= [from Doug Engel's Thunderbird's Garage home page .] //// 9/29/1997 It's been quite a while since the last update of the ol' BattleSphere Update Page, so now's probably a good time to post a little info about the most amazing game ever to be created for a home videogame console, bar none. It's been much more hectic at 4Play than usual, due to the fact that we can finally see the light at the end of the tunnel and are working even harder than ever to wrap this thing up. The stage we are currently at is something approaching the neighborhood of what could loosely be referred to as "Done". There's still a whole lot more to do, and we are not in any sort of relaxed operating mode by a longshot. We have basically finished all of the game elements in all of the play modes. Every mode is now fully playable, and all of their basic features are written. What remains to be done are some rather nasty odd bugs that have turned up in playtesting, as well as a bunch of housekeeping chores such as adding configuration options to the controller code, writing the code to hide the various "easter eggs", writing some code to manage the saved options in the NVRAM, and perhaps tweaking some of the play features or improving things we find are not quite perfect in playtesting. These sorts of things are very unpredictable and hard to forecast or estimate time to completion, so you can hold off on the celebrations for a while yet. For example, Scott and I both concentrated our efforts to track down a bug which caused the "Demo" mode to lock up only on certain Jaguars and never with a development system connected to it. This type of bug is a nightmare for us, because the development system is the only tool that can be used to examine memory after a crash to determine what went wrong. Since the screen blanks out if the hardware crashes, you can't very well print text messages on the screen to aid in debugging. The other problem we faced was that the crash would occur only after several hours of idle time running the demo. That means any attempt to fix the bug requires a huge waiting period to reproduce it or collect data about it. The eventual solution I used was to build an LED display board which connected to the joypad 2 connector to provide numeric codes depending on what routines were active during the crash. Armed with my LED output device I was able to obtain the information that enabled Scott and I to locate and correct several "problems". (I use the term "problem" in quotes because the code sequence in question was perfectly valid, but apparently triggered some sort of hardware idiosyncracy in the hardware of those units). At this point, I can see why playtesters feel they are not appreciated enough. There's simply not enough credit given to playtesters. We've been actively testing everything as we went along, and now we are attempting to test the game as something like a whole unit, as opposed to just specific modes. This is a very difficult task. There's simply not enough development hardware around for us to be able to enlist any of the kind souls who have offered to playtest for us, so we have to keep our testing inside 4Play. That makes for a much larger burden on us as well. At least we get to test a game with high replay value. The StarFox 64 testers must have had a lot of attrition due to monotony. ;-) In addition to our regular jobs, we've also had to do our regular life type things, Scott and Steph have had to find the time to move to a new apartment, and do all of the fun and time consuming chores that are associated with this (more on this later). I've been busy myself building a real garage (as opposed to my virtual one). Construction has been a wonderful break from coding. But I had hoped to be done with code by now so now I'm on triple-duty and getting no sleep! I can't wait to take a vacation! In addition to all the wacky debugging I have done, I have also managed to get in a few hours simply playing "Alone Against the Empires" for fun, rather then for debugging. I really enjoy this mode a lot. The elements of strategy and resource management really come into play, and mesh very well with the frantic arcade pace of the battle portions. When I'm not "playing games" I have been busy finishing up some of the "easter egg" routines, AND creating some more sound effects. Just a little advance warning for all our customers: if you don't have a good set of speakers and a sub-woofer, GO GET SOME NOW! The sound effects really kick bass! The warp speed sounds turned out especially nice. A set of amplified stereo speakers will serve you well with this game. I understand that Stephanie has re-sampled all of our instrument tracks and is putting together a ton of awesome new songs to go along with various screens in the game. I can hardly wait to hear the new tunes, which will take advantage of some new code in my music engine which should propel BattleSphere(tm) into the record books as being the Jaguar cartridge with the most music channels of all time... perhaps the most channels for a cartridge on -any- system. Let's all make sure we remind Steph to take advantage of the new code (after all, she asked for more channels!) Did everyone get a chance to read in rec.games.video.atari the thread Scott was discussing our efforts to move BattleSphere(tm) onto the PC next? If you missed it, I suggest hopping over to Deja News and searching for it. It's well worth the read. As you will see, building a great game doesn't necessarily guarantee backing when it comes to PC game companies. We were naive enough to think so once, now we are jaded. We might just have to come up with new and creative ways to get support, if the game companies can't recognize a hit when we dangle it in front of them! Mark Santora has been busy helping with all the playtesting which has to be done, as well as doing all the videography and editing of the BattleSphere(tm) promotional video. Hopefully, this will convince someone that we are serious about this game. I should have mentioned this above, but Stephanie also composed music for the video. It's pretty nice. A small clip of it was featured on Gamespot a few weeks ago. Finally, Tom has been up to the usual behind-the-scenes top secret sort of Tom things. He's about to take on the majority of the burden when it come time to start manufacturing these carts. I hear he is making a second run of CatBoxes, so if you didn't get enough of them to suit your networking needs, you might want to give him a holler and tell him you want some more! Just head to the ICD website at ! Everyone check out the new screen shots which I have made over the past few weeks. Some of the newest features are shown! You should be able to spot the docking feature, and entering and cruising in warp-drive. There's also a couple of shots where you can see some bases and capitol ships. Don't make fun of the shots with the missiles in them... we just recently discovered the bug that caused the low-detail models to be used all the time, which makes them look really clunky in the screenshots. The real models are much cooler! That's about all the time I have for this installment. I apologize for the long gap between updates. It's been so busy, I don't know where the time went. Until next time! =-=-=-=-=-=-=-=-=-=-=-=-=-= //// BattleSphere Countdown =-=-=-=-=-=-=-=-=-=-=-=-=-= [from Scott Le Grand's Official BattleSphere Countdown page (address currently in a state of transition).] Last Updated 10/2/97 There are now: *** 3 *** coding days to the completion of Battle Sphere. Here's what I have left to do in those 3 days: General stuff 1. Playtest Training Mode 2. Enable Easter Eggs 3. Final Music Assignment What am I doing right now? 7/14/97 - Spent a week moving my life to San Jose, spent the other week debugging everything I'd spent the last month creating. I think we still have one more RAM SPAM but I haven't seen it in two days. Since we're redoing the docking sequence, expect another week or so of coding before I complete the thing, but I'm expecting to have the whole game implemented by the end of July. During August, I expect to playtest the game and debug the remaining problems with the code. With luck, that means that sometime in September, Battle Sphere will enter production. Keep your fingers crossed. And JagFest guys, pay special attention to the Battle Sphere play mode: I want to know what it needs to be play-balanced! 7/15/97 - The future is a changing thing. We've decided that an OpenGL version of Battle Sphere is our best bet for a PC edition. To that end, shortly after the end of coding the Jaguar edition, we intend to start bringing Battle Sphere to the PC. However, expect it to take at least 6 months before anyone will see >ANYTHING< as this will be a ground-up rewrite. Besides, Microsoft >HATES< OpenGL, and that alone makes it cool in my book. 7/16/97 - Found aforementioned RAM SPAM (7/14/97) and guys, when I say you won't see anything on the PC for >AT LEAST< six months, that does >NOT< mean PC Battle Sphere is coming out in 1998. C'mon, we're going through hell on Usenet with people quoting 3 year old text from AEO to prove that I've broken promises to the Jaguar userbase about features and release dates, don't start making stuff up: it only takes away from the time I can spend writing the game. There is no release date/month/year/ century for PC Battle Sphere at this time, there is only the desire to write it in OpenGL and a huge list of features. As of today, dumbfire missiles are supported if you launch missiles without a current target. This feature was implemented with 16 bytes to spare. 7/18/97 - JagFest edition is ready. Didn't get to finish all I wanted to in AAtE but you guys will get the general idea. What's missing? Hyperspace, docking, victory/defeat, and simulated combat for all those other sectors. We're not far away from completion actually, but time just ran out. 7/21/97 - Well, despite a silly coding error (fixed in 5 minutes Saturday morning) preventing the networked play of Free For All and Gauntlet, networked Battle Sphere mode was alive and well and I think a good time was had by all. Meanwhile, Alone Against the Empires got a step closer to completion this weekend and even more silly bugs bit the dust. 7/22/97 - Added default behavior for AAtE escorts and fixed the starbase collision bug in Battle Sphere mode. 8/7/97 - Finally fixed the JagFest stasis bolt crash and boy did that take too long! I'm almost done with the reworked docking sequence and we're designing the new hyper space effect. 8/13/97 - Bad news, I've got some Andromeda Strain antibiotic resistant infection which has shut me down for the past 5 days. I feel a bit better today, but Monday sucked bigtime. I have not been coherent enough to code though I think I'll get a little done tonight. 8/16/97 - Back to work, finished new starbase docking sequence, adding new sound effects and moving on to the new hyper space effect. 8/25/97 - Added a new sound effect for stasis, fixed some long-nagging bugs in cooperation with Doug, and I'm about halfway through the new hyperspace effect (killing bugs as usual). 9/02/97 - Hyperspace is done! On to the Options Screen! Even more new sound effects added thanks to Doug! More music on the way from Steph! It's all finally coming together! 9/05/97 - Options screen complete. Time to put in the end game and the scoring... 9/15/97 - Alone Against the Empires crashed a lot until a marathon hacking session this weekend. I didn't get to the endgame, but there were a lot of loose ends to clean up as a result of the valiant playtesting by Mark Santora and Doug. Tonight, I put the endgame in... 9/25/97 - Alone Against the Empires is Finished! All that's left is the above list of to-dos along with the playtesting and Battle Sphere is finally complete! This would be a really bad time for me to get hit by a truck or something (well so would any other time but well you know what I mean). 10/02/97 - ProController support is up! I have to add some more control schemes and do something else >-), but it works and it's cool! Meanwhile, all sorts of last minute bugs have popped up in playtesting and Mark thinks hyperspace control is off so I need to tune it a little to the skill level in play. Since Doug has mastered it, I'm not going to make it easier in the harder skill levels, but I will make the difficulty more progressive than on/off. The good news of course is that there will only be two more of these updates before the game enters production. The next update will occur when we have completed the remaining list items. The final update will occur when all hurdles have been surmounted and Battle Sphere has entered production at which point this page will move someplace else more appropriate and become the Battle Sphere strategy guide. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// BattleSphere Playtester's Report =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [from Mark Santora's BattleSphere Playtester's Page ] The July 17 1997 Report THE PLOT In the future, an intergalactic war is about to break out. Eight different races were set to fight until they controlled the galaxy. But in a brief moment of intelligence, the races agreed to save the galaxy from begin ravaged by war. They did this by placing their best pilots in an enclosed area of space to fight until one remained. Which ever race that was, would rule the galaxy. Here lies the plot for Battlesphere. ALONE AGAINST THE EMPIRES I managed to get an early flash ROM of this mode. It is Star Raiders on acid and is really a lot of fun. In the version I currently have, which is two weeks before JagFest 97, you can zoom around the galaxy, use the galactic map, and engage the enemies. You can also dock with the Star Bases. There are no bells and whistles, at least not yet. By bells and whistles I mean warp effects, docking sequences, things like that. I should get a ROM dated from JagFest 97 soon where most of the bugs/crashes/ gameplay mechanics have been updated to work. But what is here, it's the kernel of what I saw and loved in Star Raiders. If you've never played Star Raiders, I suggest you download the Atari 8Bit emulator XL-It! This is one of the best emulators I've seen around, and it does run everything 8bit I've thrown at it, including the original Star Raiders. Sorry this one is short, but there really isn't a lot to tell until I get the new ROM. I will update soon. Promise. No really. I mean it. --==--==--==--==-- || Llatest from Llamaland || By: Jeff "Yak" Minter \__// net.yak@yak.net ----------------------------------------------------------------- [All of the following postings are taken from Jeff Minter's web page, Yak's Zoo . Check it out, and see what else Jeff has yakked up lately.] //// 20 Aug 1997 "And I sit in the canyon with my back to the sea There's a blood-red dragon on a field of green Calling me back..." (Roger Waters, from the very excellent album "Radio K.A.O.S.") It was decided, in the end, informally and over curry; most propitious circumstances for any decision, in the Yakly books. The pace of things is constantly picking up in the world of X, and in the end it just seemed sensible that I should get the business and hassles of a transatlantic move out of the way slightly earlier than I had originally thought possible, so that I can be comfortably ensconced in a new Welsh abode, ready for when the pressure is really gonna start hitting hard, so that I will be back in my optimal coding environment. Wales, where Trip-a-Tron was made, where Llamatron was made, where Tempest 2000 and the VLM were created... Wales, where I have done my best work previously, and where I can live the semi- hermetic rural life to which I am best suited, working on the stuff of dreams, getting visited by my mates at weekends and going out down the pub in the evenings... Wales, where a YaK belongs. Wales. Where Flossie lives :-) So now here I sit, on the floor because all my furniture is in boxes, probably in Santa Cruz by now, and soon to be in a container on a ship heading towards a small but influential island off the coast of Europe; listening to some rather interesting music that my Penty is kindly composing in realtime for me (you may well hear more about that later, but that's a whole nother story). The reason that I have been almost totally unresponsive to email recently is that organising a transatlantic move takes quite a bit of doing, plus I have been trying to get some work done too, plus I have had the hell visited out of me by my mates who know I am going away in the spare time that I have had. Answering all my email tends to make matters worse, since I then get a bunch more replies to field... so I am afraid I haven't bothered much. Sorry to anyone who has thought me rude; not intended as such. Once I am safely back I will be more responsive, I promise. The process of disengaging has been quite long and crinkly, but it is now almost all done. Moving out the furniture was the last major milestone - that, and having the landlord see the place that I have been renting and (thanks largely to the heroic cleaning-up eddorts of my mum, who visited for that express purpose last week [I am about as naturally domesticated as a billy-goat]) have him see that I have not trashed the place unduly and will therefore get my deposit back. I still have the hardware here, and a few extra things like the telly that I am going to give to a mate's mad girlfriend - but tomorrow I will gather the hardware into the hire car (sob! it was a wrench giving back the llovely Red Ship!), spend one more afternoon at the office, then go out for a monumental pissup at the local of my mate Ian Lightsynth in Sunnyvale, crash the night at his gaff and then drive (doubtless in Hangover Mode) up 101 to SFO, there to board the afternoon Virgin flight (Virgin cattle class... hmmm... I wonder if they will let me sit with the virgin cattle? :-]) back to London... and on Saturday night, UK time, I shall be down the Curry Garden for my first proper British vindy for many months. Delag over the weekend, Monday's a bank holiday, then go see the bank dudes on Tuesday about getting the dosh together for a house, then on Wednesday, after much anticipation, I shall finally be returning over the Second Severn Crossing, and I shall be in Rejoice Mode as I finally slip over the border, into Wales, knowing that once again I am to make that fair and frequently moist country my home. I shall inspect places until I find one that is suitable for me and decent enough to bring Flossie home to, and there I shall settle, and surround myself with beasties and computers, and be an exile no more (except maybe for a week or two here and there as work dictates). And there I shall remain; happy in that gentle country, not far from the pub, working my wizardry in peace, with only the occasional flicker of unearthly light and ethereal music escaping into the valley betraying the fact that strange and interesting things are afoot; connected to the world, yet alone in my comfortable space, with my computers and my beasties around me. There, I shall be a happy YaK. And a happy YaK combined with awesome hardware can work miracles :-) --==--==--==--==-- || JagFest '97 Field Reports || By: Kevin Manne, Glenn Bruner \__// KevinManne@wycol.com, brunergs@fafb.af.mil ----------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Kevin Manne's JagFest Report =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= JagFest '97: The Aftermath The JagFest, as most would agree, was a brilliant success. While the scheduled events such as tournaments were totally abandoned, it was a good time anyway. There were an estimated 40 guests who either attended all day or stopped in for a few hours. BattleSphere was undoubtedly the most popular attraction at the Fest, as there was hardly (if ever) a copy not in play. There were 7 Jaguars linked for BattleSphere at the start, but ended up at 5 due to some technical difficulties. The BattleSphere play mode was the only multiplayer mode available to us, but it was very fun nonetheless. The game was very impressive, and very addictive. Many were found intently glaring into the screen in complete concentration. In multi player mode, though, most were yelling back and forth to each other. Stephanie Wukovitz of 4Play even joined us for a bit, and even though she claimed to be "not very good," she killed quite a few of us. AirCars was also on display, having 2 Jaguars linked up for some head-to- head play. Most people got a laugh out of hearing "primary target destroyed" repeated over and over throughout the day. At one point, the AirCars carts were replaced by two copies of Doom for some Deathmatch action. Even Doom ran surprisingly well, with very few network errors. Must be that there wasn't very much interference in Hell on Saturday or something. Tom Harker and ICD were in attendance, sporting various Atari wares for sale, including their AirCars. Both Tom and Stephanie were very nice people, and were very willing to answer all of our questions about Battlesphere and everything else we could think up. Thanks for being so cool, guys! Visual Dimensions 3-D gave a small presentation in the mid-afternoon, and discussed some upcoming games for the Jaguar and Lynx, including Automaniacs (essentially Club Drive 2) and Defcon 1 ("Tomb Raider style" game) for the Jaguar. These guys seemed very enthusiastic and professional. Here's hoping for good things from this ambitious company. After the Visual Dimensions 3-D presentation, Fard Muhammad showed his computer animation celebrating the 25th anniversary of Atari. Hopefully a Quicktime of this excellent animation will be on the net soon, as it was quite impressive. There is no way to put it into words. The rest of the evening was just free-play, everyone enjoying playing some excellent Jaguar games with some fellow fans. It was quite an experience to meet everyone in person, and an even bigger one to try to remember everyone's names. Also, who could forget Jeff Grimshaw's Jaguar Kiosk, standing tall in the corner of the room with the big yellow cat eyes staring at everyone. It was a great piece of Jaguar memorabilia. A few people (one being myself) had homemade controllers to show off. I had my Joystick and Rotary controller combo stick, and my rotary controller set up, and someone else (whose name I cannot remember) had an optical rotary controller available for everyone to try out. It was a very impressive piece of hardware. On the Lynx side of things, Carl Forhan had made a demo card of three of his Lynx products which are currently under development. Ponx, SFX and Planar Wars were on the card and all showed promise, most notably Planar Wars. Comlynx capability is a plus on all of his games, except for SFX which is just a fun little sound effects program. There were a few other Lynx's there, and there was some Comlynxing going on. Quite a few of the available Lynx games were there, although the new Telegames releases "Raiden" and "Fat Bobby" were unfortunately missing. The majority of people left before midnight, but a few of us stayed until 2:00 am or so, playing two player AirCars, Doom, and even holding the only competition of the event, Pong. Wes Powell was the lucky recipient of the Defender 2000 soundtrack as a result of the competition. Most of the other prizes were simply just handed out, because of the lack of competitions. It was a great time, and hopefully was one that everyone will remember for a long time. Let's hope someone takes the initiative to pull together a second annual JagFest '98.... ...Until next time, -Kevin Manne =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //// Glenn Bruner's JagFest Report =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The fest was great. It was great to see first hand Battle Sphere. I took my video camera with me and recorded some of the highlights. Jeff (Hyperturtle) did a great job putting this thing together. I don't think he was able to totally recoup his costs (but he did get a lot from me with T- shirt sales). Here are some of the highlights: [] 5 Jaguars networked for BattleSphere play. The demo version was dated 18 Jul 97 (day before). For the most part is was working. The networking for Free-for-All wasn't working and we were experiencing network lockups in other areas. The training mode worked good and the game was playing fast with no noticeable "slow-downs." Stephanie was there to represent 4Play. Very nice lady! [] Tom Harker was there along with a guy named Bryan from ICD. Tom had AirCars selling for $60 and two Jaguar's networked with it to play. AirCars plays just like it does in the Atari, November 1994 demo video. Tom also had other stuff for sale: Tweety boards - $10, various monitors $60-$100 (to use with the CatBox), null-modem and video adapters (for CatBox), a few 7800 games, some 8-bit manuals (Basic XL, SpartaDOS, SpartaDOS X), AdSCSI boards, etc. [] Jeff (Hyperturtle) was charging $10 for entry. With that $10 you got a issue of The Jag Zone, two bumper stickers, and a $10 off coupon from Telegames towards a Jaguar or Lynx product published by Telegames. [] A Jeffery Thompson was there showing his optical rotary controller for Tempest 2000 play. His controller worked good. Very sensitive to movement. One girl playing it got hooked! She said she was never able to get to the bonus screen with the regular Jaguar controller, but was able to with his. It proved to me the Jaguar can handle the original Tempest arcade controller (I was wondering if the Jaguar could ever handle the speed of the arcade). Jeff was doing a sign-up list of people interested in having some made. Right now, his cost to make it is upwards of $60-$70. The reason for this is that he's using a rotary controller sold by Digikey that costs about $46. [] A high school kid (didn't get his name) was showing his 30 second video he made celebrating 25 years of Atari. He did a bang-up job on this video. It was a 30 second 3-D rendered (on Pentium 75 PC) animation that took him 3 months to do. It basically went like this: --Atari fuji and name came spinning onto the screen --the original Pong machine spinned across the display --then a number 2 spinned on to the left of the fuji symbol --then a Jaguar machine appeared --then a number 5 spinned on to the right of the fuji symbol --finally, a 1972-1997 banner appeared --finished with a voice synthesized with a saying (I have to replay the video to figure out what it was saying) Throughout the video were popular sounds from Atari. The video he said is a 30meg AVI file on the PC. People suggested he try and reduce it and put it up on the web. He said he didn't quite know how to reduce it. Somebody out there with the knowledge should be able to do it. Hyperturtle would probably know this kid's name. [] Three gentlemen were there from a company called Visual Dimensions 3-D in North Carolina. They were presenting their plans of Jaguar development. They said they've been contracted to do Defcon 1. They were there also to work a deal with Tom Harker to get set up in Jaguar development with source code. They don't plan on dealing with JTS because they feel they're not going to get any support. The have some good ideas for games and also want to hear from anyone on game ideas. They said it could be a idea from a dream to a full complete story line. They also want to hear what people think are the best things they've seen or liked in Jag games and the worst. They have a web page at and Email at . Any game that they would work on would be done in 3-D. That's about it for the highlights. I had a fantastic time. It was great to meet Tom & Bryan (of ICD), Stephanie (of 4Play), Hyperturtle, Jeff Thompson and his optical controller. --==--==--==--==-- || Review: Zero 5 || By: Robert A. Jung \__// rjung@netcom.com ----------------------------------------------------------------- Most die-hard Jaguar owners (and you must be die-hard, if you still own a Jaguar these days) are well aware of 4Play's long-awaited space combat cartridge, BattleSphere. But BattleSphere isn't the only starship in orbit; another title, previously under development from Atari UK, finally reaches the Jaguar by way of Telegames. Is this title a planet-busting dreadnought, or an unshielded rust bucket that explodes after one hit? Let's hop into the cockpit and take this baby out for a spin... //// Overview Like a lot of other video games before it, Telegames' new Jaguar cartridge, Zero 5, centers around yet another alien invasion of Earth. This time, it's the year 2044, and an unnamed alien armada is approaching Terra with unfriendly intentions. In response, the Earth defense group DEFCON sends out HIT-PAK space cruisers and BAMBAM fighters to stop them. Zero 5 presents itself like a cartridge version of Wing Commander; the Earth defense campaign is spread out over 15 missions, which are completed in order to tell the story. Each mission consists of one of three sub-games: [] Fly the BAMBAM fighter in open space and battle alien ships and drones. [] Control the cannons of the HIT-PAK cruiser and blast assorted enemies and obstacles. [] Fly the BAMBAM through tunnels and canyons in a high-speed assault on alien bases and ships. The game ends when you take too much damage during a mission. Fortunately, after finishing a mission, you can choose to skip it on subsequent games, so you can avoid the tedium of repeating those earlier levels. Other options available are three difficulty levels, normal or reverse joypad controls, and the usual music/sound effects/voice volume controls (complete with bass/treble adjustment). //// Graphics From the moment that you start up Zero 5, you're treated to a nonstop barrage of terrific Jaguar visuals. The bulk of the package consists of fast, smooth polygon graphics, both solid and textured. The colors tend towards bright primaries, but that's just a small quibble - Zero 5 makes great use of its polygon engine, with seamless zooms, pans, and fly-bys all over the place. The other graphical elements are no slouches either, with Pixelshatter explosions, darting sprites, and lots of subtle touches sprinkled throughout the game. All of these goodies are coupled with a high frame rate that keeps you immersed in the action. //// Sounds Zero 5's game sounds are just as impressive as the graphics. Voices and sound effects are clear and distinctive, with enough richness to immerse you into the action. Even better is the background music, consisting of several fast- paced techno tracks that fit the game perfectly. The music is catchy without being intrusive; you won't be consciously aware of the music unless you deliberately listen for it. And the tracks are nice and long - considering that the missions can take a while to finish, it's good to have tunes that won't repeat every forty seconds and drive you nuts. //// Gameplay Unfortunately, while Zero 5 looks and sounds great, it falls down in the game itself. It's not just that the three sub-games are a bit simplistic (which they are); it's that each of the games have annoying problems that make playing them fairly frustrating. The worst of the bunch is the space dogfight sequence. The back of the box calls this "360-degree full movement," but that's a lie, since you're not flying your ship at all. You view the BAMBAM from a fixed third-person camera, and steering the ship makes it turn and bank in different directions. When the enemies come out, you've got to point your ship at them and fire away. Fancy flying and evasive maneuvers are impossible; the enemies are always in the same position, and their shots always fly towards you, no matter how you twist and turn. Worse, the fixed external view makes it easy to get disoriented, especially when your ship is pointed TOWARDS your view. And without any crosshairs or sights or any other aiming instruments, this is a very difficult and frustrating "game." The other game modes aren't as bad, but they're still flawed. The gunnery mode suffers from a loose, imprecise aiming cursor, which makes it a bit hard to hit incoming enemies. It's also hard to tell where the bounds of your ship are, so sometimes you'll get hit by something that you thought was clear. This game mode reminds me a lot of the VR mode in Missile Command 3D, which implemented the idea better. The tunnel-flying mode is probably the best of the three, but that isn't saying too much. Here, your fighter is locked in one direction - forward - with only one speed - VERY fast. Destructible walls must be blasted; indestructible ones must be dodged by riding along the walls (a la S.T.U.N. Runner). Unfortunately, the high speed and the claustrophobic camera view make this very hard to do. Speaking of difficulty, I should also mention that Zero 5 is a TOUGH game. Even at the easiest settling, I had to spend several frustrating hours just to get through the first few missions. I also had to pace myself with rest breaks between games, since there's a LOT of button-pressing involved, and I quickly developed a sore thumb. Not since Raiden on the Jaguar have I had such a painful experience. I don't want to sound completely negative about Zero 5, though, because this game doesn't deserve endless abuse. Even with the problems described above, the tunnel-flying and gunnery games are somewhat enjoyable, but the dogfight mode remains more aggravation than entertainment. The missions themselves are fairly long, and with fifteen of them, you won't be finishing this cartridge any time soon. And even the high difficulty can be tolerated, since the enemies appear in fixed patterns, making it possible to develop patterns against them. But while you can live with Zero 5's problems, you can't ignore them altogether. When you finally walk away from the game, you're left with a sense that, with a bit more work, it could have been better... //// Overall Like other "hybrid" games that came before it, Zero 5 tries - and fails - to take several weak games and turn them into one blockbuster title. While the graphics and sound are top-notch, the underlying game is soured with assorted glitches and frustrating problems. Still, if your pain tolerance and your determination are high enough, you just might be able to sit through Zero 5 and ultimately beat it. //// Final Ratings Title: Zero 5 JagNet: No Design: Capsian Software Players: 1 Published by: Telegames Media: 16 megabit cart Retail: $59.95 Availability: NOW A Summary of Ratings: "*" is a whole "+" is a half 5 stars maximum Graphics - ****+ Colors are a little bright, but you can't complain about smooth polygon graphics. Audio - ****+ Terrific sound effects and top-notch techno tunes. Control - *** It's a little sensitive in some places, but workable. Gameplay - **+ Three undercooked mini-games do not equal one terrific game. Overall - *** In the end, a bittersweet gaming experience. Key to Robert's ratings (a graphical interface state of mind) ***** - Macintosh. Still superior after all these years. **** - Windows '95. A good kludge, but still a kludge. *** - Atari ST/GEM. Not bad for its time. ** - Windows 3.1. As friendly as a poke in the eye. * - GEM 2.0. Sadism, pure and simple. --==--==--==--==-- || Review: AirCars || By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ----------------------------------------------------------------- AirCars... that game Jaguar owners have come to regard with a mixture of curiosity, awe, and revulsion. Thanks to ICD, it now walks among us. //// We're From the Government, and We're Here to Help AirCars offers a slightly better-than-average premise for its mayhem. After the obligatory nuclear holocaust, a cult of scientists called EBNERS rises up, with the intent of imposing their own brand of order on the world. The world of course objects, so the EBNERS plan to destroy all the major capitals of the world by teleporting nukes into them, leaving themselves as the major power. In addition to their teleporters, the EBNERS have also developed impenetrable force field technology, and speedy hovercraft called (drum roll please) AIRCARS. All the EBNERS complexes are protected by these force fields, and interconnected by teleporters. The good guys (that's us) manage to duplicate the Aircars and teleporters, and have given our hero (that's you) a mission. You will be teleported into the first EBNERS complex. Unfortunately your teleporter only works one-way, so after destroying the primary targets, you need to use the EBNERS' teleporter to proceed to the next complex. And so on and so on until you've wiped them from the face of the planet. And so it begins... //// The Battlefield The object of every level is to wipe out all the primary targets. The targets are usually buildings, but occasionally enemy vehicles. An arrow at the top of the screen points the way to the closest target, but it's only accurate to 45 degrees, so you'll have to keep an eye on the radar. Here's the first tip-off that something is seriously wrong with AirCars. You get an INFINITE amount of lives. The manual even says, "In AirCars there are two ways to end the game, finish it or shut it off." Apparently the true challenge in AirCars is finding some way of enjoying it. The radar is nicely implemented, and would have been a welcome addition to Cybermorph and Battlemorph. The default view is the immediate area around your ship, with solid color-coded blocks representing the various objects, and various shades of the level's ground color forming a sort of contour map. You can toggle between the short-range view and a view of the entire level, which is built up as you explore. There's a little pointer on the radar which shows your current heading, but like the closest-target indicator, it's only accurate in 45-degree chunks. The levels are HUGE. Flying between opposite corners of these gigantic square levels takes literally a minute. Normally I'd say this was a good thing, but the problem is that the terrain is painfully homogenous, with only a sparse smattering of trees (snowmen on the "snow" levels). Everything is shades of the same color, and there are no extreme variations in altitude. There are no impediments to your progress on the terrain... no impassable mountains, no walls, no force fields. Getting from Point A to Point B is reduced to nothing more than flying time. There are a few transporters scattered around most levels. They're represented as a pair of very phallic-looking posts which you must fly between. If you don't approach these things head-on, there's an excellent chance you'll crash into one of the posts, causing a good chunk of damage. Transporters are mostly useless because a) They never seem to dump you anyplace particularly important, and b) They never lead anywhere that you couldn't reach just by flying there. The game makes excellent use of the ProController. Left/Right turns, Up/Down moves forward and backward, A and B fire your two weapons, the Left and Right shoulder buttons drop mines and smoke, and the X/Y/Z buttons select your view angles (left/right/front/rear). If you hold down C while pushing Left/Right you can sideslip, but so incredibly slowly that this feature is useless. Terrain interaction is superb. Unlike Hover Strike, where your tank was slaved directly to every jerk and transition of the polygonal terrain, AirCars actually gives your car some inertia. Cruise up a slope at high speed, and you'll actually spend a few seconds airborne. Also unlike Hover Strike, it is entirely possible to park on the side of a hill. You will occasionally take damage from the terrain, but only when going up a steep slope at high speed. Bad guys consist of enemy air cars, enemy tanks, and guard towers. They have an uncanny ability to home in on your position from all over the map, and will happily gang up on you. If you actually manage to inflict some damage on an air car or tank, odds are they'll turn tail and run, dropping smoke bombs all the way. And now, the big, big problem with AirCars. It is simply impossible to evade enemy fire while engaging the enemy. All enemies seem to shoot at you at their maximum rate of fire, for as long as you're in range. This would be fine if you were super-maneuverable or had a boatload of armor, but you aren't and you don't. Since you have infinite lives, you end up not particularly caring if you die or not, and just finish each mission by making dozens of suicide runs on each group of targets. There's also no incentive to soften up enemy defenses, since guard towers regenerate every time you get killed. Count on losing at least ten ships per level if you're doing good. //// More Power! The weapon system is a mix of good and bad. The good is that you can select and use two different weapons simultaneously, and that whenever you kill a bad guy, you get either the ammo from his weapon, or the weapon itself. The bad is that there's isn't a whole lot of difference between the various weapons. With a single exception, every one of the seven guns follows a pretty linear progression from rapid fire/low damage to slow fire/extreme damage. The only really interesting gun is the EDC-- Electronic Disruption Cannon. Hitting anything with this paralyzes it for about 30 seconds. Unfortunately it has a fairly low rate of fire and travels very slowly. There are no homing/arcing/terrain-following/blast-effect/guided weapons. The REALLY bad thing about the weapon system is that you have no way of changing the elevation of your sights. Since there is no aim "assist" (like in Doom), this means that, if you're parked on flat terrain and want to shoot a guard tower above you... you can't. So you decide to drive up the slope and go toe-to-toe... oops, now you're shooting _over_ him, while he has a nice angle on your underside. Argh. There are a variety of special powerups scattered about the landscape, divided into Immediate and Savable types. Immediate powerups take effect as soon as you collect them. They are: [] Armor Repair - Restores current armor to 100%. [] Reactive Armor - Doubles armor strength (almost makes the game fun!). [] Invulnerability - Invulnerable for about 30 seconds. [] Reserve Ammo - Doubles ammo capacity. [] Reveal Map - Fills in your entire automap. Savable powerups last for a specific amount of time, and must be manually activated (you can have multiple powerups active at once). They are: [] Radar Jamming - Makes it harder for enemies to find you. [] Jet Pulse Accelerator - Accelerate faster. [] Retro Brakes - Decelerate faster. [] Infrared Vision - Turns enemies into solid red blobs. Useless. [] Stealth Pod - Makes you almost invisible to enemies. [] Stabilizer - Cancels effects of an EDC hit. Generally speaking, you should activate savable powerups immediately. Otherwise you'll likely never use them at all, due to the frightfully short lifespan of the average air car. //// Scenes from a Maul AirCars runs at 320x240 resolution, in 16-bit color mode. Frame rate is a tolerable and very consistent 20FPS. The terrain is a hilly, gouraud-shaded expanse much like Cybermorph's, with approximately the same distance to the visible horizon... perhaps a bit farther. There is no pop-up-- objects and terrain fade in smoothly from out of the mist. AirCars' graphics engine also makes good use of load management and disabling gouraud shading in the distance to keep the frame rate up. Objects (mostly buildings) are fairly simplistic and a bit crude-looking. There is NO texture mapping that I could see. //// Sounds of Pain and Suffering This is yet another Jag title with no in-game music. I think that's a blessing in this case though, as what music there is in this cart is quite cheesy. This isn't to say that the in-game experience is dead silence either. Explosions sounds excellent, with lots of bass. Weapons fire sounds vary from adequate to great, and each enemy type emits their own sound effect. Since sound effects are in stereo, this really helps boost the "immersion" level of the game. There's also the constant turbine-like hum of your AirCars' engines. No Cybermorph derivative would be complete without an annoying computer voice, and in this respect MidNite outdid themselves. The computer voice in AirCars is, bar none, the most wretched bit of voice acting in any Jaguar game to date. It sounds like some poor woman being forced to read lines at gunpoint (after being dragged out of bed... and she has to go to the bathroom... and-- well, you get the point). //// Misery Loves Company AirCars' major claim to fame is of course its 8-console networking feature. While I've heard that 8-player AirCars is an absolute blast, I've only experienced 2-player networking, and have been less than impressed. Getting a network session going is a bit of a hassle. Each player must "log in" in sequence, manually entering their unique node number. By comparison, BattleSphere does all this transparently to the user. The big problem (for me anyway) with networked AirCars is that there is no specific Deathmatch mode. When you network, it's Co-Op or nothing. This wouldn't necessarily be a bad thing, except that you end up getting killed more often by the computer-controlled enemies than by each other. Also, as noted above, the levels are HUGE, and there's no way to find the other players short of random exploration. You can switch to the view of other players on the network, but since everything looks the same, that's not much help. In AirCars' favor, network errors are very, very rare. You may end up wishing for them anyway though, just to break up the monotony. //// The Ugly Truth To be honest, I derive some small pleasure from playing AirCars. The controls are quite good (except for the glacially slow sideslip). Sometimes I do try to play "smart" and not get killed, but it just doesn't work for me. There are way too few armor repairs, and too many weapons that you simply can't avoid (short of simply running away). The idea of having to activate powerups after acquiring them is ludicrous, since the average lifespan of an AirCar is at best 2 minutes. Smoke 'em while you got 'em! It boggles my mind that MidNite produced such a gameplay-deficient title. You may not get polish out of most "garage" developers, but usually you can at least count on great gameplay. AirCars delivers neither. //// Final Ratings Title: AirCars JagNet: Yes Design: MidNite Players: 1-8 Published by: ICD Media: 16 megabit cart Retail: $59.95 Availability: NOW A Summary of Ratings: "*" is a whole "+" is a half 5 stars maximum Graphics - *** Solid, serviceable frame rate; terminally bland terrain. Audio - ** Meaty explosions, but no in-game music, and that voice! Control - **** Excellent use of ProController. Sideslip useless. Gameplay - ** Tedious, repetitive, frustrating... need I go on? Overall - **+ Like so many other Jag games, it coulda been a contender. Key to Clay's ratings (a blitzed state of mind) ***** - Pan-Galactic Gargle Blaster **** - Jovian Sunspot *** - VitaMeataVegaMin ** - Screaming Viking * - Vanilla Extract --==--==--==--==-- || Lee Briggs || Interview By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ----------------------------------------------------------------- Lee Briggs is the programmer of World Tour Racing. He was kind enough take time out of his busy schedule to answer a whole lotta questions. //// Personal Tidbits [JEO] First of all, I'd like to verify that you are indeed the fellow who posted the WTR info to Jaguar Interactive a few months back [see JEO #1 -- Ed.]. [Lee Briggs] Yes, I am the individual who posted that stuff up at Jaguar Interactive. I found the site during the time I was dealing with Atari again, to get WTR duplicated. I was curious what was happening in the Jag scene. I still keep an irregular eye on the site. [JEO] How did you find out that WTR was finally going to be published? [LB] From my old company Teque, they needed help as Atari couldn't locate a CD master of the game. I also had to produce the screenshots that were used on the Telegames web site. I finally received a copy of the released game, they did a slightly better job on the packaging than I expected. The other thing that surprised me was the manual, it looks like they used the rough draft I did ages ago for Atari. [JEO] A little biographical info... how old are you? [LB] 26. [JEO] Yikes! And here I thought you were some old dude. How did you get started in gaming/programming? [LB] Programming is down to curiosity, I built a ZX80 in the early 80's the same as a lot of the coders in the UK, from there I sort of fell into games. [JEO] What other games have you done? [LB] Before the Jag stuff I was involved in contracted conversion work in the UK software industry, I first started out doing Spectrum work in the 80's and went on to Atari ST and Amiga later on. [JEO] What are some of the ST/Amiga games you were involved in? [LB] I try to keep quiet about those games, I find most of them a bit of an embarrassment these days. It was fun working on them as I learn't fairly early on how not to do things. [JEO] What are you doing these days? [LB] I now work for Eidos Interactive's internal development team. I've been here for about 15 months and I've spent a large part of that time working on Deathtrap Dungeon . I handled the initial porting of the 3D engine to the Playstation and worked on some driver components of the PC version. Other bits and pieces during that time included getting a Saturn game through submission and a big lump of R&D on internet based games. I'm now setting up a new team to work on a project due for release in 1999, on which I am the lead programmer. This should be my life for the next two years, all other details are covered by my NDA, but with the current schedules an early demo will on public display at E3 next year. One of the things that has changed the most whilst I've worked on games is the size of the teams. Deathtrap has a core team of about 15 people, about half of them programmers, with many other people involved. WTR had a core team of only about 5 people. [JEO] Any advice to offer to people trying to get into professional game programming? [LB] Games programming has changed a lot in the last few years. It's not that different from any other large software project. The real difference is that most of what you're going to be doing will be blue sky work, which means that it's totally impossible to schedule (something which almost everyone finds difficult to accept) and the pressure can be a lot higher at times. From an education standpoint, a maths degree will do you a lot more good than one in computer science. Your personality is also a surprisingly large factor, as you will have to work very closely with the other members of the team for upwards of 18 months. If you can't work with other people then your programming skill is almost irrelevant. [JEO] Had you worked on or started any other Jag titles? [LB] We had some other projects at Teque which never got very far as Atari was dying at the time. There was another racing game that was loosely planned, which would reuse some code from WTR, but with a cleaner faster 3D engine (the WTR engine suffered from being pulled about by the whims of a dozen different people). We also had an Olympics game which went through 3 months of prototyping, it would have been released for the 1996 Olympics. //// World Tour Racing [JEO] Why doesn't WTR support the Memory Track? [LB] When the game was first designed it was intended to be a cart based game, it was moved to CD right in the middle of development. Atari delivered the CD dev kits very late, and as any developer will tell you, they didn't work. All of this pushed the schedules back quite a bit. By the time that someone told me that there was such a thing as a Memory Track, it was the last thing that the project needed. Sometimes, due to the pressure of schedules, things get dropped, simple as that. [JEO] What data is saved in the save-game code? [LB] I think it's just the championship points and a few details about which tracks have been raced, not much really. [JEO] How strong is the encryption on the save-game codes? [LB] Not very, if someone really wants to they should be able to crack it. [JEO] Does that "Teque Guy" in the opening FMV have a name? [LB] I describe the quality of the FMV as variable, I think the game over sequence is great, but if I were to point out that the guy is a girl I think you would understand what I think of that sequence. [JEO] Is WTR written mostly in 68K or RISC? [LB] A huge amount of it was written in RISC, it's time consuming and very difficult to debug. The RISC processors were fairly nice, not that different from the SH-2's in the Saturn, it's just that Atari didn't build in any real debugging support. [JEO] Are there any other easter eggs beside the bus? [LB] I don't think so. Using the term easter egg implies that it's something that was placed into the game as something that was meant to be found by end users. In this case it wasn't, there were quite a few thing like this that we did for our own entertainment, and most of them were done in around a minute of coding. The bus thing isn't done very well and it shows, you can still see bits of the car inside it. I can remember doing one where the world was upside down, the cars raced on the ceiling, which was quite funny, but I'm certain that this isn't included in the release version. [JEO] Any clues on how to use the debug mode? Like, can you completely turn off t-mapping? The most people have been able to accomplish in this mode so far is turn patches of the track green. [LB] I assume you're referring to the mini track editor that seems to be in the build of the game that Telegames used. The game had a separate stand- alone editor for the track design, this mini editor was used by one of the playtesters to fix some problems with the track. I knocked it up towards the end of the project, you need a full devkit to use it properly. As for totally turning the texture mapping off, no you can't, and I wish you could. As with any racing game it plays better with a higher frame rate, so why does it have so much texture mapping? In a single word, Atari. [JEO] Any other secrets hidden in there? [LB] Unlikely, but as I said above, I did various things, and I still don't know exactly which build Telegames released. [JEO] How fast do you think WTR would run if all t-mapping was shut off? [LB] 30fps, the same as Ridge Racer. [JEO] Weren't you tempted to put in a code that would do this? [LB] Yes, but Atari wanted texture mapping with everything. They felt that they had to take on the competition in the graphics stakes, even though the machine couldn't do it. I did have a design for a new rendering system that would have been quite a bit faster than WTR. Basically it was a lot cleaner and more elegant and used all of the best techniques whilst only introducing a few restrictions. One of the things that degraded performance in WTR wasn't the speed of the polygon renderer, it was the GPU overlay manager-- lots of chunks of code were being swapped in and out of the small 4K of memory within that chip during the game and that was something I really wanted to tidy up. [JEO] Would WTR have been a 16 or 32-megabit cartridge? [LB] We were developing it for 16mbit as we didn't have a 32mbit Alpine board, but that was fairly early on before it was moved to CD and the whole product was upgraded. Back than it didn't have anywhere near as many texture maps. [JEO] Any idea why the decision was made to make WTR a CD game? [LB] To promote the CD unit. It was one of the options to be the game that got bundled with the CD hardware. The whole handling of the CD format was one of Atari's bigger mistakes. [JEO] What do you think Atari should have done with the CD unit? Other than build a better devkit of course. [LB] The CD hardware was shoddy, the only thing it had going for it was the VLM, it had bugger all sex appeal and the market instantly summed it up as a cheap device that made your Jag look like a toilet. Add on units have never really worked in the console market, the Jag should have stayed as a pure cartridge machine, with all the development effort being pushed into producing games. The Jag was a machine with a price advantage compared to the competition. Instead of capitalizing on this Atari produced an unattractive add-on unit and then transferred lots of the games that were in development to the CD format, thus lowering the appeal of the base machine. [JEO] Why doesn't WTR use redbook audio for the music? [LB] Stick it in your CD player and press Play. Unless Atari have screwed up somewhere in the mastering process, it is real redbook, it's certainly CD quality. The only piece of music in the game that isn't redbook is the piece that plays over the top of the frontend menus. This uses an 8:1 ADPCM type compression scheme, which is buffered up in memory whilst it played. This was done so that short video clips could be streamed off of the CD whilst the music was still playing. The quality is still very high, about the same signal/noise ratio as FM radio. [JEO] Agreed... the music is very good. I've only tried sticking WTR in my CD player once... got two tracks of white noise and nothing else. Any idea what they might have done to it to make it unplayable by normal means? [LB] Haven't a clue, I haven't received a copy of the released disk and I still don't know exactly which build was mastered. Atari no longer have any technical staff, they just have the equipment, so it's quite likely that they made some mistake in the mastering stage. [JEO] What's going on during the 1-2 second delay whenever you switch menu screens? [LB] The frontend music is stored as a series of compressed packets, which are loaded off of the CD in clusters and placed into a ring buffer where they are played. This allows other modules within the code to access the CD unit without stopping the music, but the buffer has to be full enough, so that it doesn't run out before it can get access to the CD again. The frontend has lots of little video clips, which run for a few seconds and a little bit of audio often has to be preloaded before they play to make sure this doesn't happen. At some other points game data is loaded up instead to reduce the overall load time when you go to the track. This is one area where I think I did quite well, compare WTR to half the Playstation titles where you have to stare at a loading screen for 15 seconds. [JEO] What do the "THT" and "iMi" banners all over the tracks mean? [LB] Absolutely nothing. Due to a technical problem, we couldn't guarantee that a banner would be seen the right way around. It could have been fixed, but the artist just suggested making them symmetrical, and no one seemed to mind. It really is as stupid as that. [JEO] I noticed that one of the tracks is referred to as "Britain" on the main menu, and "England" on the race screen. Come on now... that's the sort of mistake I'd expect an American to make! [LB] All of the race screen's graphics were re-drawn towards the end by an artist who hadn't worked on the project until that point. I have a vague memory of that being something that was fixed very near the end, which probably means the Telegames CD isn't one of the very final master ones. There was a flag within the code that detected whether the game was running on an American or European Jag and adjusted some of the spelling accordingly. [JEO] Why is the "Last Lap" announcement almost never heard? [LB] Haven't a clue, I don't get that problem from my gold master and I don't have a copy of the Telegames release. As a point of interest we originally had quite a few voice samples in the game, but they were whittled away due to memory shortage, and the fact that we didn't really like half of them. Somehow the "Final Lap" stayed as it worked quite well. //// Playing the Game [JEO] Any tips for playing World Tour Racing? [LB] Make the car very unstable, lots of front wing and bugger all on the back and learn the technique of braking as you turn. You can throw the car through corners at stupid speeds if you get it right with that setup. When it comes to overtaking be very aggressive, brake very late, or as an alternative use the other car as a brake by ramming into it on the inside line. I wish the 2 player game had worked better, as things like this work so well. You can watch players gradually getting madder with each other as they start using suicidal tactics to outbreak one another. Every time I find an interview in which some programmer describes a racing game as highly realistic it makes me laugh. I don't want realism, I want fun. [JEO] Have you read the JEO review of WTR? If so, any specific criticisms you'd like to respond to? [LB] Yep, I've read it along with one or two others. Overall the game has been received better than I thought it would be, it along with the Jag have aged quite badly in the last 18 months. I played the game fairly recently for the first time in about a year and it was obvious to me just how far console technology has come in that time. I was still quite happy with the control system and the AI though. I will reply to the issue of the "design flub" though. Almost every single racing game has a control interpreter of some kind. I play a lot of racing games and I can spot driving aids in almost every single one. The problem with WTR was that with the frame rate and the nature of the driving style it became a touch too noticeable. I can look back at it now from a totally fresh perspective and see ways that I could have improved it a little, but fundamentally the game needs a more powerful machine. [JEO] It seems like the steering helper gets confused sometimes and drives your car straight into a wall. Is it just my imagination? [LB] One of the most difficult things about getting a control system right, and one of the less obvious things, is the problem of getting all of the information to the player. If you're in a real car you can sense the forces and rotation that are occurring; in a game all of that information has to be given by visual and audio cues. If you go through a set of corners too fast and you're totally off of the racing line you're going to hit the wall. But how does a player know he's going too fast? If you hadn't already noticed, the wings are set up differently for each of the tracks; some of the tracks have difficult chicane complexes, yet the car has fairly low wing settings because the rest of it is fast. On these tracks you can't throw the car around using a fast opposite lock in the way you can on tracks like Monaco; you've got to use the brakes. From the testing we did (which went on for months) the control system is pretty well behaved. [JEO] Why is it so difficult to drive your car into the pits? Or is that just my imagination kicking in again? [LB] No, it's a real problem, I own up to that one, it was a persistent problem that was improved slightly, but obviously not enough. It's a lot worse on some tracks than other, but as I've probably said before there is only so much time on a project and always so many problems. [JEO] But what was the intent of this "barrier"? [LB] One of the jobs of the control interpreters was to understand when you were just trying to change your position on the track rather than go around a corner. To help explain this, on something like Burnout, if you tap left, the bike moves to the left... it doesn't turn left, it just slides left. In WTR if a car is charging down a straight at 200mph and you tap the pad, the controls have to know that you're just trying to adjust your racing line, or position yourself to overtake, otherwise you would simply turn into a barrier. Lots of racing games do this, and it's very rarely noticed. The problem with the pit entry is that you flash past it very quickly, normally in a few frames, and the control system has trouble adjusting in that time to the idea that it's something you want to turn into, rather than slide into. The whole control system isn't the easiest thing to explain in words, I normally end up drawing lots of diagrams. [JEO] Do enemy cars ever wipe each other out or pull into the pits? It seems almost impossible to run them off the road. [LB] They do, but it's quite rare. The game style was a bit of an odd mix, formula one style cars and extensive set up options, but an arcade style of racing, with the ability (requirement?) to crash into and ram cars. //// Rambling About the Jag [JEO] How did you like programming the Jag? Was there anything about the hardware that you particularly liked or disliked? [LB] The Jag had a wonderful object processor, which really could throw 64 bits of data around pretty efficiently, even with cheap standard DRAM that generates page faults. You can get easily get a dozen layers of hicolour parallax scrolling on screen, and I know that you can't do that on a Playstation. The problem was that Atari wanted to do the texture mapped 3D thing, and it's just not up to it. One of the big mistakes that Atari made, was screwing up in the development of a C compiler. They did produce one for the RISC chips, but it was so bugged it was funny. The only piece of code that used it in WTR was the piece that did the number overlays on screen, and Atari were amazed that I managed to get it to work well enough to be able to do that! It's very easy for me to name the worst thing-- the CD unit. It put a lot of demands onto the system, as the CD unit uses up quite a lot of resources from the base unit, a couple of interrupts and a bit of memory from the GPU, etc. I remember being quite impressed with how bad Atari's Cinepak streaming code was as well-- it required 1.5Mb of base memory! It put another week onto the project as it had to be rewritten to bring it down to 128k. Someone at Atari just didn't know what a ring buffer was. [JEO] WTR has some of the highest-quality FMV I've seen on the Jag. I don't think I've ever spotted any of the "pixel droppings" that Cinepak usually leaves behind. Did your rewrite of the Cinepak decoder include any optimizations to the algorithm? [LB] The core Cinepak decoder remained the same, but the CD streaming was totally rewritten. My version had a data transfer rate that was about 20 percent higher, so the quality was also slightly higher. The whole FMV thing went on for months, as lots of it had to be changed due to the license deals. We learnt as we went along how to improve the quality. Atari paid a lot of money for Cinepak, and one party in that deal was probably very happy with it. Nuff said. [JEO] Do you still have your JagCD dev kit? I know some developers who'd love to get their hands on one. [LB] Yes I do still have a devkit, but it's already spoken for. At the peak of the project I had 4 CD devkits, due to the simple fact that they were so unreliable. I needed that many so that I always had at least one that worked! Of the original 4 systems at Teque I think I have the only one that still works, they were bloody unreliable. I can remember coming in one morning and they were all dead, I was pretty fed up with them by then, so I just got a screwdriver and took them all apart, swapped the parts around and put them all back together again-- two came back to life. [JEO] Can you say who you're donating your CD devkit to? [LB] For now it's staying with me. At the peak of the project I had 4 full CD devkits, and due to the rush towards the end I had one of them at home. I was allowed to keep it when I left Teque, as a sort of leaving present. It does still get used, mostly for the VLM, but quite a few of the coders I work with are into retro coding and it's likely I'll lend it to some of them in the near future. If anyone is seriously considering doing a CD based game, I would strongly advise them against it. Working with the Jag CD unit is not easy, to put it mildly. Cartridge is a hell of a lot easier. [JEO] Have you played IS2? Those German hackers never cease to amaze me. [LB] I haven't played the release copy, I played a pre-release copy almost 2 years ago thanks to a flying visit from Atari's developer support. Technically it was quite impressive, a second generation title. [JEO] Do you have a favorite "evil Tramiel" story? [LB] Nah, not getting into that sh*t, I might find them working somewhere that matters one day. [JEO] What do you know about the Jag2? Do you have a copy of the specs? [LB] I never had a personal copy of the papers, all I know is from memory. I will say that it was disappointing. The papers I saw were dated mid 95 and described a machine intended for release in the Christmas 96 market. [JEO] I'd like to thank you for taking the time to answer all these questions. Good luck with your future endeavors! --==--==--==--==-- || Steve Scavone || Interview By: Wes Powell \__// powell@easilink.com ----------------------------------------------------------------- Here's an interview with Steve Scavone, a programmer working on Gorf 2000 for the Jaguar. This interview is far from complete. As more progress is made on the game, I'll be asking more questions about the Plus and 2000 modes. Stay tuned! [JEO] First off, who's handling Gorf for the Jag? What does the team consist of? [Steve Scavone] Krunch Korporation is: Coding Steve Scavone (me) Graphics Steve Scavone (myself) Sound/music Steve Scavone (I) [JEO] What is your programming background? [SS] 18 years of 6502, Z80, 68000, 80x86 and all related chips. Nothing commercial but a lot of hacks. [JEO] What type of game is Gorf? I'm told it was an Atari arcade game. [SS] Actually it is an old Bally/Midway game programmed by Jay Fenton who also created the Astrocade home console using the same chipset as the arcade machine. [JEO] What are you using to develop the game? [SS] Roine and Sven's Jaguar Server. An under-$300 solution to Atari's $5000 dollar (minimum) dev kit. It is mostly used for hacking around the Jaguar. [JEO] How long has the project been going on, and about how long will it take to finish? [SS] Heh heh. You won't catch me in that trap. No dates please. This is being done in what little spare time I have. Hopefully not too long. [JEO] I understand you don't want to dig yourself into a hole. But, at the rate you're going, can you estimate 1 year etc.? [SS] Sorry, I won't say. [JEO] Do you have a publisher? [SS] Not as of yet. I need a product to show. I have only elements of the classic version up and running. I am just getting used to what the GPU can do. Very awesome chip. I still need to figure out the Blitter. The DSP will be easy as it is almost the same exact chip as the GPU. [JEO] Can you tell us some of the game's specifications? [SS] Ok, A little story... The Evil Gorfian Robot Empire has attacked. Your assignment is to repel the invasion and launch a counter attack. You will engage various hostile spacecraft as you journey toward a dramatic confrontation with the enemy Flag Ship. Now more tech: [] Classic mode will have 5 screens. Astro Battle (Space Invaders clone) Lazer Attack (Kamikazes with lazer beam ships) Galaxians (Duh) ;) Space Warp (kinda like Gyruss before Gyruss was released) Flagship (THE BOSS hurling all kinds of stuff at you) You move in succession from screen to screen gaining a new rank for every time you defeat all five episodes. Ranks are: Space Cadet Space Captain Space Colonel Space General Space Warrior Space Avenger The game gains difficulty as each set of episodes if completed. Space Avenger is the highest rank you can go but the game continues infinitely 'til your last ship is gone. Like the good old games used to be. :) As all of this transpires, the GPA (Gorfian Propaganda Agency) sends hails of insults, promises of defeats and chuckles over Earth's communication circuits. You only wish you can turn it off but the Gorfians have jammed it as a further distraction to your efforts of repelling the Gorfian Empire. [] Gorf Plus Mode: Will have several new screen and several new characters using awesome renderings of the spaceships and creatures of the actual arcade machine's side art and marquee. A lot hasn't been worked out yet with Plus but it will be hairy alright.:) [] Gorf 2000 Mode: Still in the thought process stage but will hopefully be 3D. I am hoping to do a lot more with 2000 mode than just make Gorf 3D. I want to add other neat stuff like maybe a Doom-like level where you dock your ship, go in and blast the place up, turn on its self destruct sequence and get the hell out before it goes KABLOOEY! Perhaps even a screen where you land on Planet Gorfia and do battle with the Gorfians in tank-like vehicles. Color? [] Classic Mode 4 to 8 colors with effects. Yes, that is 4 to 8 colors used most effectively. [] Plus Mode At very least 256 colors. [] 2000 Lots and lots. This still needs to be worked out. Resolution? All modes will be hopefully 320x240. --==--==--==--==-- || Review: DKG Extreme Jaguar Joystick || By: Brett Daly \__// jfpn@usa.net ----------------------------------------------------------------- With the Jaguar being without a joystick to speak of, the folks at Dark Knight Games decided to try to fill the void by coming out with the Jaguar Extreme Joystick. It is Dark Knight Games' first release. As you have probably heard, it is a conversion of the popular PC Blackhawk joystick. First I'll describe the makeup of the joystick. It is very similar to the stock Blackhawk stick with a few differences. The first difference is there is a plug on the right side of the joystick that you can use for adding a Jaguar controller. In the prototype I have a cord which is hanging out, but in the final version it will be mounted inside the case. Also, the throttle on the left side was replaced by a toggle switch which can disable the fire buttons on the controller (I'll get into the specifics of these features later in the review). As far as the button placement, the A button is located where you rest your thumb, the B button can be found where the fire button is and the C button is the lowest button on the stick. Also there is a fourth button located at the base of the joystick which acts as the option button. With there being the three main buttons on the joystick they added the plug and switch to allow you to plug in the ProController if you'd like to go that route and it also gives you access to the keypad. This also gives you the option for two player co-op play. An option that I felt was very nice was the toggle switch. What this does is it gives you the option to disable the fire buttons for those using the regular controller in co-op play. As anyone knows who has tried to play co-op, it can become quite confusing if both players have access to the fire buttons, so that was a nice added feature. I have played with the PC version of this joystick several times and was quite fond of it and this one did not let me down either. I found this to be the best for flying games such as Battlemorph and racers though it worked quite well with the other array of games the Jaguar has to offer. It is certainly nice to be able to play games on the Jaguar with something other than the standard controller. I know a few people have questioned a few things regarding the joystick prior to release and I'll put in my two cents regarding the issues. The main issue seemed to be the lack of a keypad. Obviously they combated that with the plug that allows you to add your own controller. If you are playing one player it may not be the most convenient thing to do if you have to reach for the other controller, but very few games use the keypad often and really you have to go a bit out of your way for the keypad on the regular controller too. So all in all I thought that was a nice compromise. Also, some wanted it to have six buttons, but again it was combated with the plug option and really very few games utilize the six key pad anyways (mainly fighters) and really there is little way to add six buttons comfortably on a joystick. Also, the switch allowing for two player co-op play was a nice addition as I mentioned, as it made co-op play a bit more viable as you lack the confusion of two people trying to shoot! Really, I was quite happy with the joystick, it fills an obvious void and the stick itself is very nice. The people at DKG did a pretty nice job with the modifications and the overall package is very nice. They marketed it towards games such as Cybermorph and the forthcoming Battlesphere and those are the types of games that will probably best utilize the Joystick. I will opt not to give the joystick a point rating as it's the lone joystick on the Jaguar, but to conclude-- if you are in the market for a breath of fresh air from the standard controller then this is an option worth taking a long look at. //// Positives [] The toggle switch (allowing for better co-op play) [] Great for flight and racing games [] First and only joystick on the Jaguar in production //// Negatives [] Keypad must be accessed via plugged-in controller //// Comments "Dark Knight Games' first effort looks like it was a success as the joystick is of good quality and fills an obvious void. If you want a joystick for the Jaguar this is certainly worth a look." //// DKG Contact Info Website: E-mail: --==--==--==--==-- || The BFG FAQ || By: Tony Fabris \__// tfabris@oro.net ----------------------------------------------------------------- [This FAQ is written for the PC versions of Doom, but I've found the info herein to be highly applicable to the Jag version as well. --Ed.] ========================================================================= THE _/_/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/_/ _/_/_/_/ _/ _/ _/ _/ _/ _/_/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/_/ _/ _/_/_/_/_/ FAQ ============== The BFG FAQ, Version 1.3, December 28, 1995 ============== Frequently Asked Questions About the BFG9000 By Tony Fabris Contributors, in alphabetical order: Doug Bora ....... Content, Editing, Proofing Tod Bouris ............ Content, Playtesting Chris McAllen ......... Content, Playtesting American McGee .............. Technical Data Dean Stretton ..................... Proofing =============================== Disclaimer ============================== This text is intended to give the public information about some elements of the computer game Doom and its sequels, by id Software. This text was not written by id Software, so bugging them about its contents is probably a very bad idea. Additionally, the computer game referenced in the text is of an adult and graphic nature. In no way is this text intended to promote violence of any kind. Any references to violence in this text are meant in relation to the playing of the computer game, not real violence. The author is adamantly non-violent. Additionally, this text is being presented in the form of a text-only computer file. Any illegal or damaging activity related to the use or transfer of this or any other computer file is not the responsibility of the authors. ========================= Trademark Information ========================= All specific names included herein are trademarks and are so acknowledged: id Software, DOOM, DOOM II, THE ULTIMATE DOOM, QUAKE. Any trademarks not mentioned here are still hypothetically acknowledged. =========================== Copyright Notice ============================ This article is Copyright (c) 1995 by Tony Fabris. All rights reserved. You may make and distribute copies of this work in original form, so long as the copies are exact and complete, the copies include the copyright notice in its entirety, and the copies are in electronic form. You may not charge any sort of a price or fee relating to any copies of this work in any form. ========================= Table of Contents ============================= Section 0 - Introduction 0A. What is this FAQ about? 0B. How was the information is this FAQ obtained? 0C. How accurate is this information? 0D. Where is the latest version of this and other FAQs? Section 1 - BFG Basics 1A. What is the BFG9000? 1B. What does 'BFG' mean? 1C. Where can I find the BFG in the game? 1D. What is the cheat code for the BFG? 1E. Why is the BFG missing in my version? 1F. What's this I hear about the original BFG? Section 2 - The Direct Hit 2A. What is a direct hit? 2B. How much damage does a direct hit do? 2C. What are the limitations of a direct hit? Section 3 - The Blast Area 3A. What is the blast area? 3B. How much damage does the blast area do? 3C. How long does the blast effect last? 3D. How exactly does the blast area work? 3E. What are the limitations of the blast area? 3F. How many targets can it hit? 3G. How does altitude affect it? 3H. If I am only partially exposed, do I only take partial damage? 3I. What happens if the attacker is fragged before detonation? 3J. What about multiple BFG shots? Section 4 - Deathmatch Techniques 4A. What is considered unfair when using the BFG? 4B. What is the best way to defend against the BFG in a deathmatch? 4C. What is the best way to attack with the BFG in a deathmatch? 4D. What is the Silent BFG trick? 4E. What is the Level One Strafe trick? Section 5 - Submitting Corrections 5A. Common misconceptions 5B. I think the FAQ is in error. How do I get it corrected? ========================================================================= -- Section 0 - Introduction --------------------------------------------- 0A. What is this FAQ about? A FAQ file, stated simply, is a Frequently Asked Questions file. This FAQ file describes, in as much detail as possible, the behavior of the BFG9000 weapon in the MS-DOS version of the games Doom, Doom II, and The Ultimate Doom. It is not intended to answer general questions about the game itself. Please refer to the other FAQ files for help in other areas of the game. You can also frequent the rec.games.computer.doom.* newsgroups for more information. We began writing this FAQ out of necessity. We were frustrated at the apparent inconsistencies in the way the weapon seemed to behave during game play, especially during deathmatches. There were times when we would get killed by the weapon when we thought we were completely safe. Conversely, there were times when we thought we had used the weapon correctly against an opponent, but they walked away unscathed. Our intent is to provide players with enough information to attack effectively with the BFG, and to correctly defend against it in a deathmatch. Our hope is that this information will give players a new attitude toward the weapon. We want to transform it from "The weapon we love to hate" into "The thinking man's weapon". 0B. How was the information in this FAQ obtained? The primary source of information was American McGee at id Software. He patiently answered our questions while this FAQ was in its draft stages. He corrected several serious errors in our descriptions of the way the weapon calculates damage. He provided us with a great deal of detailed information, and reviewed the file during its development. His help was invaluable in putting this FAQ together. Most of the other information here is a result of careful testing during game play. Testing was performed on Pentium computers running the MS-DOS versions of Doom II and The Ultimate Doom. Tests were done both in single player mode and in 4-player deathmatch mode. Testing was performed on the regular levels as well as custom made levels. In some cases, a special .WAD file was created to test situations that would be difficult to reproduce with the regular levels. 0C. How accurate is this information? Fairly accurate. Accurate enough to base your playing strategies on. However, it has not been tested with every single version of Doom, and there may be differences among platforms. In addition, at the time of this writing, we were unable to verify every single item with American McGee. Quake is the big project at id Software at the moment, and he didn't have a lot of time to devote to us. As a result, some items in this file are strictly conjecture, regardless of how carefully they were tested. Please see section 5 if you suspect this FAQ contains erroneous information. 0D. Where is the latest version of this and other FAQs? The latest Doom-related FAQ files and other documents can be found at all of the Doom mirror FTP sites. The central location for the Doom mirrors is at ftp.cdrom.com. However, that site is usually quite busy, and you may need to locate another mirror site from which to download. Listing all the mirror sites is beyond the scope of this document. See the 'DOOM: Rec.Games.Computer.Doom FAQ' or 'DOOM: FTP and WWW Sites' postings in the rec.games.computer.doom.* newsgroups for a complete list. The URL of the directory that contains the Doom FAQ files (usually in TXT format, compressed in a ZIP file) is: ftp://ftp.cdrom.com/pub/idgames/docs/faqs/ The latest official version of the BFG FAQ is also posted monthly to the rec.games.computer.doom.announce and .playing newsgroups. This is part of the RGCD Periodic Information Postings (PIPs). If your news server does not keep the articles long enough for you to find one of the PIPs, they are archived at: ftp://ftp.cdrom.com/pub/idgames/docs/rgcd-pips/ The official location for the hypertext version of the BFG FAQ is DoomGate on the World Wide Web. The hypertext version is highly cool. Check it out here, along with some other good documents: http://doomgate.cs.buffalo.edu/docs/ -- Section 1 - BFG Basics ---------------------------------------------- 1A. What is the BFG9000? The BFG9000 (or BFG) is arguably the most powerful weapon in the computer games Doom, Doom II, and The Ultimate Doom. It is also the most difficult weapon to use well in a deathmatch (multi-player competition), because it does not behave in a simple 'point and shoot' fashion. When you have it in your arsenal, the BFG is selected by pressing the 7 key on your keyboard. When you pull the trigger, there is an excruciatingly long pause as the weapon warms up. Then a large green ball of plasma is emitted from its barrel. The plasma ball flies in the direction you fired it until it hits a target or a wall. Like all weapons in Doom, it will fly straight through decorative objects like torches or trees. When the green ball hits a solid object, it detonates and does two types of damage: Direct Hit and Blast Area. Each damage type is outlined in its own section, later in the FAQ. 1B. What does 'BFG' mean? The general consensus is that BFG stands for Big Fragging Gun. Well, that's the G-rated version at least. That's from Hank Leukart's "Official" Doom FAQ. The term 'frag' is used in Doom to represent a confirmed kill in a deathmatch game. This comes from the idea that in a deathmatch, you are killing your fellow space marines. The definition of frag, according to the dictionary, is: frag Slang. Verb, transitive fragged, fragging, frags To wound or kill (a fellow soldier) by throwing a grenade or similar explosive at the victim: "He got fragged. Blown away" (Bobbie Ann Mason). Other good name suggestions that have found their way to the authors are "Big Funny Gun" (Chris Somers) and the much more logical "Blast Field Gun" (William D. Whitaker). As of this writing, we have not confirmed any of these with id. 1C. Where can I find the BFG in the game? Listing all the locations that the BFG can be found is beyond the scope of this document. For detailed information on the location of all weapons, please consult the other FAQ files. Keep in mind that the BFG appears more often in deathmatch games than it does in single-player games. 1D. What is the cheat code for the BFG? While you are playing the game, type the keys IDKFA to give your marine all weapons, keys, and ammunition. Then press the 7 key to select the BFG. Note: This cheat code is disabled in multi-player games and single- player nightmare-skill games. 1E. Why is the BFG missing in my version? If you perform the above cheat correctly, but do not get the BFG, you may be playing the shareware version of Doom. You must purchase the commercial version of Doom from a retailer or id Software before the BFG can glorify your screen. 1F. What's this I hear about the original BFG? The current version of the BFG is not the way id's designers originally envisioned it. According to a recent thread on the newsgroups, the BFG behaved quite differently in a pre-release beta of Doom. Several people independently reported this feature: Apparently, it worked by shooting multiple streams of different types of plasma and fireballs. Because this required an unusually large number of moving objects, it tended to slow down the game. Therefore, the BFG was redesigned with the invisible blast area that is used today. This may explain why the behavior of the blast area is so unusual. It seems that the trace calculations still use some of this old code. See section 3A for more information. Note: Please don't bug the authors for copies of the Doom beta. We don't have one. The information in this section was obtained by reading a newsgroup thread. -- Section 2 - The Direct Hit ------------------------------------------ 2A. What is a direct hit? A direct hit happens when the BFG's green plasma ball directly hits a target. The target can be a monster, an exploding barrel, or an opposing player in a multi-player game. 2B. How much damage does a direct hit do? A direct hit with the BFG will cause a random amount of damage between 100 and 800 points. Keep in mind that these are the base values as stored in the game engine. The actual amount of damage taken by a player is modified depending on skill level. How much is it modified? We don't know. A note about skill levels: Testing seems to show that weapons always do the same amount of damage to monsters, but that the player objects can absorb the weapons better at lower skill levels. Therefore, it takes more shots to kill a player at lower skill levels, and fewer shots at higher skill levels. This is why some players prefer to deathmatch at the higher skill levels: The frags are quicker that way. If your target is lucky enough to survive a direct hit, he is still susceptible to damage from the blast area. This happens sometimes in a deathmatch. Since there is a brief pause between the direct hit and the blast area calculation, your victim may go through several stages of fear and elation in the space of one second: 1) Victim sees the BFG coming towards him (Uh-oh.) 2) BFG scores a direct hit (D'oh!) 3) Victim realizes he has miraculously survived (Woo-Hoo!) 4) The flash damage kills him a moment later (D'oh!) 2C. What are the limitations of a direct hit? The direct hit is not limited by the same parameters as the blast area. There is no range limit, and the damage does not decrease with distance. The hard part is that the BFG's plasma ball travels at a fixed speed, and can be avoided by an alert deathmatch player. The reference number for the BFG ball's speed, as stored in the .EXE file, is 25. For comparison, rockets travel at 20 and plasma gun shots travel at 25. If it seems like this is too fast, and would not be easy to avoid, remember that the plasma gun fires in a continuous stream. The BFG can only be fired once every few seconds. The BFG's green ball is also very bright and large on the screen. All of those factors make it generally easier to avoid in a deathmatch game. A direct hit in a deathmatch (against good players) is usually the result of luck, or the result of a player that did not know the BFG ball was coming towards him. See section 4 for details of a trick that can help you achieve the latter scenario. The direct hit can only damage one target. If there are two targets very close together, the green ball can only hit one of them directly- whichever one it touches first. -- Section 3 - The Blast Area ------------------------------------------ 3A. What is the blast area? After the green plasma ball detonates, and after the damage is calculated and deducted from the target that received the direct hit (if any), the area effect of the BFG is calculated. Targets that fall within a specially defined area will take varying amounts of damage. Simply put, the blast area is like an imaginary 'cone' or 'fan' of 20 damage traces that briefly extends outward from the attacking player. The cone always points in the direction that the weapon was fired. For instance, if you originally fired the weapon in the northwest direction, the cone will always face northwest, regardless of which direction you're facing at the moment of detonation. Note that this does not mean that the attacker must continue to face in that direction. The attacker is free to turn away from his targets, as long as he moves to a position that keeps this imaginary cone pointed at them. Common misconceptions are that you must be facing either the targets, the detonation point, or the same direction as the weapon was fired. None of those things are necessary in order to inflict damage. Also note that this imaginary cone has no relation whatsoever to the detonation point. The location of the detonation point is only important for the direct hit (see section 2). Only the moment of detonation is important, not the location. It is possible to have the green ball detonate twenty miles away in a completely different room at a totally different altitude, but the blast can still cause damage right next to you. The paragraphs above cover the basic concepts of the blast area. More detailed information can be found in section 3D, below. 3B. How much damage does the blast area do? The 20 traces that make up the blast area's damage cone each do a random amount of damage between 5 and 15 points. Again, these are only the base values stored in the game engine, and may do different amounts of real damage at different skill levels. See section 2B for more info. Because these traces radiate outward from the attacker in a fan shape, a target will more likely be hit by a given trace if he is close to the attacker. Therefore, targets closer to the attacker will generally take more damage because they are hit by more traces. If a target is very close to the attacker (for instance, standing right next to him), the target might be within the hit range of all 20 traces. The amount of blast area damage in this situation would be between 100 and 300 points. However, all 20 traces would not necessarily be absorbed by that target, and might move on to other targets. See section 3F, below, for more information on this phenomenon. This blast damage is calculated in addition to the direct hit damage (if any), making the total possible damage points for the BFG a whopping 1100 points. A note about random numbers: A phenomenon known as the 'bell curve' happens when you combine the outcome of multiple random numbers. Players of book-and-paper role- playing games may recognize it. In those games, you would often use three dice to generate a random statistic. In theory, adding the three dice would generate a random number between 3 and 18. But in reality, the actual results would be weighted towards the middle of the range, around eleven. The odds of getting a three or an eighteen are rare because you'd have to roll 1+1+1 or 6+6+6. There's only one possible combination for each outcome. On the other hand, rolling an eleven is relatively easy: 6+4+1, 5+5+1, 3+3+5, etc. If you were to graph the outcome of a thousand rolls, the graph would be shaped like an arc or a bell, with more rolls coming up in the middle of the range of possible values. Hence the name 'bell curve'. The role-playing games use this to make certain random statistics more fair. This applies to the damage traces, as well, because they are essentially a group of multiple random numbers. For instance, if you hit your victim with all twenty traces, the possible damage should be between 100 and 300 points. But the odds are that the total damage will more likely be around 200 points, due to the bell curve. The odds of doing 100 or 300 points damage in that situation would be extremely rare. 3C. How long does the blast effect last? Testing has shown that there is a brief time window in which a hapless player can wander into the damage cone after detonation and still take some blast damage. There seems to be two factors at work here: 1) There is a brief pause between the moment of detonation and the moment that the damage traces begin to work. This pause seems to have been inserted deliberately by the designers. The exact duration of this pause is not known. Some evidence suggests that the pause is about four-tenths of a second long, but this is not confirmed. It's not known exactly how it affects the trace calculations, but it seems as though all calculations begin -after- the pause. 2) It seems as though the traces are not calculated instantly. If a player moves into the damage cone during the trace calculations (after the deliberate pause), he might still take some damage. At the time of this writing, the exact duration of the calculations has not been determined. It is possible that the trace calculations work more slowly when there are many things happening in the game, i.e., when there are a lot of monsters on the screen. However, this has not been confirmed, and we might even be imagining the whole thing. It's possible we're mistaking this for the deliberate pause mentioned above. This question will hopefully be addressed in more detail in a later version of this FAQ. 3D. How exactly does the blast area work? The blast area is a spread of 20 invisible traces that radiate outward from the attacking player. The damage for the traces is calculated shortly after the green ball detonates against a target or a wall. The traces radiate outward in an imaginary cone that is roughly as wide as the player's view, i.e., about 45 degrees to either side of the centerline. The cone always points the same direction as the attacker was facing when he fired the weapon. For instance, if you fire the green ball in the southeast direction, your cone of traces will always radiate towards the southeast. Regardless of how much you run and turn between the time you fire and the time the green ball detonates, the traces will always radiate from your location. Think of it like a tank with a gyroscopically stabilized turret: only the cone's origin point moves around with you, not its direction. The cone's direction remains fixed on the same compass heading. From a technical point of view, the game engine does not actually keep track of the cone while you're running around. That's just the effect it seems to have. Most likely, it simply stores the vector of the direction of the green ball's flight in a variable. When the time comes for the ball to detonate, the variable is retrieved to begin the calculations for the traces. Because of this, the cone's direction is based on the direction that the green ball was actually fired, not where you were when you pulled the trigger. As far as the game engine is concerned, you haven't fired it until it actually leaves the barrel of the gun. Here's a diagram of how it works: * <- Blast detonates \ Damage / here \ Cone / \ / ^ \ / | \ / | \ / X X --> X Attacker Attacker Attacker fires BFG runs east is here at northward detonation Note that this diagram is foreshortened. The detonation point would have to be quite far away in order for the attacker to run that far. But the principle is the same, regardless of how far the green ball flies: The damage cone is calculated after the green ball detonates. When the green ball detonates, the traces are calculated one at a time, using the same criteria for calculation that the engine might use for a bullet: If there is a solid object (a wall, etc.) between the target and the attacker, the trace is harmlessly absorbed by the object. With one exception: In order to hit a target with a bullet, you had to be facing the target. You don't have to be facing your target in order to do damage with one of the traces. Quick review: - The cone of traces always points in the same compass direction, the direction you originally fired the BFG. - You sort of 'carry the cone around' with you as long as the green ball is still flying. - When the green ball detonates, the cone of traces does its damage depending on where you're standing at that moment, and who is in the cone. - You do not have to be facing the targets to do damage, you only have to maneuver into a position where the cone is pointing at your targets. 3E. What are the limitations of the blast area? There is no range limit for the blast area, but the farther a target is from the attacker, the less of a chance it will be hit by a given trace, therefore the less damage it takes. Because of this, the effective range of the blast area ends up being in the neighborhood of 1000 units. At the outer edges of this range, a deathmatch opponent will only get hit by one trace, taking only 5-15 points of damage. Farther out from that range, it becomes increasingly unlikely that a target will be hit by any traces at all. Of course, larger targets such as spiderdemons have a wider radius, and therefore the BFG's effective range is slightly farther against such targets. Keep in mind that there is no part of the program that explicitly prevents traces from hitting targets outside the 1000 unit range. It can happen, and does in fact happen, it is simply less likely. For the purposes of learning how to use the weapon in a deathmatch game, base your strategies on the idea that its main effective range is about 1000 units, and you'll be OK. If you are unfamiliar with the Doom engine's units, remember that a standard teleporter pad is 64 units across. Line up 16 of those and you've got a basic idea of what 1000 units is. The blast damage is also limited to targets that have an unblocked line of sight to the attacking player. This does not mean the attacker must see the target. It means that the attacker must be in a position where his traces can see the target, i.e., he could see the target if he were facing in that direction. 3F. How many targets can it hit? The blast area can only hit as many targets as its traces can touch. Since one trace can damage more than one target, you can theoretically kill more than 20 targets. In tests on an artificially created grid of monsters, it is not uncommon for a single shot to kill 25 imps. But in regular game play, rarely are that many targets standing in such a perfectly aligned pattern. Usually, some individual targets will soak up more than one trace, while other traces miss targets completely. The traces are calculated on a 'first come, first fragged' basis. For each trace, the damage is calculated and subtracted from the target and the trace. Where applicable, any target that dies from the trace is removed from the map. Then the engine moves on to the next target in the line of that trace. When the trace runs out of damage, the calculation routine moves on to the next trace. Here is how it works: (Please note: In the discussion below, we refer to 'line of sight' loosely. Remember that the attacker does not need to be looking at his targets to inflict damage.) In the following scenario, imagine that the attacker is standing in a direct line with several targets (imps, perhaps) lined up in front of him, and the green ball detonates on a wall somewhere: Attacker: X-> X X X X X X X Detonation point: X (Imps) The first couple of imps are close to the attacker. They crumble, having soaked up some of the traces that are pointing ahead of the attacker. The next few imps are a little farther away, and absorb some more of the traces, but not as many. They absorb fewer traces for two reasons: 1) because the imps in front of them absorbed some of them already, and 2) because they are farther away and the traces are more spread out. But they still die. The next imp gets damaged, but does not die. He has soaked up the last trace that was headed in that general direction. The last imp is not damaged at all because there are no more traces left in his direction. In order for the above scenario to work, the targets must be perfectly aligned. For instance, in the following scenario, all of the targets take full damage, because there's no one in front of them to soak up traces. X Attacker: X-> X Detonation point: X X Y The one target in the back (Y) is still susceptible because it is not blocked by another target. The attacker can see him through the gap. So, for example, an imp standing directly behind a cyberdemon is fairly safe, but an imp standing next to a cyberdemon is a sitting duck. The moral to this story is: In deathmatch, do not depend upon other players or monsters to absorb the BFG blast unless they are exactly between you and your attacker. And you'd better hope they're very healthy. In all other cases you take full damage. 3G. How does altitude affect it? For the most part, it does not. With a few exceptions. Again, in the discussions that follow, we refer to 'line of sight' loosely. You do not have to look at your targets to hit them. If a difference in altitude brings your target out of the sight of your traces, then yes, it makes him safe from the blast damage. But if your traces can see any part of him, he takes full damage regardless of how much higher or lower you are than he is. As far as altitude is concerned, the traces seem to use the same criteria as your view does to determine if the target is visible. In other words, if both you and the damage cone are facing the target, but the target is above the top of the screen, you can't hit him. But there is a catch. The upper and lower angle limit of the traces seems to be the same as your view would be if your screen was fully zoomed in. For instance, if you are displaying the status bar at the bottom of the screen, your view window is slightly cut off at the top and bottom. Press the plus (+) key repeatedly to zoom all the way in, and you can see what this means. The BFG's traces seem to use the same angle as this full view does to determine if they can hit the target. So if you've got the status bar showing, you can actually hit someone who is off the top of your screen. If you are fully zoomed in, your view seems to be an accurate representation of the damage cone's angle. If you are standing on a ledge above your target, and you are so close that you can 'touch' him (i.e., you can't step off the ledge because you're bumping into him), your shots will go right over his head and the blast damage will not affect him. This is because, technically, the traces can't see him. Well, if you could look down you would see him, but you can't look down in Doom. Must be those darned restrictive space helmets. 3H. If I am only partially exposed, do I only take partial damage? No such luck. The only thing that reduces your damage is getting hit with fewer traces. Here is how it works: If you are hiding behind a decorative sprite (such as a tree or a technical column) you are fully exposed. All weapons in Doom always pass completely through decorative sprites. If you are peeking over a podium, or partially obscured by a raising lift, or a closing door, and only half or one-tenth of you is showing, you still take the full amount of damage. The traces are calculated based on the game's two-dimensional block map. As far as the game engine is concerned, all of the traces can still hit you. If you are hiding behind a vertical wall with your rear end peeking out, you might take a little less damage because some of the traces may hit the wall instead. But don't count on it. Tests seem to show that your distance from the attacker is more important than how much of you is exposed. This is an observed phenomenon, not necessarily supported by hard facts. It is difficult to test due to the random nature of the damage traces. Also remember that what counts as 'showing' may not be what you think. The Doom engine uses the radius of the player to determine visibility. Your player's aspect ratio does not change when you rotate. It also seems as though your radius is slightly larger (in some cases) than the sprite (picture) that represents your player. In tests, it is possible to inflict damage upon a player that seems to be out of sight (no visible pixels) but whose radius is large enough to count as 'visible' to the BFG traces. 3I. What happens if the attacker is fragged before detonation? The BFG's traces are still active, even if the attacking player is dead. So if you fire the BFG, then get fragged, do not press the space bar to respawn your marine right away. Wait until the green ball has detonated before you respawn. Here's why: Even after being fragged, you can still see the action from your fixed point of view on the ground (your 'dead' state). The traces remain active and can still frag an opposing player (hopefully the one that fragged you). The traces will radiate from your dead body's 'eyes'. The traces still follow the same rules, i.e., they radiate in the direction the green ball was fired, regardless of which direction your 'dead view' is facing. In a previous version of this FAQ, we reported that you will lose the chance to frag your opponent if you respawn before detonation. Several people pointed out to the authors that the statement was in error. The traces remain active even after respawning. Testing shows that the traces do, in fact, continue to radiate from the dead body even after you have respawned in a completely different area of the map. This testing was performed at the prompting of Kirby Nixon, who insisted that it was true. Whaddya know? He was right. This means that, technically, you don't need to hang around and watch your opponent in order for the traces to work. But Kirby pointed out a good reason to wait for the detonation before respawning: Your dead body's traces can frag you, too! Just because they were once your traces doesn't mean you're immune. If you are unlucky enough to respawn within your dead body's damage cone, you can kiss your butt goodbye. Of course, the same thing applies to projectile weapons like the rockets and the green ball. It has long been known that those items behaved in that way. But this information about the damage traces is, to the authors' knowledge, new. Please note: Any projectile kills made by a respawned player (whether by rockets, plasma, BFG traces, etc.) do not contribute to that player's frag count. Killing -yourself- in this manner does not change your frag count, either. This appears to be because the game engine creates a new instance of the player-object at respawn-time, and therefore 'forgets' to award that frag. In any case, if you wait before respawining, you will get credit for the frag as long as you're still dead. This is another reason to wait for detonation before respawning. Special thanks to John Castelli for pointing this one out. 3J. What about multiple BFG shots? Each BFG shot is tracked and calculated independently. Testing seems to indicate that the game engine's code is object-oriented, and has no trouble keeping track of multiple blast areas. Each damage cone's direction is based on the direction of its corresponding green ball. The origin point of the damage cone is based on the current location of the marine who fired it (even if that marine is just a dead body- see section 3I for more info). -- Section 4 - Deathmatch Techniques ----------------------------------- 4A. What is considered unfair when using the BFG? Many deathmatch players moan and groan when the BFG is used successfully against them. 'What a cheap frag, you craven coward!' they shout. Well, they usually use fewer words to express the idea, but that's what they mean. This is usually due to a lack of understanding about how the weapon works. The purpose of this FAQ is to educate players about how the BFG behaves. If you know how it works, you will know how to defend yourself against it. You will also know how to effectively attack with it. If both (or all four) players have the same knowledge about how the weapon functions, then the BFG by definition is not unfair. If you play against an opponent who does not know how the BFG works, then you should make sure to educate them on its behavior before turning them into paste. Having said that, the following things are debatable regarding fairness. I'm not saying they are patently unfair, I'm just saying that their fairness is debatable: - The Silent BFG trick (see section 4D). - 'Sitting on' or 'guarding' the BFG when you are playing deathmatch 2.0, and picking it up again every time it reappears. - Having a BFG left over from a previous level when there is no BFG available to the other players on the current level. In the last two examples, four-player deathmatch tends to cancel out any advantages to those techniques. The remaining three players usually coordinate and attempt to bring down the king of the hill in these situations. 4B. What is the best way to defend against the BFG in a deathmatch? AVOID THE DIRECT HIT, AND GET OUT OF THE CONE OF DAMAGE. (Duh.) This requires, of course, that you know where the cone of damage actually is. That, in turn, requires that you know where your attacker is and in what direction he fired the weapon. That, in turn, requires that you know the weapon was even fired at all. Which, in turn, may be difficult against a player who has mastered the Silent BFG trick (See section 4D). It still helps if you are playing the game with a stereo sound card and headphones. This allows you to hear how far away and in which direction your opponents are. If you think in three dimensions, the sounds you hear in the game will give you a great tactical advantage. You must understand completely how the weapon works before any avoidance technique would be meaningful. So if you skipped ahead to this section, go back and read the gory details. With all that said, here are a few ideas. These are just things to try, not necessarily good things in all cases. - Run past the attacking player so that you end up behind him. This assumes that he is still facing the same direction as his damage cone. You will be completely safe if you're on the opposite side of his cone. This can backfire if you're not careful. You could end up three feet from him and inside his cone when the green ball detonates, and soak up some rays. Twenty of them, to be exact. That SPF 60 sun block won't help, either. - If you think you're about 1000 units away from the attacker, and you don't think he's running towards you too fast, you can try running away, and hope that the traces will be too thinned out to damage you seriously. - You can duck behind a nearby wall or a solid column. If you can see your attacker, simply move so the column is between you and him. Wait for the blast to detonate and die down, then step out from the column and place some ordnance in his face. This technique works well on Doom II's 'Circle of Death' level (11). - If you are very close to him, you can attempt to frag him before his shot gets off. When he pulls the trigger, there is a slight pause while the weapon warms up where you can still stop him dead in his tracks. There is nothing more exhilarating than hearing his BFG spinning up, then the sound of his scream as your super shotgun removes his face. Muahahahaha... - If you are involved in a turning, running, spinning melee in an open area, keep it up. Learn how to circle-strafe (use a combination of mouse and keyboard controls to turn, run, and strafe all at the same time). If you keep your attacker running in circles, his cone of damage will hardly ever be pointing at you. He will eventually run out of ammo, or you will frag him with conventional firepower. This technique works well in the main courtyard of Doom II's 'Citadel' level (19). In this kind of melee, it is nearly impossible to keep track of the cone (for either you or your attacker), so you are really taking a gamble that the turning fight will be to your advantage. But the exhilaration of winning that kind of fight is one of the best rushes you can get. - If you are well armed and very healthy, you can judge whether or not you can survive a blast area hit at your current distance. Then take advantage of the fact that he's trying to keep you in his sight. He's got a moment or two where he must leave himself exposed while he tries to soak you with his traces. Pepper him with rockets or plasma. Grit your teeth and take the blast area hit, but keep on him. Just don't get too close. - Anything else that takes advantage of the particular quirks of the weapon. Remember that you can use your knowledge of BFG attacking techniques to your advantage, like the example above. 4C. What is the best way to attack with the BFG in a deathmatch? KEEP YOUR TARGETS IN THE CONE OF DAMAGE. (Sha, nice try.) This requires, of course, that you know where the cone of damage actually is. So if you looked here first, go back and check out the rest of this FAQ for details. Anyway, here's some ideas. Not necessarily comprehensive: - The best universally accepted method is to shoot a wall or solid column that is very close to you. In this situation, your cone of damage roughly equals the visible targets on the screen. This is because you don't have much time to move around before detonation. Your targets don't have much time, either (You will notice that all of the 'defense' tips in this FAQ assume having time to react). Because we already know two things: 1) The direct hit is difficult to achieve, 2) The location of the detonation does not matter, there is no reason to try shooting the green ball at your targets. Your goal is to get the green ball to detonate as quickly as possible after you decide upon your targets. Just make sure you're facing your targets when you fire. If you have to rotate away from the direction of fire in order to see your targets, your cone of damage may not hit them. - The next best thing is to use the strafe feature heavily. Don't rotate, just keep strafing and keep your targets in sight while you wait for the detonation. This also keeps your cone of damage roughly lined up with your view, allowing you to use your view as a reference. If your targets are trying to run behind you to get behind your damage cone, running backwards while strafing may also help. - Combine the two previous attack methods: Shoot a nearby wall, then strafe toward your targets. This takes advantage of the pause that happens after detonation. You have a few heartbeats before the traces are calculated, so use this time to strafe your targets into view. The best example would be at a 90 degree hallway intersection: Shoot the wall at the corner, then strafe out into the hall. This is really just a shortened version of the level one strafe trick, except you don't have to wait for detonation. - "Everything I need to know, I learned at Top Gun." Avoid turning fights. See the related item under the defense techniques, above. - "Keep your friends close, but keep your enemies closer." Really. The closer you are, the more traces will hit their faces. Don't even bother firing if your opponents are more than 1000 units away: you will either miss, or do very little damage. - Don't be afraid to use it in close quarters. You might think the BFG is designed for open-area use, but it actually works best when things get cramped. The 'shoot the wall' trick really mulches 'em in a narrow hallway. - Keep it loaded, then use it liberally. Find lots of ammo for it. Use a backpack to double your ammo capacity. Then shoot it off whenever you get the urge. For instance, every time you enter a new room or open a door. - Set up pre-timed shots that take advantage of its long warm-up time. Like this: pull the trigger, *then* open the door. Or pull the trigger, *then* drop off the ledge into the room with your target. - Shoot the green ball at a very distant wall (such as outdoors or down a long hallway), then run into the room where your target is. He may not know you even fired, or he may think it already detonated. Either way, you can just stand there. When the ball eventually detonates, your target will simply see himself crumble to the ground, realizing too late that you were standing still because you were keeping your traces on him. See section 4E for an example of this. - Use 'combo' moves. Use the above 'distant wall' technique, but switch to a conventional weapon as you run into the room. Your traces still work, even if you have switched weapons. Blast 'em with both the BFG traces and something else at the same time. Special thanks to Dan Christensen for this suggestion. - Bait your prey. Use the above 'distant wall' technique, but switch to the pistol and fire it while running into the room. They will hear your pistol and attempt to get very close to frag you. If timed correctly, they will be right in your face at detonation time. Splat city. 4D. What is the Silent BFG trick? Defending yourself against the BFG pretty much depends on your ability to know precisely when it is being used against you. If you are fortunate enough to play deathmatch with a stereo sound card and headphones, you know that sound cues are vital to playing well in deathmatch. In many cases, the only way a potential victim knows the green ball is in the air is by the distinctive sound the weapon makes when fired. The headphones can give him directional cues as to its origin, and therefore point the way towards a proper escape. So if you wish to get the drop on someone, wouldn't it be great if you could put a silencer on that weapon? Well you can. A limitation in Doom's sound code allows you to silence the firing sound of the BFG. Regardless of the 'Number of Sound FX to Mix' that you chose in Doom's setup program, your character can actually only utter one sound at a time. This includes all weapons firing. If you cause your character to grunt, i.e., you jump off of a ledge or press the space bar on a blank wall, you have a brief period while the grunting sound is being played in which you can pull the trigger and no sound will be emitted from the weapon. Your grunt makes a little noise, but it's relatively quiet and is sometimes ignored by your opponents. While it works well in theory, in practice the trick is hard to perform. It also may be a little unfair. As with all secrets, it definitely makes the game unfair if you don't share this information with your opponents. As of this writing, there seems to be a small handful of players on the Doom newsgroups who use this trick. The first person to submit this trick to the author of this document was John Fedor. Interesting anecdote: When reviewing a draft copy of this FAQ, American McGee at id Software informed us that they have been using the Silent BFG trick in their deathmatch games since day one. 4E. What is the Level One Strafe trick? The level one strafe trick is not a deathmatch technique per se, but it's a demonstration of the BFG behavior that educates many folks on how the BFG really works. The act of performing this trick tends to open one's eyes to the amazing possibilities of the weapon. It also proves some points made in this FAQ. Doug Bora first pointed this demo out to our particular group. Credit for the original version of this demo goes to John Ripley of the UK. The full deathmatch demo file PETALK2.ZIP is the first example of this specific action. This file should be available at: ftp://{INS site}/lmps/doom2/1.9/petalk2.zip where {INS site} = any DOOM ftp site, eg. ftp.cdrom.com/pub/idgames Since that time, this has been repeated by many folks on the Doom newsgroups. How to do this: - Set up a deathmatch game with Doom II, starting on level one, no monsters, deathmatch 2.0, ultra violence skill level. - Player one (Green) will most likely appear on the ledge with the chainsaw, BFG, rocket launcher, and super shotgun. Tell him to move so that he is within view of that first entrance room, standing on the ledge where he can see down the brightly lit hallway from his perch above the brown room. Tell him to sit tight right there. He is frag bait for this demonstration. - Player two (whoever) will stroll into the brown room and pick up the BFG behind the column. Wave to the nice guinea pig waiting patiently on the platform above. (Hi Phil. Hi Ralph.) - Player two strolls down the brightly lit hallway to the intersection where he can see the other dark room, way down the long hallway. You can just make out the plasma gun sitting on that podium in there. - While facing the plasma gun from the intersection in the bright hallway, fire the BFG. When the shot actually leaves the barrel of the gun and begins traveling toward the plasma gun, strafe quickly back toward the intersection where you can see Greenie standing on the ledge in the first brown room. - If you reached that hallway intersection in time (before the green ball detonated in the plasma gun room) you will be rewarded with seeing the frag bait get fragged. Well, at least damaged. Maybe fragged. - One extra credit point to anyone who guessed that you don't have to be facing Green Boy to kill him. You just have to make it to that intersection in time. You could be turned completely away from him, he will still be hit by the traces. You can prove this by running straight to the intersection rather than strafing to it. This demonstration proves the following: - You don't have to be anywhere near, or even facing the detonation point to damage your targets. You only have to move to a position where your cone of traces is on them. - The cone of traces always points the same direction regardless of which direction you turn. - You do not have to face your targets in order to hit them. - You can fire the BFG in a totally different area than where you want your targets to be damaged. Players who perform this stunt successfully the first time are usually amazed that it actually works. This is also a good practice for using similar moves in real deathmatches. -- Section 5 - Submitting Corrections --------------------------------- 5A. Common misconceptions This is a list of the most common misunderstandings about the behavior of the BFG. Please review this list before submitting corrections. 1) You have to be looking at your target in order to inflict blast area damage. This is untrue. The target must be within an imaginary line-of-sight to you at detonation time, but you can be facing away from the target, provided it meets all the other criteria. This is an easy mistake to make because you tend to be more accurate in positioning your cone of damage if you keep your eyes on your targets. Especially if you are strafing instead of rotating. See section 4E for proof of this. 2) You have to see the detonation point in order to inflict blast area damage. Nope. The detonation point can be completely out of your range of sight, and can be separated from you and your targets by a hundred solid stone walls. Again, see section 4E for proof of this. 3) The location of the detonation point is a factor in the blast damage area calculations. Only the moment of detonation is important. The location of the detonation point is not used. See number 2, above. 4) The location you were standing when you fired, or the location of targets at firing time, is a factor. Only the location where you are standing when the blast detonates is important. The compass direction that you fired is important, but not the location where you fired. The traces are only calculated at detonation time. The game engine does not care where the targets are until the traces are calculated. Again, see section 4E for proof of this. 5) You have to be facing the same direction at detonation time as you were at firing time. No, the cone of traces extends outward in the same compass direction regardless of which way you are facing at detonation time. Again, an easy mistake to make because you tend to be more accurate if you keep your eyes on your targets. Again, especially if you are strafing. Again, see section 4E for proof of this. 6) Your BFG blast can frag someone behind you, but only if they are close enough to touch you. You can frag someone behind you if they fall anywhere within the cone of traces. Sure they can be behind you, but they don't have to be touching you. In order to frag someone behind you, you must rotate away from the direction you fired, then maneuver so that your targets are within the cone behind you. Having said that, if the victim is standing right next to the attacker, at 90 degrees perpendicular to the cone of damage, they will fall within the cone if they are in front of the attacker's centerline. But if they are truly behind the attacker's cone of damage (behind the centerline of the attacker), they will walk away unscathed. This seems to be due to the fact that the player's 'hittable' radius is larger than the player's 'walk into' radius. When you walk up to a player and bump into him, his 'hittable' area is overlapping into your area. This is an easy mistake to make when looking at a deathmatch game, where everyone is moving around each other so quickly that it's hard to keep track of the location of the cone of damage. If you really think you fragged someone behind you, it's probably because of one of two reasons: 1) They were actually next to you and slightly forward of your centerline. 2) You rotated away from the direction of fire, and the victim stepped into the cone of damage that still existed behind you. 5B. I think the FAQ is in error. How do I get it corrected? Please go through this checklist before submitting information: 1) Read the entire FAQ to be sure we did not cover your point in another section. Check the 'Common Misconceptions' section, above, too. 2) If you have a theory about the BFG behavior, please test it carefully before submitting it. If you can't reproduce the effect under controlled conditions, you were probably witnessing a side effect of one of its known behaviors. Or perhaps it happened in a deathmatch game, where the action is so fast that you often can't keep track of what's going on. 3) If you think you have tested your theory thoroughly and are ready to submit the theory as proven, please prepare a short description statement that details how to reproduce the effect during game play. Please make sure the description is short and precise. 4) When you have composed your description message (please make it as short as possible), e-mail it to tfabris@oro.net and wait patiently for a reply. 5) Note: Do not attempt to send us information for FAQ files other than this one. We do not maintain other FAQ files and we do not echo information amongst other FAQ authors. ============================ End of BFG FAQ ============================ --==--==--==--==-- || Jaguar Trivia Challenge: The Answers || By: Clay Halliwell \__// halliwee@ts436.dyess.af.mil ----------------------------------------------------------------- 1. What's the only Jag game with the stereo sound channels reversed? Hover Strike (cart) 2. What's the only Jag game with multiple light-sourcing? Hover Strike 3. What's the only Jag game with true transparent polygons? Club Drive 4. What are the only two Jag games that use the Team-Tap? White Men Can't Jump, NBA Jam: TE 5. What's the only Jag game that supports the VoiceModem? Ultra Vortek 6. What's the only Jag game that supports the VR headset? Missile Command 3D 7. What's the only Japanese arcade game on the Jag? Raiden 8. What's the only Jag game that uses MIP mapping? Iron Soldier 2 9. What's the only JagCD title without any FMV? Primal Rage 10. Which two Jag games have Atari's former HQ hidden in them? Club Drive, Myst 11. What's the only Jag game (besides Tempest 2000) with a soundtrack CD? Myst --==--==--==--==-- || || Shutdown ....................... Power off, * + #, EOL, Game Over \__// ----------------------------------------------------------------- Well, this issue of JEO took a bit longer than planned to come out, but JEO #4 should rear its head MUCH more quickly. If all goes well, that will be the JEO (or AEO) that people have been looking forward to for over two years now-- the BATTLESPHERE JEO. I can hardly wait...! Buzzword Index: Buzzword Occurrences HTTP 45 Texture 23 Bug 15 Polygon 13 Render 5 Network 20 Useless Fact O' The Month: Remember the $50,000 grand prize sword for the SwordQuest contest Atari was running? Well that sword is hanging over the mantle of Jack Tramiel's fireplace. Until the next issue of JEO, I remain, Your Editor Clay Halliwell --==--==--==--==-- (This issue printed on recycled photons) --==--==--==--==-- Avoid The Ground --==--==--==--==-- Save the Humanoids --==--==--==--==-- Where do you want to play Atari today? --==--==--==--==-- Jaguar Explorer Online Magazine is a bionic publication covering the Atari Jaguar community. Reprint permission is granted, unless otherwise noted at the beginning of the article, to registered Atari user groups and not for profit publications under the following terms only: articles must remain unedited and include the issue number and author at the top of each article reprinted. Other reprints granted upon approval of request. Send requests to . No issue of Jaguar Explorer Online Magazine may be included on any commercial media, nor uploaded or transmitted to any commercial online service, in whole or in part, by any agent or means, without the expressed consent or permission from the Editor or Publisher of Jaguar Explorer Online Magazine. Opinions presented herein are those of the individual authors and do not necessarily reflect those of the staff, or of the publishers. All material herein is believed accurate at the time of publishing. The truth is out to lunch. --==--==--==--==-- Atari, 400/800, XL/XE, 2600, ST, Mega ST, STe, Mega STe, Atari Falcon030, Blitter, Atari Lynx, ComLynx, Atari Panther, Atari Jaguar, Pong, and the Atari Fuji Symbol are all trademarks or registered trademarks of JTS Corporation. All other trademarks and identifying marks mentioned in this issue belong to their respective owners. --==--==--==--==-- Jaguar Explorer Online Magazine "Your Source for Jaguar News" Copyright (c) 1997, White Space Publishers ****** ** ** ** ** **** :::::::::::::::::::::::::::::: J E O ::::::::::::::::::::::::::::::: :: Volume 1, Issue 3 JAGUAR EXPLORER ONLINE October 15, 1997 :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::