:: Volume 2, Issue 2      JAGUAR EXPLORER ONLINE          July 20, 1998 ::
 ::                                                                      ::
 :: JAGUAR ............. News, Reviews, & Solutions ............. JAGUAR ::
 ::    EXPLORER ........... For the Online Jaguar .......... EXPLORER    ::
 ::       ONLINE ................ Community ............... ONLINE       ::
 ::                                                                      ::
 ::      Published and Copyright (c) 1998 by White Space Publishers      ::
 ::                          All Rights Reserved                         ::
 ::     """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""     ::
 ::     Publisher Emeritus Plus .................... Michael Lindsay     ::
 ::     Publisher Emeritus .............................. Travis Guy     ::
 ::     Editor/Publisher ............................ Clay Halliwell     ::
 ::     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)                      ::
 ::                       """""""""""""""""""""""""                      ::
 ::            Doug Engel, Scott Le Grand, Stephanie Wukovitz,           ::
 ::                  Don Thomas, Carl Forhan, Wes Powell                 ::
 ::                                                                      ::
 ::                      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.atarihq.com/jeo/                    ::
 ::                                                                      ::
 ::       E-Mail Request address: JEO-request@maximized.com              ::
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                             Table of Contents

* From the Editor ................................... Puttin' the Moves On.

* Jaguar Trivia Challenge II: The Questions ............ Strain Your Brain.

* Jaguar Tackboard .................. Newsletters, Message Boards, Mailing
                                           Lists, FAQs, Codes, Development
                                                List, Mail Order Directory.

* New Cheats and Codes .................................. Mmmm, Fresh Kill.

* CyberChatter .......................................... Overheard Online.

* BattleSphere News ..................................... 4Play Marches On.

* Llatest from Llamaland ........................................ Yak yaks.

* VoiceModem Update ..................... Reach Out and Decapitate Someone.

* The Two Cybermorphs .......................... Skylar, We Hardly Knew Ye.

* JagFest '98 ............................................. Latest Updates.

* Alastair Lindsay Interview ............... Imagitec Tunesmith Takes Note.

* Worms Review ................................ Let Loose the Worms of War!

* Big Code Hunting ................................. The Search for Cheats.

* The Big Spin ................................................. Don Talks.

* Pecking at the Scraps ..................................... Don Talks On.

* Jaguar Trivia Challenge II: The Answers ........................... D'Oh!

* Shutdown ............................ Around the world and up your block.


   ||  From the Editor
   ||  By: Clay Halliwell
\__//  halliwee@dyess.af.mil

Well, there's certainly been a whole lotta changes goin' on since the last
JEO came out. The big, albeit old, news is of course the sale of JTS's
Atari assets to Hasbro. It's still too early to tell what Hasbro will do
with this rich portfolio. For now, it looks like they're sticking to the
still-cresting retroware craze.

Anyone interested in the full details of the Atari sale should go to 
http://www.freeedgar.com/search/WL.asp?C=941167&F=8-K&D=3/9/1998, where 
the full text of the Form 8-K is available.

Of more immediate concern to Jag owners, Worms was finally released about a
month ago. This is a fantastic game, and well worth the somewhat high
purchase price.

And the final big change... JEO has moved! We've got a nice comfy new home
at that bastion of Atarian goodness, Atari Gaming Headquarters. I'd like to
thank Frans Keylard for hosting the Atari Explorer Online and Jaguar
Explorer Online pages for the last few years, and the guys at AGH for
taking JEO in.

Stephanie Wukovitz of 4Play has requested that all Jaguar owners still 
interested in purchasing BattleSphere go to http://www.best.com/~sebab/
dvidgames/dsphere and complete the survey there, even if you've already 
done so in the past.

Speaking of BattleSphere, it's looking very likely that the BattleSphere 
soundtrack CD will be published. The petition at Jagu-Dome (http://jaguar.
holyoak.com/bspetition.html) just hit 113 copies!

As of this issue, I've finally gotten around to removing Brett Hull Hockey 
and Charles Barkley Basketball from the Development list. The license for 
Brett Hull expired long ago, and Charles Barkley was never finished (no 
great loss, if you go by reviews of the finished version on other 

Included in the ZIPped version of this issue is a full-color keypad overlay
for use with Worms. Print it out at a size of 3.13" x 2.21".


   ||  Jaguar Trivia Challenge II: The Questions
   ||  By: Carl Forhan
\__//  forhan@millcomm.com

Here's another trivia quiz to see how well you know your Jag library.

1. Which two games were announced on CD, but released as cartridges instead?

2. What words are in the Fight For Life title song?

3. Which two companies, besides Atari and Telegames, released games for both
   the Lynx and the Jaguar?

4. What's the difference between the control schemes in HoverStrike cart and
   HoverStrike CD?

5. What mode is enabled in Tempest 2000 once you beat the game the first time?

6. Which Jaguar game (besides WMCJ), came with something other than the
   cartridge, overlay, and manual?

7. What was the last Jaguar game published directly by Atari?

8. Which published game(s) share the same title on both the Lynx and the

9. Which character in Atari Karts appeared previously in another Atari game?

10. Name two unreleased Jaguar peripherals announced by Atari.

BONUS QUESTION: How many Aircars cartridges were manufactured with serial
numbers on the cart label?


   ||  Jaguar Tackboard
   ||  Confirmed information about Atari's Jaguar
\__//  Compiled from online and official sources

//// Atari Times Jaguar Newsletter

Greg "Fruitman" George (greggeorge@worldnet.att.net) has 
decided to discontinue publication of his Atari Times fanzine.

However, the online version is still available at: 

//// Jaguar Message Boards

Anyone with web browsing capability can join in on the discussions on 
several 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 II (hosted by Atari Gaming Headquarters)

Atari Times Boardroom (hosted by The Atari Times)

JagTalk (hosted by Toad Computers)

//// Jaguar Chat

Anyone with web browsing capability who wants to chat in real-time 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

It would appear that the Jaguar mailing list has been deactivated. A moment 
of silence, please.

//// 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" Bruce, generating periodic messages describing current events of 
interest to Atari Jaguar owners.

To subscribe to the list, send an e-mail request to MHz@earthlink.net.

Please do not confuse the Atari Underground mailing list with the Jaguar 
Underground hackers.

//// Jaguar FAQ

Robert Jung (rjung@netcom.com) maintains the Jaguar FAQ (Frequently Asked 
Questions) file, a continually 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 at http://www.digiserve.com/eescape/atari/

//// Jaguar Cheats and Codes

Clay "No Handle" Halliwell (halliwee@dyess.af.mil) maintains the Atari Jaguar
Game Cheats and Codes FAQ. It's available by e-mail request or from Atari 
Gaming Headquarters http://www.atarihq.com/jaglynx/jag/jagcheat.txt.

Lonnie "The Mage" Smith (themage1@aol.com) maintains the Concise Compendium of
Frequently Asked Codes, Moves, and Cheats (FACMAC). It's available via FTP 
from ftp://users.aol.com:/TheMage1/jaguar, or from http://users.aol.com/

//// JEO Development List

The following list of game titles has been confirmed to the best of JEO's 
ability as of publication. 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/BJL (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
    BattleSphere                      1998  4Play                4Play
  J Bong+ 1999                         ?    Just Claws Software
? C Creature Shock                     ?    Argonaut
?   Deathwatch                         ?    Data Design
? C Demolition Man                     ?    Virgin Interactive
  J Gorf 2000                          ?    Krunch Korporation
?   Hyper Force                        ?    C-West
  J Jagmania (PacMania clone)          ?    Matthias Domin
  J Jagmarble (Marble Madness clone)   ?    Matthias Domin
  J JagTris (Tetris clone)             ?    Bastian Schick
  J Painter                            ?    Sinister
?   Skyhammer                          ?    Rebellion
? C Soulstar                           ?    Core Design Ltd.
?   Space War 2000                     ?    Atari

//// Current Software Releases

M Title                             Rated   Developer            Publisher
" """""                             """""   """""""""            """""""""
  AirCars                             5     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 CD                  10     Eclipse              Telegames
  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
  Worms                               9 NEW Team 17              Telegames
  Zero 5                              7     Caspian Software     Telegames
  Zool 2                              7     Gremlin Graphics     Atari
  Zoop                                6     Viacom               Atari

Total Carts     50
Total CDs       14 (counting VLM)
Total Combined  64

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 PowerPad              Atari
6-button ProController         Atari
Team Tap                       Atari
Jag-Link                       Atari
Memory Track                   Atari
Composite Cable                Atari
S-Video Cable                  Atari
VoiceModem (prototypes)        Atari/Phylon
Controller Extension Cable     Best Electronics
CatBox                         ICD/Black Cat Design
Lap Cat/Lap Cat Pro joystick   Ben Aein
Jaguar Extreme Joystick        Dark Knight Games (modded Gravis Blackhawk)
Jaguar Server devkit           Roine Stenberg (Istari Software)
Behind Jaggy Lines devkit      Bastian Schick

//// JEO Mail Order Directory 1.2

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/ 

//// 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  myatari2@juno.com
Web    http://www.myatari.com

//// 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  ddavis@cwest.com
Web    http://www.cwest.com/atari

//// Buy-Rite Video Games
Voice  919-850-9473
Fax    919-872-7561
Email  buyrite@interpath.com
Web    http://www.buyrite1.com

//// Demand Systems
Voice  805-482-7900
Orders 800-593-0059
Fax    805-484-3745
Email  mbrown@demand-sys.com
Web    http://www2.demand-sys.com/demand

//// Dentec Computer Products
Mail   465 Milner Ave #3
       Scarborough, Ontario M1B 2K4 Canada
Voice  416-292-2996
Fax    416-292-4075
Email  jaguar@dentec.com
Web    http://www.dentec.com/warehousesale

//// Flashback Video Games
Mail   2284 Kresge Drive
       Amherst, OH 44001
Voice  216-960-1622
Fax    216-960-1663
Email  flashback@usa.net
Web    http://www.sunmarkinc.com/products/flashback

//// GameMasters
Mail   14393 E. 14th Street, Suite 208
       San Leandro, CA 94577
Voice  510-483-4263
Email  mchaddon@game-masters.com
Web    http://www.game-masters.com

//// Game Pedler
Voice  801-273-0787 (ask for Internet Sales)
Fax    801-273-1357
Email  sales@gamepedler.com
Web    http://www.gamepedler.com

//// Games To Go
Mail   7632 Lyndale Avenue So.
       Richfield, MN 55423
Voice  612-798-5879
Fax    612-869-5925
Email  sales@gamestogo.com (orders)
       inquiries@gamestogo.com (info)
Web    http://www.gamestogo.com

//// Hardysoft
Mail   24 Lawnside Drive
       Lawrenceville, NJ 08648
Orders 609-883-1083
Fax    609-538-8674
Email  hardysoft@genie.com
Web    http://ourworld.compuserve.com/homepages/hardysoft

//// O'Shea, Ltd.
Mail   330 West 47th Street #203
       Kansas City, MO 64112
Voice  816-531-1177
Fax    816-531-6569
Email  billh@oshealtd.com
Web    http://www.oshealtd.com

//// STeve's Computer Technologies
Mail   405 Main Street
       Woodland, CA 95695
Voice  916-661-3328
Fax    916-661-1201
Email  steves@woodland.net
Web    http://woodland.net/steves/

//// Telegames
Mail   P.O. Box 901
       Lancaster, Texas 75146
Voice  972-228-0690
Orders 972-224-7200
Fax    972-228-0693 
Email  sales@telegames.com
Web    http://www.telegames.com

//// 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  info@toad.net
Web    http://www.ataricentral.com

//// United Game Source
Mail   232 East Eau Gallie Blvd
       Indian Harbour Beach, FL 32937
Orders 800-564-1458
Fax    407-777-3940
Email  unitedgame@aol.com
Web    http://www.unitedgame.com

//// Video Game Advantage
Mail   6861 Anthony Lane
       Parma Heights, OH 44130
Orders 216-843-8815 (24-hr answering machine)
Email  vga2000@ix.netcom.com
Web    http://www.io.com/~vga2000

//// 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  vglq@vglq.com
Web    http://www.vglq.com

//// Announcements and Press Releases

//// JTS Off the Market

Wednesday, May 20, 1998
JTS Announces Consent to Removal of Listing From the American Stock 
Monday May 11 4:00pm

SAN JOSE, Calif., May 11 /PR Newswire/--JTS Corporation (Amex: JTS), today 
announced that it is consenting to the removal of its Common Stock and 5 
1/4% Debentures from the American Stock Exchange (AMEX). 

This action became necessary because the Company no longer fully satisfies 
all the guidelines of the AMEX for continued listing. The AMEX has advised 
that the last day for trading of the Company's securities on the AMEX will 
be Friday, May 22, 1998. 

The Company expects that a market for its securities will develop over the 
counter following removal from the AMEX.

//// Worms Limited Edition

Telegames is pleased to announce its plans for a limited edition cartridge 
version of WORMS. We will only manufacture enough products to satisfy pre-
release orders and allow minor inventory stocking. 

Each product will be packaged in a full color box and contain a Jaguar 
cartridge with 2 color label (red type on black background) and an 
instruction manual. 

To reward those of you who pre-order and pre-pay for this quality product, 
Telegames USA is offering the following promotions:

1. If your order and payment are received between 3/20/98 and 4/03/98, you 
will be mailed two $10 Kwik Kash coupons for use on two subsequent 
purchases for any in-stock product, excluding any Limited Edition product. 
These coupons cannot be combined for use on a single item purchase (i.e. 
one product, one coupon).

2. If your order and payment are received between 4/04/98 and 4/18/98, you 
will be mailed one $10 Kwik Kash coupon for use on a subsequent purchase 
for any in-stock product, excluding any Limited Edition product.

3. If your order and payment are received after 4/18/98, no coupons will be 

(Telegames reserves the right to cancel or modify this promotion at its 
sole discretion)

Don't delay, place your order today for this outstanding product!

$69.95 (plus s/h)

Contact: Telegames
         P.O. Box 901
         Lancaster, Texas 75146

//// JTS Announces Sale of Atari Assets for $5 Million 

SAN JOSE, Calif., March 13 /PRNewswire/ -- JTS Corporation (Amex: JTS), 
announced the completion of the sale of the company's Atari Division assets 
to HIACXI Corporation, a wholly-owned subsidiary of Hasbro Interactive, 
Inc. (Amex: HAS) for $5 million in cash. 

"The proceeds from the sale of these non-core assets will be utilized to 
support our working capital requirements as we increase our production," 
said Joseph Prezioso, Executive Vice President, Finance and Administration, 
and Chief Financial Officer of JTS Corporation. 

The Atari Assets were acquired by the company in July 1996 when the company 
merged with Atari Corporation and consisted primarily of Atari home 
computer games and the intellectual property rights and agreements 
associated with such games. 

JTS Corporation is a leader in information storage products. The company 
designs and manufactures hard disk drives for personal computers, and 
markets them to leading systems manufacturers and selected resellers. JTS 
is committed to providing world class hard drives at value prices to 
support personal computing. The president and chief executive officer of 
JTS, Tom Mitchell, was formerly the President and Chief Operating Officer 
of Conner Peripherals and Co-founder, President and Chief Operating Officer 
of Seagate Technology. 

For further information, contact JTS Corporation at 166 Baypointe Parkway, 
San Jose, California, 95134. Phone: 408-468-1800 Fax: 408-468-1619. 
Website: http://www.jtscorp.com

SOURCE JTS Corporation 

Contact: JTS Corporation; Hasbro Interactive, Inc. 
ST: California 
03/13/98 17:00 EST http://www.prnewswire.com

//// Hasbro Interactive Acquires Legendary Atari Game Property Assets 

Business/Technology Editors

    BEVERLY, Mass.--(BUSINESS WIRE)--March 16, 1998--Leading interactive 
games publisher Hasbro Interactive, Inc., a subsidiary of Hasbro, Inc. 
(AMEX:HAS), announced today that a subsidiary has acquired copyrights, 
trademarks, patents and other intellectual property assets of the Atari 
Division of JTS Corporation, giving Hasbro Interactive rights to some of 
the greatest video games and play patterns ever created for multimedia 
entertainment. The Atari properties and assets include over 75 game 
properties including the legendary titles Centipede, Missile Command, Pong, 
Breakout and Tempest . Hasbro Interactive plans to release its first Atari 
title this fall with Centipede for both the PC and Sony Playstation game 
    "We are thrilled that the classic Atari game properties will now be a 
part of the Hasbro family," said Tom Dusenberry, President of Hasbro 
Interactive. "These ground-breaking games helped pioneer the video game 
industry," added Dusenberry. "We intend to bring these classics back to 
life by updating them with the latest technology and interactive game 
design, while preserving their heart and spirit." 
    Hasbro Interactive has proven its ability to bring beloved arcade 
classics successfully back to life with its blockbuster launch of Frogger 
in 1997 for both the PC and Playstation game console. Frogger, based on the 
1980s' mega video game originally developed by KONAMI Co., Ltd., was a huge 
hit over the holidays and continues to hop its way up the best-selling 
interactive game charts. 
    "We plan to implement the same aggressive strategy we used with 
Frogger, in bringing back the Atari classics," added Dusenberry. "We will 
develop games that appeal to the players who loved the titles as kids, 
while attracting a whole new generation by bringing the games up to today's 
highest standards. Of course, like all Hasbro Interactive titles, they will 
be backed by major marketing and merchandising programs." 
    With the acquisition of Atari's deep library of game properties, Hasbro 
Interactive seeks to strengthen its position in the action game category. 
Hasbro Interactive intends to develop various titles for all viable and 
available gaming platforms - PC CD-ROM, the Sony Playstation and Nintendo 
64 game consoles, among others. 

Background on Some Atari Favorites: 

    The largest insect invasion in history was recorded when Centipede hit 
the arcades in the 1980s. "Getting the bugs out" was the mission in this 
perennial favorite. The player launched rapid-fire attacks against 
persistent centipedes, sticky spiders, mushroom-dropping fleas and 
poisonous scorpions in order to re-claim the sacred mushroom patch. 
    No guts, no glory was the motto in the Atari classic, Missile Command. 
Players needed quick thinking and rapid fire to combat the battalions of 
bombers, satellites, missiles and smart bombs in this fast-action shooter. 
Blow them away first -- otherwise you're vapor!
    The two games that gave birth to the video game industry were pioneers 
Pong and Breakout. No fancy graphics were needed in these addictive 
thrillers - just a good dose of quick reaction and hand-eye coordination 
would do the job. Pong, the game of "virtual" handball, mesmerized gamers 
for hours as they battled their friends and foes match after match. 
Breaking through walls of bricks by ricocheting balls off of a video paddle 
was the simple, but very addictive premise behind Breakout. The desire to 
get a better score, kept the early gamers coming back for more. 
    Hasbro Interactive, Inc. is a leading all-family interactive games 
publisher, formed in 1995 to bring to life on the computer the deep library 
of toy and board games of parent company, Hasbro, Inc. (AMEX:HAS). Hasbro 
Interactive has expanded its charter to include original and licensed games 
for the PC, the Sony PlayStation(tm) and for multi-player gaming over the 
Internet. Headquartered in Beverly, Massachusetts, Hasbro Interactive has 
offices in the U.K., France, Germany, Japan and Canada. For more 
information on Hasbro Interactive titles, please visit http://www.hasbro-

    Frogger is a registered trademark of Konami Co., Ltd. 1981 KONAMI. All 
rights reserved. PlayStation and the PlayStation logo are trademarks of 
Sony Computer Entertainment, Inc. Nintendo is a registered trademark of 
Nintendo of America, Inc. 1998 Hasbro Interactive, Inc. 1998 Hasbro, Inc. 


   CONTACT: Hasbro Interactive 
            Dana Henry
            (978) 921-3759 
            Agnew, Carter,McCarthy 
            Cale Barrett
            (617) 437-7722


//// Project X Unveiled

For Immediate Release
May 11, 1998

'Project X' to Add Unprecedented Power to Existing Consumer Electronics 

LOS ALTOS, CA -- VM Labs, creators of the long-under-wraps, top-secret 
code-named 'Project X,' today unveiled the capabilities of its next 
generation graphics and video processing technology. Project X is a 
powerful and versatile technology that transforms passive digital video 
products such as DVD players, digital satellite receivers and digital set-
top boxes into interactive multimedia centers. As an embedded technology, 
Project X will add unprecedented programmable processing power to existing 
consumer electronics products, turning the average home entertainment 
center into a truly interactive multimedia center with games and other 
interactive applications, as well as options like e-mail, Internet access 
and video telephone capabilities.

VM Labs is licensing their technology to semiconductor and consumer 
electronics manufacturers and nurturing third party software applications. 
Products are scheduled to hit store shelves next year.

"Our goal is to bring a powerful interactive experience to the consumer 
video entertainment market," said Richard Miller, Chairman and CEO of VM 
Labs. "We have accomplished this at little to no additional cost
to the manufacturer."

Project X is a flexible, scaleable architecture that will allow interactive 
content developers to create visually stunning software on a very short 
development cycle. The broad functionality and minimal cost of Project X 
make this technology a catalyst for bringing interactivity into the living 
room for millions of people who may have never owned a computer or a game 
console, but who already participate in video entertainment through their 
television sets. For instance, owners of DVD players incorporating VM Labs' 
technology will find themselves with a truly interactive platform that goes 
beyond the movie experience. Due to the technology's versatility, all 
members of the family will find enjoyment in this interactivity, ranging 
from challenging games to children's education programming.

The Project X technology not only adds the capability of playing games and 
running other interactive applications, but actually enhances the passive 
entertainment element of digital video products. A powerful new media 
processor provides the raw horsepower to decode digital video and audio, 
while also delivering advanced trick modes and an enhanced user interface. 
Furthermore, a rich set of software development tools and APIs support 
independent software developers with existing and new applications. The 
Project X platform has the flexibility and power to allow developers to 
incorporate advanced new graphics and audio algorithms, never before 
possible, thus providing the opportunity to truly differentiate their 
products in the marketplace. 

VM Labs was founded in 1994. Richard Miller, Chairman and CEO at VM Labs, 
was previously responsible for Atari's development of computer and video 
games, including the original 64-bit system called Jaguar. Nicholas 
Lefevre, VP business and legal affairs, has worked with Commodore, Atari, 
Sega and many other hardware and software companies over the past 15 years. 
Bill Rehbock, VP of 3rd party development, was VP of research and 
development and technical support at Sony Computer Entertainment America.


Jenny Rosas, Ext. 277/Stacey Johnes, Ext. 263

Linda Thurmond

//// Hasbro to Buy Atari from JTS

According to SEC documents and inside sources, JTS will be selling all of 
its Atari holdings to a subsidiary of Hasbro.

March 11, 1998 

Atari properties will almost certainly be put to good use. JTS Corp merged 
with Atari back in July of 1996, but since that time it has done little 
with the heritage that it held when it acquired all of Atari's games, 
patents and technology. It would now seem that Hasbro has had its eye on 
Atari and will be buying the former assets of Atari at a price of $5 

According to the Form 8K JTS filed with the SEC yesterday: 

"On February 23, 1998, JTS Corporation (the "Company") sold substantially 
all of the assets of the Company's Atari Division, consisting primarily of 
Atari home computer games and the intellectual property rights and license 
agreements associated with such games (the "Atari Assets"), to HIACXI, 
Corp. ("HIAC"), a wholly-owned subsidiary of Hasbro Interactive, Inc., for 
$5,000,000 in cash. The purchase price was determined based upon arm's-
length negotiations between the Company and HIAC. The Atari Assets were 
acquired by the Company in July1996 when the Company merged with Atari 
Corporation. There is no material relationship between HIAC and the 
Company, any of its affiliates, any director or officer of the Company, or 
any associate of any such director or officer." 

The report goes on to detail the exact platforms that Hasbro will gain from 
the purchase: 

"Atari Hardware Platforms" means the following hardware platforms: Atari 
2600, 5200, 7800, Lynx hand-held and Jaguar game system hardware, Atari 
800, ST and Falcon 030 computer family hardware, TOS operating system, 8-
bit operating system, and Portfolio palmtop computer." 

On the title side of the arrangement, Hasbro will be getting the following 
pieces of intellectual property and then some: 

"Key Marks" means each of the following marks: Atari, the Fuji logo, 
Asteroids, Battlezone, Breakout, Centipede, Combat, Crystal Castles, 
Millipede, Missile Command, Night Driver, Pong, Ultra Pong, Tempest, 
Warlords and Yar's Revenge." 

Hasbro has experienced excellent sales success with its previous retro 
title efforts and with the Atari brand and properties to use, it's likely 
that Hasbro will continue to ride the retro wave of financial goodness. 

A spokesperson for JTS offered little insight into the sale, merely stating 
that he could "neither confirm nor deny the sale." He went on to say that 
if there had been such a major deal completed there would have been a press 
release issued. 

Strangely though, as Atari passes into the hands of Hasbro, it ends the 
company's jaunt with JTS raising some probing questions. The SEC approved 
Atari's "merger" with JTS on the premise that JTS would make a good faith 
effort to keep the Atari side of business alive. They "absorbed" 
$50,000,000 plus from Atari's coffers based on that premise. In a little 
more than a year, JTS sells what's left of Atari for $5,000,000. What 
happened to all that money? What investments went into satisfying the SEC 
commitments and understandings? Was this fair to ATC investors? 

Jaguar titles that were released after the merger had long since been 
completed (Fight for Life, Iron Soldier 2, etc.) which means that there had 
been no new development of titles. Sources close to JTS have indicated that 
at that point only one major project was in R&D at that time (a PC graphics 
converter which is obviously far outside the scope of any project Atari 
would have worked on). 

Numerous Jaguar developers have indicated that after the merger (and even 
before the merger was complete), all new contracts with Atari/JTS were 
discouraged and milestone rewards for existing contracts were not 
infrequently 're-negotiated'. Based upon these accounts, the attempt to 
keep the Atari side of the business running didn't quite seem like a 'good 
faith effort'. 

Next Generation Online is still awaiting comment from Hasbro and the SEC on 
the matter.

[This article originally appeared at Next Generation Online http://www.next-
generation.com. Reprinted with permission.]


   ||  New Cheats and Codes
   ||  Compiled by: Clay Halliwell
\__//  halliwee@dyess.af.mil

//// Blue Lightning

Comedy Mode (this one isn't new):
     At the option screen, hold 0+1+2+4+5+6+7+9.  Thud sound confirms.  
Changes voices and adds an extra FMV segment to the end game.

Instant Repair:
     Comedy mode must be enabled.  Anytime during play, press *.

//// Breakout 2000

Banish Robots:
     When robots appear during gameplay, press * + #.

//// Fight For Life

Enter on character select screen after pressing Option.
     Demo Mode (default)    JAGUARTIME (or 1+5+9)
     All Special Moves      IWANTPOWER (or 1+3+5+9)
     Play Junior vs Junior  LOVEJUNIOR (or 1+3+5+7+9)
          (Morph as Junior: C+U,L,D)

Shorter Junior Battle:
     Defeat Junior the second time with a ring-out. When the next fight 
begins, pause and rewind to before the electrocution.  

//// Kasumi Ninja

Cheat Codes:
At the Options screen, select Change Code (a lockout code must already be 
entered). Hold A+C on controller #2, then type code on controller #1. Various 
sounds confirm.
     Play as Gyaku/Demon Gyaku     3,7,4,9,6,1
          (VS mode only; Gyaku/Demon Gyaku replace Senzo and Habaki)
     Allow Same-Character Fights   6,2,1,5,4,4
     Sensible Fighter #1           7,4,3,8,7,1
     Sensible Fighter #2           8,9,9,2,4,4
          (named after the tiny characters in all Sensible Software games)
     Reset Parental Lockout        5,2,4,6,4,8
     Start w/Key to Temple         6,3,7,4,0,4
     Self-Test Mode                9,3,1,4,2,7
           (reset and press fire after entering code; cycles through all
            player and background combinations one fight at a time;
            press A/B/C/Option on controller #1, or Option on controller
            #2, to skip to next fight)

Demon Gyaku Moves:
     Uppercut           A
     Fire Breath        Toward+A
     Earthquake Stomp   B
     Shake & Toss       B (close)
     Slam & Taunt       Away+B (close)
     Jump Kick          Jump, B
     Head Rip Fatality  C+circle clockwise twice 

//// SuperCross 3D

Crash Replay:
     Anytime during play, press Pause, then 1-5 to replay the first, second, 
third, fourth, or fifth crash.  After the fifth crash, 5 becomes the most 
recent crash, 4 the second most recent, etc...

//// Worms

Cheat Codes:
After the landscape is generated, press B and enter code.
     Recall Last Played Level  1471
     Allow All Levels          ALL
     Only Alien Levels         ALIEN
     Only Arctic Levels        ARCTIC
     Only Candy Levels         CANDY
     Only Desert Levels        DESERT
     Only Forest Levels        FOREST
     Only Hell Levels          666
     Only Junkyard Levels      JUNK
     Only Martian Levels       MARS

Cool Landscapes:
After the landscape is generated, press B and enter code.
     62997503     Injun Joe's Hideout - Desert
     OUCH         King of the hill - Forest
     BEN          Two sides of the ocean - Hell
     24833916     Flat and featureless - Hell 
     TISSOGDRIT   Flat w/evenly spaced statues - Alien 
     WILTON       Flat w/evenly spaced snowmen - Arctic 
     MYSTEE       Flat w/trees - Forest
     731931229    Long bridge - Ice 
     99289        Long bridge - Forest 
     HOPELESS     Long bridge - Forest 
     BADRAN       Long bridge - Desert
     SEAGULL      Long bridge - Candy 
     02180719     Big columns, bottomless - Arctic 
     02182719     Big columns, bottomless - Hell 
     02184719     Big columns, bottomless - Beach 
     02186719     Big columns, bottomless - Junkyard 
     02188719     Big columns, bottomless - Arctic 
     7373888390   Big columns - Hell 
     8131166523   Short columns - Beach 
     02183719     Big dome - Forest 
     02185719     Big bowl - Alien 
     02187719     Slope/dome - Arctic 
     02189719     Slope/dome - Beach 
     70345        Shallow slope w/bars - Candy 
     7007230      Big slope - Arctic 
     416241       Caverns of Viet Nam - Forest 
     LOSE         Outcrop at sea - Martian
     66888        Tiny outcrop at sea - Junkyard
     980351       Pedestal at sea - Alien
     HIDEYHOLE    Bigger pedestal at sea - Forest
     75912494     Yet another pedestal at sea - Forest
     98620        Caverns of Mars - Martian
     TRIFECTA     Underground maze - Hell
     CLITO        Underground maze II - Hell
     8878942      Trash heap at sea - Junkyard
     3333333333   Bridge and land bridge - Forest

//// Zero 5

Cheat Codes:
At the Options screen, select Change Mission and highlight the high mission to 
be unlocked. Hold Pause while entering code. Sound confirms.
     Unlock Mission 1      0,5,0,5,0,5
     Unlock Missions 1-2   6,8,9,2,1,4
     Unlock Missions 1-3   1,2,2,1,6,9
     Unlock Missions 1-4   6,7,6,3,9,6
     Unlock Missions 1-5   4,9,3,1,7,5
     Unlock Missions 1-6   3,2,9,7,8,1
     Unlock Missions 1-7   7,4,8,6,2,7
     Unlock Missions 1-8   2,4,9,3,4,7
     Unlock Missions 1-9   (unknown)
     Unlock Missions 1-10  2,7,6,5,4,9
     Unlock Missions 1-11  1,0,7,8,4,0
     Unlock Missions 1-12  2,9,7,4,3,0
     Unlock Missions 1-13  9,2,1,7,5,3
     Unlock Missions 1-14  3,8,5,1,7,9
     Unlock Missions 1-15  9,0,1,9,3,4

NOTE: Entering a mission-unlock code will lock all missions above and beyond 
that one, even if you've previously unlocked them.


   ||  CyberChatter
   ||  Random topics about the Jaguar
\__//  Compiled from online public discussion areas

//// Jag Internet Interface

Jaguar Interactive
Date received: 2/12/98 9:51 from bas01.csfb.com
Subject: Jaguar Internet Terminal

Hi everyone, 

Just a little tid-bit of info to all Jaguar enthusiasts. I spoke several 
evenings ago with an ex-Atari employee who was working with John Mathiesan 
in Atari's Jaguar hardware division. Apparently Atari and Time Warner were 
inking a deal with which Atari was building an interface board and 
cartridge setup for the Jaguar. The interface board could use standard PC 
keyboards and Mice and external modems. The cartridge would supply the 
browser needed for communication. Although he is still digging around 
looking for it, a few prototypes of the interface board do in fact exist. 

Hmmm, too bad Sam Tramiel had to have that untimely heart attack (then 
again, when is a good time for a heart attack?) and his father Jack had to 
step in and just shut Atari down and sell it to his friend over at JTS. If 
Sam hadn't have fallen ill, I'm sure a lot of those unbelievably hot 
looking unreleased software titles, the Jag Modem and the Time Warner Cable 
interface system would have all been released and the Jaguar Duo probably 
would have been out. However the bright side to all this is that now 
Richard, John, Bill and most of the other top Atari Jag people are now VM 
Labs with probably the hottest piece of hardware since the Atari VCS, bound 
for glory. 


//// Towers II Part Deux

Jaguar Interactive
Date received: 2/22/98 11:28 from jackg.interlog.com
Subject: Towers II (Win 95) is great! ... is Vince out there?

Wow, I just finished playing the Towers II demo on my Pentium 166MMX. The 
frame-rate is 30+ fps, the characters talk and things like those blue 
globes that shoot out of the walls are transparent. The wall textures are 
much better and full of colour. Obviously the storage space isn't a problem 
with a PC. 

The Jag version is fun (albeit a slow frame rate) but the PC version is 
just terrific! 

Great work Vince and JV! 

Vince, if you are reading .... if you did a Towers II or had a chance to 
reprogram the Jag version would you be able to get a higher frame-rate, 
transparencies etc... technically speaking, could the Jag do it? 



Jaguar Interactive
Date received: 2/24/98 18:19 from pm2-103.vegas.infi.net (Vince Valenti)
Subject: RE: Towers II (Win 95) is great! ... is Vince out there? 

> Vince, if you are reading .... if you did a Towers II or 
> had a chance to reprogram the Jag version would you be 
> able to get a higher frame-rate, transparencies 
> etc... technically speaking, could the Jag do it? 

On the PC, we used 128x128 textures. The transparencies are software based 
algs. On the Jaguar we used the blitter to keep the speed up. 

If I reprogrammed the Jaguar version, the textures would be improved, but 
not enlarged, because we have a better render. :) The extra size would take 
too much internal memory. 

I could increase the frame rate, but reducing the rez on the floor an 
ceilings, since they are the slowest parts.

And on a 4meg cart, all the voices could be included, at a low sampling 

Thanks for the kind words, 

//// BattleSphere Chatter

Jaguar Interactive II
Date received: 3/13/98 15:52 from RYLOS.ag3d.com (Scott Le Grand)
Subject: BattleSphere Update

Last night, we may have more or less put together our first candidate for a 
final BattleSphere build. Thanks to Doug's tireless efforts, 100% of 
Steph's intro will be music to the ears of any lucky BattleSphere buyer. 

Tonight, this edition goes out to our playtesters while Doug figures out 
how to make sure Steph's intro music syncs properly on PAL jaguars. Barring 
the discovery of a whole new species of bug, I think we're done... 

Quick not: I personally think the Hasbro deal is for real, but this has no 
effect on Jaguar BattleSphere one way or the other as far as I can see. 
Sure, it'd be great if there were some way we could get the Star Raiders 
license out of them or have them license BattleSphere, but don't count on 
it. The industry SUCKS right now, they won't even fund a M.U.L.E. sequel. 
In that environment, what kind of chances do we stand? 



Subject:      Re: What the hell is up with Battlesphere?
From:         varelse@ucla.edu
Date:         1998/03/30

In article <351f90da.0@blushng.jps.net>,
  "Jeremy Holloway"  wrote:
> What is up with Battlesphere?  If they'd just release the damn thing,
> then maybe they could use their former Atari contacts at VMLabs to get
> them a  deal and cash to port the game to other systems (like
> maybe...hmmmm...ProjectX?) ....  Get the damn game out before the Jaguar
> installed user base dwindels down to the Commodore Pet level....

I would submit that there are far more Commodore computers out there than 
Jaguars :-)...

I'd really love to ship BattleSphere today, but there's this nagging issue 
of tiny little cosmetic bugs that are holding the thing back (if Atari's 
playtesting department were still alive, this would have been taken care of 
many moons ago, but it's not).  If this were a PC game, we'd have shipped 6 
months ago and we'd have released patches in response to nags from the 
game-playing public, but it's not, and we can't.

I'm well aware of the game's irrelevance outside of the Jaguar community 
and like the man said, I don't care.  The experience we got creating the 
thing taught us more about software development than anything else we've 
ever done and that has already paid off for ALL of us...

Just don't expect the suits to ever give us a break or even notice us until 
we've already created a hit game on a viable platform, shipped the thing, 
and obviated the need for them to back us in the first place.  All they 
know how to play is a giant game of chicken and the egg. We're not ever 
going to find funding and we're not going to waste any more time looking 
for it at this point...

Good games take time.  Look at Starcraft, it's been in full-time 
development for 3/4 of the time we've been developing BattleSphere on the 
very much alive PC and they STILL haven't shipped (and it will probably be 
the first truly great PC game in over 2 years and well worth the wait).  In 
contrast, we're part-time, zero-funded, based on a system whose creators 
died 2 years ago.  Wait a little longer, curse us and our ancestors, or 
just stop caring, your call.  We'll ship when we're done and that's that...

Scott Le Grand
Lead Coder


Subject:      Re: What the hell is up with Battlesphere?
From:         varelse@shell8.ba.best.com (Scott Le Grand)
Date:         1998/03/31

In article <6fs7sr$j49@news.microsoft.com>,
Robert Di Benedetto  wrote:
>Hi Scott,
>I'm a little surprised by your comments above.  I sent a note to Stephanie
>a few months ago stating that I could get Battlesphere in front of the
>right people at Microsoft.  She seemed interested at the time.  So if
>you're serious about getting some financing for a PC version of the game,
>drop me a note and I'll get the ball rolling.
>Robert Di Benedetto
>Microsoft Canada Co.

Hi Robert, actually, she forwarded that message to me, I sent some email to 
you, and I didn't hear any more of it.  In any event, I'm responding 
publicly in order to say that of course we're interested!

It's best to take it to email from this point onwards methinks :-)...

Scott Le Grand
Lead Coder


Jaguar Interactive II
Re: 4Play
Posted by KittyFight (dynamic6.pm06.san-jose.best.com) on April 03, 1998
In Reply to: 4Play posted by Wes on April 03, 1998 at 14:59:48:

>Hey 4Play...
> What's the latest scoop on BattleSphere...had any time to work on it?

Well, last night I made some minor corrections to the music (had to be done 
on Scott's PC, as I have REMOVED the damn SB16 from mine in order to use a 
far superior soundcard which unfortunately isn't supported by Digitracker -
- theoretically I'll never have to touch it again, though I don't think 
I've heard all of the final results. 

The corrections were minor and involved cutting a few samples short in 
order to make a tiny bit more room -- actually shifting them up an octave, 
then shifting the corresponding notes in the MOD DOWN an octave, thus 
effectively making them 11kHz rather than 22... Digitracker will run but 
not make sounds on Scott's PC, so I won't know about the finality until the 
music gets incorporated into BS...

Yes, the cart is SO full that it was necessary to remove 25K or so of 
samples...you guys are DEFINITELY going to get your money's worth...

As for the rest of the project, I have no idea except that I keep hearing 
"we're wrapping up" sounds from the other room...

Talking about music, Wes, did you get that mp3 I sent you? Looked at Jagu-
Sounds this morning and it wasn't up yet -- I can resend if you like!



Jaguar Interactive II
Re: Re: Re: Re: Re: Is Battlesphere coming out? Check NGO...
Posted by BattleSphere Bob (dynamic0.pm14.san-jose.best.com) on May 18, 
1998 at 21:27:10:
In Reply to: Re: Re: Re: Re: Is Battlesphere coming out? Check NGO... 
posted by Wes on May 18, 1998 at 20:46:39:

The trouble with the game industry these days is that you guys want and 
demand perfection, but a lot of you have no idea what that takes. Atari is 
gone and BattleSphere is the most ambitious game ever created on their ill-
fated platform. We're not going to make money on the thing, and we'll 
release it whenever we all decide it's ready, case closed. In all honesty, 
the version I sent out last night after fixing two minor bus had the 
statement "Could this be the end?" within the message signifying just that, 
but I have NO idea if it is and if our playtesters find a reproducible bug 
in the thing, then we're going to fix it. Admittedly, I can understand the 
frustration, but that's how it goes. There's no business model that leads 
to us making money off this thing (and there wasn't one the minute we 
missed Xmas '95) and we're only doing it to show that we finish what we 

It's a funny thing, but I expect we could get the same kind of sales with 
the thing as one could get with a new 2600 game. The only people interested 
in it are the jaguar hardcore and they will get it. Be they 5 people or 

Now onto VM Labs. Yep, I'm there guys. It's the most fun I've had in years 
(well since the salad days of BattleSphere) and the big difference is that 
I'm getting paid to do what I love rather than paid to fix other people's 
mistakes like at my previous job or paid a pittance to deeply analyze 
problems in science and then get forbidden to publish any of my results at 
the job before that.

Anyway, back to hacking. I await bug reports on the latest edition of the 
Sphere and if there aren't any, the question of when you see BattleSphere 
becomes Tom's problem, not mine :-)...



Subject:      Re: 4Play? Battlesphere update? Anyone else still care?
From:         Mark Santora 
Date:         1998/06/13

jfolkers@welchlink.welch.jhu.edu wrote:

> Last I heard, the final music assignment was the only thing needed for
> Battlesphere to be finished once and for all.

Well, the 4play team has been putting in the last(and must I say an 
EXTREMELY KICK ASS easter egg) which took a little while.  Then, Doug found 
quite a few bugs that only he would find(ie I couldn't find them and he 
still plays it too much =-).  Last week Scott and Steph moved into a 
house(kudos for them) and don't have a phone line hooked up to the computer 
as of yet(although I'm sure they check email and stuff periodically on 
their voice line).  Then Doug's system got fried during the hellish storm 
front that crashed through the Northeast.  The game is fine, Doug's 
computer is not.  I have been working 16 hour days for the past 14 weeks on 
a couple of films which I can not talk to much about(NDA) and that's why my 
BS Playtester's Page has not been updated.  Oh yeah, in case you didn't 
know, Scott is now hard at work over at VM Labs.

That's the BS update while I recover from last night's pseudo wrap party.

-Mark "Stingray' Santora
 4Play Playtester

//// Coroner's Report

Jaguar Interactive II
Subject: Re: *sigh* Why must everything good...
Posted by Oppressor (dynamic11.pm14.ba.best.com) on March 25, 1998 at 

The Jaguar was doomed before it was released...

It was too complicated an architecture for general consumption. Complicated 
architectures bring delays. Delays bring the lack of titles and abandoned 
efforts. The lack of titles brings the system's doom...

Had the Tramiels waited a year on the system and jacked the processors up 
to 40 MHz as well as provide something approaching the quality of the 
Playstation's development system (not much of an effort, but an effort 
nonetheless), it might have lived.

And that's all she wrote. Here we are in 1998 still dealing with esoterica 
of the architecture before we can release our damned game...


//// Those Wacky Jag CDs

Subject:      Re: Copying Jag CD Games
From:         Mike Fulton 
Date:         1998/03/17

BELJAN E wrote:
> In <350d94d5.4267290@news1.alterdial.uu.net> wayne4@bellsouth.net
> writes:
> >
> >Are you positive that they are 790? I was trying to copy Primal Rage
> >and if I remember correctly the game was only a little over 400 megs.
> >Although that could be my prob. Maybe my drive does not see the extra
> >390.
> >
> The capacity of the CDs is different, so they must be compressed or
> something and probably cannot be read in the same way in a standard CD
> player. The game size may vary, but the CDs are 790 megabytes.

The capacity of the Jaguar CD is exactly the same as any other CD. However, 
the information is stored somewhat differently than on standard ISO-9660 
format CD.

The raw capacity of a CD sector, regardless of the disc format, is always 
2352 bytes.  The only standard disc format that uses this much data per 
sector is "Red book" aka a standard audio CD.  (2352 bytes per sector @ 75 
sectors per second = 176400 bytes per second, divided by 2 channels = 88200 
bytes per channel, or 44100 16-bit samples)

The CDROM standard typically uses the ISO-9660 standard for storing files 
onto a disc.  Of the original 2352 bytes per CD sector, ISO-9660 uses 304 
bytes housekeeping and error detection/correction information, leaving a 
total of 2048 bytes available for user data in each sector.

Jaguar CD is a non-standard format and does not use ISO-9660.  It uses what 
amounts to audio-format sectors even for data.  As a result it gets 2352 
bytes of useable space in each sector.  The downside is that there's no 
provision for error correction (errors are still detected by the hardware) 
or file system management.

There is also copy protection placed onto each disc.  This is encrypted 
data which is specially formatted to look like an error.  When you try to 
copy a disc, the CD-R can't deal with those sectors because it gets errors.  
Even if it reads it, it probably won't write it back out the same way.

Mike Fulton
(formerly Jaguar Developer Tools & Documentation Manager @ Atari Corp.)

//// Jag Bomberman?

Next Generation Online Q&A
April 2, 1998 

UGP online says that Bomberman was finished for the Jaguar, but was never 
released. Do you guys know anything about this?

Sure do. Actually, one of the staff members of Next Generation Magazine was 
the lead programmer on the project. Essentially, Atari was going to get the 
license from Hudson for it (after the game was nearly complete) and then in 
the face of the Atari merger with JTS, the project was deemed not feasible 
by Atari and canned. 

//// Texturing

Jaguar Interactive II
Re: Re: T-Mapped Poly-Grip

Posted by Dirk Debuggler ( on May 05, 1998 at 00:50:23:
In Reply to: Re: T-Mapped Poly-Grip posted by Stephen Anderson on May 04, 
1998 at 19:56:07:

>>Did you ever notice how almost all t-mapped polys on the Jag kind of 
shimmer and warp around the edges when they move/rotate? I don't see this 
on other systems. Why? What is it about our t-mapped polys that make them 
dance and flicker on their edges??

>The Jaguar has no hardware for texture mapping. All the math has to be
>handled in software. This is very slow (time consuming as far as the CPU 
>is concerned).
>With better programming, the Jag could do perfect t-maps, but the frame 
>rate would probably be single-digit.
>The PSX is better at handling t-maps, but it has its limitations also. 
>Very poor z-buffer, tons of polygon "tear" and flicker. Not bashing it (it 
>sits right next to my Jag), but it's not perfect either.
>Stephen Anderson

OK, let's get down to brass tacks. What you're seeing at the edges is 
called texture swimming. It results from using fixed point math to 
interpolate the left edge of the polygon rather than a strict Bresenham 
Digital Differential Analyzer DDA. In essence, at each scanline, one rounds 
down the edge coordinate to the nearest integer coordinate less than or 
equal to the fixed point value.

This causes individual scanlines to jump randomly up to 1 pixel to the 
left. The low resolution of the Jaguar makes this all the more noticeable. 
I'm even guilty of this in BattleSphere because at one time I didn't know 
any better and I'm scared poopless to go back in and monkey with the 
rendering code so close to production.

But I never make the same mistake twice...

The warping that you are seeing is a result of doing affine (linear) 
texture mapping rather than perspective. The texture coordinates vary non-
linearly across an individual scanline and approximating them linearly 
causes the warp effect. The solution is to interpolate multiples of each 
coordinate by 1/Z. Texture coordinates divided by Z are linear across a 
scanline. The problem is that to convert back to the normal texture 
coordinates for each pixel, one must perform a divide and this takes 
forever :-(. The approximate solution is to do a divide every 8 pixels, and 
then use affine mapping within the 8 pixel stretches between any two 

The Nintendo 64 is the only console system that does perspective correct 
texture mapping in hardware.

Technical enough for you guys?


//// M.U.L.E.-Headed

Subject:      M.U.L.E.: What are the suits afraid of?
From:         Scott Le Grand 
Date:         1998/02/21
Newsgroups:   rec.games.programmer

It's rant time guys, feel free to skip this if you don't like that kind of 
stuff.  If you're still reading, and you're one of those struggling game 
coders who can't get the attention of the suits, here's something to put it 
all into perspective.

Danielle Bunten Berry, the legendary author of the equally legendary 
M.U.L.E has a rather virulent case of lung cancer and she has been unable 
to obtain funding for an updated online edition called Planet Pioneers 
because when she shows the original edition, game suits are unimpressed by 
the crude 8-bit graphics.

Gameplay?  We don' need no steenkin' gameplay...

This sums up the state of the videogame industry today.  I've always 
wondered why such a no-brainer decision to make a sequel has not already 
been made. M.U.L.E remains one of the best video games ever written. 
Disagree?  Too bad, you're a moron who probably wants to colorize Citizen 
Kane, end of discussion. It's still as fun today as it was 15 years ago.  
Who the >multi-definition slang for reproduction< are the succubi standing 
in the way of giving the gamers a modernized version of the fun I and 
millions of others had during another age, getting drunk out of our minds, 
inhaling of unapproved substances, and humming the wonderfully annoying but 
totally unforgettable M.U.L.E. theme which reverbs in my memories to this 
very day right alongside the Kool-Aid music.

What?  Do I have to wait another 5 years for the 80s to become nostalgic so 
M.U.L.E. is suddenly retro? That's not soon enough, you read the bit about 
cancer, right?

In an age where millions are spent on a remake of a third-rate action flick 
like _The Taking of Pelham One Two Three_, sequels are made ad nauseum for 
Street Fighter long past its natural death, and the gaming media still 
thinks Dave Perry has fresh and new things to say, you and I are being 
deprived of the right to see a sequel to one of the top 10 videogames of 
all time because some pipsqueeks in pinstripes don't remember the thing 
because they didn't go concrete operational until after the release of 
Doom.  With this decision, I'd say the game suits are going for an all-time 
personal worst.

It's the gameplay, stupid...

Now I'm not going to pretend there's much that can be done about this.  The 
industry and its stultified soldiers of suitliness need to consume 
themselves in a blaze of bankruptcy and that will take some time, but if 
you are a game suit reading this post, and you think M.U.L.E. is outdated 
garbage, do the gamers and me a favor: off yourself now, you're beyond 
hope.  If you haven't heard of M.U.L.E before, go play it. Don't like it?  
Go look at all the gamers who do are STILL working out new strategies to 
this 15 year old game and make a smart business decision before it's too 
late (http://www.mindspring.com/~ozarksoft/biz/). If you're a gamer, be 
aware of what has been stolen from you by these titans of terrible taste.

Videogames used to be fun.  M.U.L.E. was one of the most fun.  Go figure it 

Scott Le Grand
Lead Coder

PS SegaSoft seems to think cloning M.U.L.E in 3D is a good idea so now you 
don't even have to be a trail blazer (http://www.10six.com).  Just do it 
guys before it's too late...

//// Great Scott!

Next Generation Online

4Play's Scott Le Grand has long been a vocal and insightful member of the 
Net on gaming topics. In an informal letter to NGO, he shares his current 
thoughts on the industry.

April 29, 1998 

Always outspoken, 4Play's Scott Le Grand has been one of the more vocal 
developers on such past topics as OpenGL vs DirectX and Atari's 
mismanagement of the Jaguar, among others. Recently Le Grand wrote in to 
Next Generation Online with his thoughts on the current state of Nintendo, 
Sony, and those of the upcoming consoles. Finding them quite insightful, we 
figured we'd share them with our readers 

It's nice to see that sometimes one actually can predict the future. Back 
when Nintendo originally announced the "dream team" of developers for the 
Nintendo 64, anyone I knew with more than a year's programming experience 
proclaimed it the most incestuous pack of middle-level mediocrity that the 
industry had ever seen. Then came the absurd exclusivity required of anyone
who wasn't Williams or LucasArts, and then after a long delay, came the 
crappy games and the hits just keep not coming. Hello, McFly?

Sure, compared to the Atari Jaguar, the N64 is a raging success. It even 
annihilated the 3DO and it made mincemeat out of the CDI. Wow, I'm so 
impressed. And now comes the news that they've alienated their technology 
partners and the "Discontinued in America" Sega Saturn outsold them in 
Japan. I'm laughing at the superior intellect.

A year in the valley has taught me that all these companies are arrogant 
and they all mismanage, it's just a question of degree. Just look at what a 
killer position 3Dfx was in a year ago and now they're fighting for their 
lives just like everyone else. Ever see Massacre at Central High or 
Heathers? It doesn't matter who's on top of the food chain, the mere state 
of being there will turn them into jerks until someone knocks their block 

Meanwhile, everyone's favorite Colin is dissing on the upcoming Project X, 
decrying it as all business model and no technology. Take a look around you 
my friend and look at the winners. It's the games, stupid, and Nintendo 
didn't deliver them (but they sure whupped that Atari Jaguar! Yee haw!), 
coffin closed (ding dong the wicked witch is dead!). 

The aptly named X is a big unknown. Yak's demos make it clear that it's 
quite powerful in the right hands (so was the Jaguar, whee!), but no one 
has demonstrated a killer app on the thing yet nor have we gotten the scoop 
on this mother of all business models. Still, it's gotta be more exciting 
than yet another venue for a Microsoft OS (gag me). 

X and the Katana will rise or fall on the quality of the software 
regardless of whether they are light years ahead or parsecs behind. 
Technology is irrelevant, whiny developers are irrelevant, you will be 
assimilated (and pray you get a good options package before you sign on). 
I'd continue this rant, but I think it's time for my daily round of 
Minesweeper. Love that gameplay, hope that X and Katana provide some. I 
just hate the way my disposable income keeps piling up in bank accounts and 
mutual funds these days.

Scott Le Grand

//// News Flash: Jag not 64-bit!

Subject:      Videotopia excludes the Jaguar 
From:         robot2084@aol.com (Robot2084)
Date:         1998/06/08
Newsgroups:   rec.games.video.atari

The traveling exhibit whose purpose is the preservation of video games as 
they relate to gaming and computer history is on tour now in Tampa, FL.  I 
eagerly awaited its arrival to FL so I could finally play all the arcade 
games (some rare) that I played as a kid. (I am now an avid arcade machine 
and console collector).

The exhibit is phenomenal.  They have every Atari vector game ever on 
display (Lunar Lander was down, but I was taken in the back to see it).

The president of the Electronics Conservancy, Keith Feinstein happened to 
be on hand and we had some extended conversations (sparked by his 
overhearing that I own a very rare Vectorbeam machine called Speed Freak--
he took me in the back to see his, which was not working).

One topic of the conversation which is relevant to this message board is 
the exclusion of the Atari Jaguar from the Home Video Game exhibit.  The 
PSX, Saturn, N64, Virt boy, 3DO, Odyssey, 2600, Pong, Lynx, Vectrex, etc 
etc were all on display.  But no Jag.  I politely inquired.

His answer was short and curt, "Why?"

I said, "Because it was the first 64 bit system."

He said, "It wasn't 64 bit."

I smiled and contemplated telling him to Do the Math. :)

He went on to say that it had two 32-bit processors and blah blah blah.

I told him, "I didn't say 'It was the first 64-bit processor.'  I said 'The 
first 64-bit system.'  The first machine to incorporate 64 bits of 
processing power into a console."

He said, "No it doesn't work that way." And continued into a long-winded 
overly technical explanation that I couldn't compete with.  (I am no 
techie.  I majored in Zoology :)

I told him the Jag was released in late 93 and competed with the SNES and 
Genesis and did things they couldn't dream of.  Whether or not the hardware 
was designed to fully utilize certain processors and what not is 
irrelevant.  It made a leap in console game systems.

He said it competed with the 3DO and was not up to its capabilities.

I said the Jag cost 249 and the 3DO cost 699.  Two different ballparks.

The bottom line is nothing got resolved and the Jag looks to be left off 
the console display forever.

I would like anyone here who thinks they have more to offer Keith than I 
did to politely email him with a convincing reason as to why the Jaguar 
should be included in the display.

PLEASE be polite.  Keith is an extremely nice man and anyone who loves 
video games should be thanking him for his efforts in conserving and 
educating the public in videogames and how they influenced popular culture 
and personal computing as we now know it.

And the exhibit has a HUGE Atari section which confirms the fact that Atari 
overwhelmed and dominated the arcades for many years.  Almost every Atari 
console is there also.  So any Anti-Atari conspiracy theories should be 
abandoned.  (Anti-Jag theories are welcome:)

His email is Keith@videotopia.com

The webpage is videotopia.com

Like I said, please don't be rude and belligerent.  That will certainly 
accomplish nothing.

Anyone who has an opportunity to visit this exhibit....it is the closest 
thing I have ever found to a time machine.  Awesome!


Jason W Cody

PS..those of you who remember my Tempest 2000 arcade machine project.  Hold 
on tight.  It is close.  I am designing the marquee and will be asking 
opinions in another post.  :)

J.W. Cody----Robot2084@aol.com---VAPS Member--FLORIDA


   ||  BattleSphere News
   ||  By: Doug Engel and Stephanie Wukovitz
\__//  thunderbird@sprynet.com, sebab@melodix.com

//// BattleSphere Update

[from Doug Engel's Thunderbird's Garage home page (http://home.sprynet.com/

//// 2/15/98

Okay... so there hasn't been an update for some time. So sue me... What the 
heck have those losers at ForePleigh been doing with YOUR BattleSphere all 
these past weeks? Well, we have been finishing it up. We have discovered 
TONS of little annoying bugs, and repaired them all. I can't begin to 
explain how difficult it is for a small team like ours to test a program of 
this size ourselves. Last count has 358,000+ lines of code and that was a 
couple of weeks ago. This project is immense. 

Anyhow, the bugs we're finding now are of the 'non-fatal-but-imperfect' 
type. Nothing here is going to ruin anyone's great run at the high-score 
with an unexpected crash. The kind of thing we're talking about are bugs 
like the way the music would glitch if you reset the game, or some menu 
screens having text off-center, or one controller setting not being saved, 
or the ship type menu option in one play level referring to the wrong type. 

Unfortunately, 4Play is jam-packed with all sorts of perfectionist types 
(we could make 10 CD's out of all the music tracks Steph has wrote and 
discarded or left on the cutting room floor) and so we really can't stand 
these glitches. 

The upside of this is that the extra time has also given us the opportunity 
to add a couple of extra easter-eggs and some clever touches and redone 
graphics. We think we have more easter eggs than any game on the market. 

The only things remaining now number very few. First, we have to get all 
the music finished. After that, we need to see how much ROM is left over 
and potentially add a few more sound samples to fill the ROM. I discovered 
a few more things I want to change aesthetically, but those can be fixed in 
a few hours. Beyond that, it's a simple matter of writing a manual. 


In the Immortal Words of 'Gold Leader': "Almost there... Almost there..." 

//// BattleSphere Brief

[by Stephanie Wukovitz, from JI2.]

//// 6/7/98

4Play West is moving to Santa Cruz and has been making 2 or 3 round trips 
daily from San Jose for the past 2 days. (And um Doug, it's a bit different 
when you have to move furniture as well). Scoph and Steff's new house is an  
incredible mansion which they are currently painting black with touches of 
red clawmarks and yellow eyes. The jacuzzi's broken for the time being, but 
the dungeon and moat are in fine shape.

Doug got hit by lightning or something and has acquired telekinetic powers 
but also lost his computer in the same incident. He was last seen cursing 
Zeus while flying through the air wearing a toga emblazoned with the 
Project X logo (which does not in any way resemble the Nutrasweet or 
Cinnabon ones).

Tom has not been in contact for weeks but we did hear that his attempt to 
be the first human in geostationary orbit without a spacesuit was entirely 
successful, and that he's now off to find the giant gasbags on Jupiter...


   ||  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 (http://www.magicnet.net/~yak/zoo.html).  Check it out, and see what 
else Jeff has yakked up lately.]

//// 23 March 1998

Hey, it's been awhile. Actually it's been awhile since I have really hung 
out online in any form just recently. At first I was just busy, the usual 
stuff. Just recently though I have had some lame glandular infection which 
is on the way out now but which has had me feeling a little wiped out for a 
couple of weeks, so I haven't felt much energy to do much non-work stuff. 
Also, and probably a greater contributory factor to my not-onlineness, I 
have been going through the throes of eschewing burning cylindrical 
objects. Overcoming the craving for the drug that the cylindrical objects 
impart really isn't too bad. The hardest part lies in overcoming the habits 
which would usually cause me to reach for the cylinders, and I habitually 
used to consume many cylinders whilst relaxing at the PC, either online or 
updating my stuff. So I have stayed away from such activities whilst I get 
the worst part of the withdrawal process over with. Now, two weeks into the 
process, I am sufficiently confident that I will continue to not burn and 
inhale things, that I can resume my old activities, just without cylinders. 
I have already proven to my own satisfaction that I can eat curry without 
cylinders, and drink beer without cylinders, and that I do not necessarily 
need to have a cylinder after I've finished a particularly satisfying go on 
a videogame, so I figure I am safe to resume my usual leisure modes at the 

It'll be good not to get so much ash down the keyboard, anyway.

In the meanwhile, I have been getting on with my usual stuff on the new 
system - basically implementing the system which makes it really easy to 
have lots of interesting parameters varying rhythmically all over the 
place, just the kind of thing that's handy if you happen to have an 
interest in lightsynth kinda thangs :-). In my leisure time, I have been 
relaxing with MAME 0.30, of course; although I should warn you that a 
proper addiction to Star Wars will knacker your mouse. The ball gets dirty, 
of course, but that's OK, you just clean it. But I have found that the 
continual thrashing of the mouse buttons to fire the laser completely 
buggers 'em up. My left mouse button can no longer reliably do a single 
click. It frequently double-clicks unintentionally, which means that 
sometimes you go to move a window, and it fulls itself instead. This leads, 
as you can imagine, to frequent cursing.

I should install a swear-box. It'd pay for my weekly curry, for sure :-)

Oh yeah... brag mode on... 

[picture of Yak's pinball room --Ed.]

Hehe... that's my pinball room, which as you can see now contains a stool 
shaped like a sheep, a yak on wheels, and an actual pinball machine, which 
I have found to be most useful as a displacement activity at times when I 
feel an overwhelming urge for a burning cylindrical object. It certainly 
helps that the pinball is an excellent game, with much fun to be had with 
the Borg Multi-Ball, the little guns that you can fire the ball at targets 
with, and the wealth of interesting objectives to achieve. Mucho coolness.

Mind you, they are bloody heavy, pintables. When I ordered mine, I was 
under the distinct impression was that it was going to be delivered by a 
couple of guys who would get it into the house and set it up for me. In 
reality, what happened was that one guy who knew nothing at all about 
pinball showed up at my place with the table in a van (and at 8:30 in the 
morning, to boot. Why is it whenever I have stuff delivered it's always at 
some totally ungodly hour? 8:30 in the morning! Who the smeg gets up at 
that time?)... anyway, basically me and him had to horse this huge object 
out of the van and into my gaff, at which point I found out that pinball 
tables weigh precisely 16.7 million tons. I just about managed to avoid 
activating herniated mode, and eventually we got the thing indoors, which 
was cool, and a relief to a not-particularly buff geek like myself. (Note 
for my UK readers: "buff" is an Americanism for "the state that you get 
into when you go to the gym and lift weights". It's one of those words 
which sounds extremely weird the first time you hear it in an American 
context. To a true Brit, of course, "buff" has connotations of "in the 
buff", i.e., starkers. So, when an Englishman hears that an American bloke 
likes to go to the gym three times a week to get "buff", he naturally 
thinks that there must be some pretty strange gyms in the USA. But, as 
ever, I digress).

So, we got the table in the house (barely), and far from hanging around to 
help me set it up, the delivery guy buggered off in short order. At this 
stage the table still had no legs on and was far from being operational. 
Eventually I had to call a mate over to help me finish setup, and then 
bugger around for hours actually trying to get it to work. Eventually got 
it sorted, though, but I can tell you the bloody thing's not moving from 
the spot it currently occupies! 

Of course, now there is this suggestive gap just the other side of the 
pinball table, which I happen to think is exactly the correct shape to get 
filled by a nice, big, coin-op Robotron machine.... hehe.....

You may also be wondering why I haven't yet posted a nice picture of me 
reunited with Flossie yet. The reason for that is that she still isn't 
home! You would not believe the hassle I have had trying to get the fencing 
done on my back field... the first guy came up on the 7th December, walked 
around the field a bit, and left, telling me he would be back with an 
estimate in a few days. I have never seen him again.

The second guy didn't even get so far as coming up. It was arranged on the 
phone that he would definitely, for sure, come up at 4pm on a particular 
Tuesday. Of course he did no such thing, in fact turning up several 
Thursdays later, whilst the third guy was actually here doing the job.

Yeah, I did get a third guy, and he was actually doing the job. Had, in 
fact, almost finished the job. Only a few more bits of fence, and getting 
some gates together, and I'd have my back field ready for Flossie, and my 
small middle field sorted for goats as yet unspecified. I'm pretty pleased 
with my third guy, and he's doing the job well - so what happens? The poor 
guy gets mugged. In a small seaside town in Wales, for flip's sake. That 
just should not happen. Like, he's OK, not seriously hurt, which is cool, 
but he's broken his hand, and as such is unlikely to be able to do any 
fencing. I haven't seen him for a week. I am hoping he might have a mate he 
could send in to finish off... but jeez, it's gonna be such a relief when 
it finally gets done, and I really do get to have my Flossie back again... 
it has been waay too long...

Anyway... I'm knackered. I'll upload this now and hope to do more frequent 
updates. Really. :-)

//// 4 April 1998

Well, I did promise to keep the page a bit more frequently updated. I've 
been busy, as per usual; writing more documentation than code, it seems, at 
the moment; although the stuff I'm working on at the moment is well worth 
documenting well, because hopefully a bunch of people will be able to use 
it to get stuff happening easily with X. 

Outside, spring is beginning to happen in Wales. This involves certain 
floral entities emerging, my grass looking like it is going to need mowing 
soon, and a fairly large amount of descending moistness. Happily, the 
fencing I mentioned last time is now actually finished, so it remains only 
for me to arrange for the physical transportation of the Prettiest Sheep in 
the World and she will be back home at last. Expect pictures in the next 
update :-)

In my spare moments, when not pondering the mysteries of X, I have been 
relaxing as usual with the latest releases of the emulators; it's been a 
while since there was a new MAME, but there are still goodies such as 
System16 and Callus to keep one occupied until v0.31 comes out. Callus in 
particular is a fine example of the emulator coder's art, running many 
fairly recent games at full speed on my trusty Penty 300 (which I am 
saddened to see is no longer state of the art, being as Dell are now 
offering a Penty 333... hehe... oh well, I knew that day would come... in a 
few months my system will be entry-level :-)).

Not really much to report new over the last two weeks, really - nothing 
earth-shattering has occurred here. I have had a run of good luck recently 
though - a couple of weeks ago, when Wales played Ireland at rugby, all and 
sundry from the village around here, myself included, buggered off down the 
pub to watch the game. Someone was keeping book, and despite knowing next 
to bugger-all about the finer points of rugby, I had a bet, more or less 
just by guessing and hoping that Wales would win. I won a tenner, which was 
cool, as it paid for a large steak and a few more beers. Then, the 
following weekend, I won the pub's Lottery Bonus Ball sweepstakes, which 
was on a double rollover, and won 100 quid! Hehe... the Milky Bars were on 
me that night :-)

There's more rugby again this weekend, tomorrow in fact, and I am going to 
the pub with a video projector and an 8x6 screen to display the match on. 
It should be a good laugh, and I'll take down the Nintendo so that everyone 
can play large-screen videogames after the match - but I fully expect to 
lose my bet this time, nobody can be jammy enough to win 3 weekends on the 

So what else is new?... ummm, my best score on the pinball is 1.9 billion, 
which I know isn't a huge amount yet, but I haven't had any really mega 
sessions on the table yet, I am still in the familiarisation stage; many 
thanks to everyone who wrote to me about ST:TNG. Oh, and speaking of 
email... generally, I get quite a bit of email from people who come across 
my page, and it's always good to hear from people who have enjoyed either 
the page, or the games I've made over the years, or both, or who just want 
to say hi. It cheers me up to read such mail, and although I can't hope to 
respond personally to every single piece that I get, I do try to get back 
to as many as I can, given my other commitments. However, last week, I had 
some eejit depositing unsolicited, unprovoked and abusive email in my box 
for no apparent reason. I remember a few years ago, when I was living in 
the US, there was a guy who maintained an excellent, and amusing site 
called the Highway 17 Hall of Shame, where he would depict and humiliate 
those drivers he encountered in his morning commute who were obviously 
driving in an asinine manner. Now I deplore the old "Information 
Superhighway" metaphor as much as the next man, but sometimes I do get the 
feeling that there are certain individuals who ought to have to get a 
"driving license" before being allowed anywhere near a network access 
point, and my friend the abusive emailer is definitely one of these, as a 
little research into his behaviour elsewhere on the Net soon revealed. 
Unfortunately I don't have a picture of his ugly mug to display in my Hall 
of Shame, but I thought at least I could dig up a few good samples of his 
abject stupidity for everyone to have a good laugh at. Therefore, I have 
made him my Wanker of the Week. Feel free to follow the link if you want a 
good snigger at his expense; I do enjoy extracting the urine out of the 
willfully stupid; but do be warned, there's quite a bit of bad language down 
there. All his, I hasten to add.

Well, that's all for now - I have to go down the cashpoint before I go to 
the pub, or I won't have any money for my beer. I was thinking about a 
curry too, but my ring is still twitching from the Tindaloo I had the other 
night. I think I'll give my poor old chocolate starfish a bit of a break.

//// 5 May 1998

Bloody hell, I have to admit I have been crap at being on the Internet 
recently. At least in any kind of interactive mode, that is; I have of 
course done sufficient online time to have downloaded the new release of 
MAME and a fat stack of ROM images for it, but I have hardly bothered with 
email at all in the last few weeks and didn't update here for a month. At 
least part of the reason is the following:

[picture of really cute puppy here --Ed.]

This tiny entity is one of the new arrivals at the Yakly abode, and at the 
time the pic was taken she was just 5.5 weeks old (note the floppy disk for 
scale). She is by now a fair bit larger at 9 weeks, and subsequently is 
getting more energetic and demanding than this picture seems to imply. 
Every now and again I get a severe barking at (well, more of a yapping-at 
at the moment) and I have to go outside to play football or Chuck the Ball-
and-Sock (the Ball-and-Sock is a dog toy of my own devising, being a rubber 
ball with a bell in it, down the end of one of my old socks. The 
microcarnivore prefers this device by at least an order of magnitude to any 
of the off-the-shelf doggie toys with which I have provided her in a vain 
effort to get her to chew things other than Those Which Must Not Be 

This entity is named Vindy. Vindy Lou, I suppose the full name would be :-)

Vindy's a Border Collie, which is the default ungulate-herding carnivore of 
choice around these parts; both her parents are working farm dogs. You 
wouldn't have known it, though, for today, she took one look at the other 
new arrival, who got here this afternoon, and fled at high velocity back 
into the Pinball Room. The other new entity looks like this:

[picture of a goat --Ed.]

As you can see, a very goaty-looking entity. If you look at this creature, 
you definitely think "goat". This is Alastair, the neutered male goat who 
has been keeping Flossie company since her other ovine companion, Molly, 
unfortunately went discorporeal last year. I would normally not be inclined 
to choose a male goat for a pet, coz they can get a bit bolshy and whiffy 
at times, but Alastair's a gent, now that he's had his bits off, and is 
neither whiffy nor aggressive. It must be cool to be able to scratch your 
back with your horns though :-)

I did mention two new arrivals and a homecoming; and it gives me a great 
deal of pleasure to be able to finally display the following image:

[picture of (sigh) Flossie --Ed.]

Yes indeed, here is the Prettiest Sheep in the World just a few minutes 
after arriving back at the Yakly gaff. Her wool is a bit dirty and she 
should probably have it removed shortly, and she is a little greyer in the 
muzzle than she used to be, but she is still undoubtedly the Ultimately 
Pulchritudinous Ovine. And she still has a taste for Digestive biscuits :-
), and enjoys being hugged. I look forward to the next drop of rain we 
have, so that once again, after way too long, I can experience... the fine 
smell of damp sheep in the morning. And I shall be buying a lot more 
Digestive biscuits from the Spar now; when I need inspiration during a 
particularly heavy bout of T3K-coding I shall be able to go out to the back 
field, feed Flossie a nice biccy and run my hands through her wool, just 
like old times. Ahhh, the joyful sound of her melodious bleating...

Speaking of T3K-coding, I have been asked to steer my development work back 
in a Tempestuous direction, with a view to perhaps having some fetching new 
goodies running in time for E3 (where I shall actually be going, as it 
turns out - if you're coming, maybe I'll cya there). This fits in really 
nicely, as it happens - a lot of the work I've just been doing is in need 
of a "real" game to apply it to, and although I knocked up a working 
version of Breakout in about half an hour (sure, not a very demanding game, 
but you can build it real quick using my system, and the bricks do break up 
into 1000 particles each when you smash them with the ball hehe), but a 
much better test will be to apply it to T3K. It also gives me a chance to 
develop some ideas I have for fancy particle system effects and a unique 
look for some of the enemies...

Bit of a stretch getting Tempest running on top of the new stuff by E3 
though - I can feel some late nighters coming on...

Oh yeah, speaking of things Tempestuous, I got a copy of Grand Theft Auto 
the other day, and I was touched to see that the designers have used my 
Pixelshatter method out of T2K for displaying the incidental scores you get 
for various acts of nastiness. Cheers, guys! The game itself is fun indeed, 
driving around large cities doing various nasty things, ripping off cars, 
squashing peds, planting bombs and generally being a menace to society. The 
soundtrack consists of a variety of styles, including a Country and Western 
spoof which contains the excellent lyric "The menfolk found their women 
scary, because they were so big and hairy". Hehehe...

The massive news on the emu scene is, of course, that MAME v0.31 is 
released, with a ton of new games now working. Highlights include Marble 
Madness, which many will recall was the definitive, Amiga showpiece game 
some years ago; Atari Tetris, the two-player version of which I remember 
kicking my mate Mark's arse at on a ferry in Greece one time; and 
Liberator, the little-known sequel to Atari's Missile Command, which has 
the missiles being launched from bases on a nicely-depicted rotating planet 
surface, attacking your ships at the corners of the screen. Many of the 
other games have been improved too, most notably all the vector games, 
which benefit greatly from some nice antialiasing routines.

Humongous though MAME is, it has yet to cover all the games that can be 
emulated, and sometimes you can find a gem or two in the form of a 
standalone emulator. One such case in point is the recent I, Robot 
emulator. This game was poorly distributed, but fondly remembered by 
everyone who played it; I had a mate who had one in his flat, so I got to 
know the game very well, and when the emulator was released, I was 
overjoyed to see the game again (and I made the day of my mate who used to 
have the machine, by emailing him the emulator too). The game is of 
historical interest as one of the first (possibly the first) polygon-based 
arcade games; it's also of interest just from a fun point of view, because 
it's a great game to play! There is no sound yet, but apart from that, the 
emu is perfect. More than perfect, in some respects - since it uses polys 
rather than bitmaps, you can do cool stuff like run it in a higher rez than 
the original, whilst retaining the exact gameplay. The author hints at 
extra additions in future releases, such as texture mapping and a higher 
framerate. Definitely a cool emulator and one to watch. I wonder if the guy 
feels like doing a STUN Runner emu too? :-)

Well, I better upload... with the short time to E3 and the stuff I must do, 
I will be more or less completely offline for the next few weeks. Yeah, you 
say, nothing new there... but I mean it this time. I may bang up another 
update if things are going well and I have time, but otherwise, expect me 
out the other side once E3 is done and I am back from the US, bleating 
gently into the furry ear of the Prettiest Sheep in the World and plying 
her with Digestive biscuits. Proper, McVities ones. None of your cheap, 
own-brand rubbish. Nothing but the best for my beloved :-)


   ||  Jaguar VoiceModem Update
   ||  By: Carl Forhan
\__//  forhan@millcomm.com

Boy, it seems that JVM owners came crawling out of the woodwork since my 
brother Pat and I announced the JVM FAQ... well, OK, that's not quite true.  
There's less than 100 of these gems, after all. But several modems have been 
sold and auctioned off in the last few weeks, and so now I present the updated 
JVM owner list for your reading pleasure: 

       1. Carl Forhan - forhan@millcomm.com
       2. Patrick Forhan - pforhan@cs.truman.edu
       3. Curt Vendel - cvendel@aol.com
       4. John Hardie - jhardie@pipeline.com
       5. Keita Iida - keita@mindspring.com
       6. Don Rogers - 72172.1412@compuserve.com
       7. Dave Stein - dstein@escape.com
       8. Mike Etler - mikeetler@aol.com
       9. Guy Dupre - guysbad@yahoo.com
      10. Ken Dupre - duprek@rpi.edu
      11. Mike Szoke - mblood@kcdata.com

Official Jaguar Voice Modem FAQ:


   ||  The Two Cybermorphs
   ||  By: Clay Halliwell
\__//  halliwee@dyess.af.mil

It recently came to my attention that there are TWO versions of Cybermorph 
floating around out there, one of which seems to be missing a few 
animations and voice samples. JEO contacted Fred Gill of Attention to 
Detail, and he had this to say:

"Yes. There are two versions! The second version was commissioned when 
CyberMorph became the pack-in game and Atari wanted to increase their margins 
- it fits inside 1Mb, hence the missing speech and animations. Not our choice, 
but we only wrote it!

"I'm very clear on why the second Rev came about - I had to do all the work 
which was around March '94. The 2Mb version was definitely shipped with the 
Jag at launch (Atari got us to fill the 2Mb because our code & data took a 
little over 1Mb). We filled it with animations mainly. In 1994 we were asked 
to generate a 1Mb version so that they could increase their margins while it 
was still the pack-in. I'm not sure you can guarantee the version by the 
purchase date - it will depend on how old the retailer/distributor's stock 

When asked how so many levels could be packed into 1Mb, Mr. Gill replied:

"The levels on Cybermorph were fractal height maps stored along with 
modifications that were made to make them playable. Most levels on Cybermorph 
were about 300-900 bytes big (including enemy placement etc). On Battlemorph 
they were about 200K. When they give you all that space you just go and use 

Based on user reports, only late-release pack-in Cybermorphs are the 1Mb 
version, as are all versions purchased separately.

These are the differences between the two Cybermorphs:

              Original Cybermorph            Cybermorph Rev.2
Title Screen  Animated morph sequence        Still shot, no animation
Copyright     1993                           1994
Skylar Talk   "Where did YOU learn to fly?"  "Where did YOU learn to fly?"
              "Portal now open."             "Portal now open."
              "Pod in trouble."              "Pod in trouble."
              "Good luck."                   "Good luck." 
              "Good work."                   "Good work."
              "Well done."                   "Well done."
              "Ouch."                        "Ouch."
              "Great shot."
              "Avoid the ground."
              "Only one more."
Endgame       Animated morph sequence        Still shot, no animation

To the best of my knowledge, this makes Cybermorph Rev.2 the only 1 Mb (or 
8-megabit) Jaguar cartridge ever released.


   ||  JagFest '98
   ||  Compiled By: Clay Halliwell
\__//  halliwee@dyess.af.mil

Remember the JagFest event that Jaguar enthusiasts across America staged 
last year? Apparently it went well enough that the organizers have decided 
to do it again this year. Sounds like it will be more of what made last 
year's JagFest great... networked games galore, weird hardware on display, 
and Jaggers of all distinctions coming together for a day of 64-bit 

//// When Is It?

August 1, 1998
9:00am to midnight (and maybe a bit longer...)

//// Where Is It?

Corfu Fire Hall
116 Main Street
Corfu, NY 14036

Kevin says, "This is a good location because it's close to the NYS thruway 
exit (48-A), is not IN the city of Buffalo, but still close enough to the 
airport (about 20-30 mins east, all on one road). Directions will be posted 
on the JagFest homepage."

The closest hotel is an Econo Lodge. Expect rooms to cost about $65 per 
night, unless Kevin can work out a group rate deal (which he will try to 
do)... then the price should go down even more from there. Here's the 
address and telephone # of the hotel: 

Econo Lodge
At Exit 48-A
Pembroke, NY 14036
(716) 599-4681

Other Attractions:
Darien Lake Theme Park and Camping Resort
9993 Alleghany Road
Darien Center, NY 14036
(716) 599-4641 (Administration)
(716) 599-2211 (Camping) 

Niagara Falls is also within driving distance from Corfu as well! 

//// Who Will Be There?

Dark Knight Games has already committed to attending, and will be bringing 
along some cool surprises. Custom controllers anyone? 

Looking to buy Jaguar games at the Fest? Well you'll have no problem doing 
so since Dentec, a Canadian-based company, has agreed to attend and sell 
their large selection of Jaguar games at the Fest. For more info, check out 
their page at http://www.dentec.com/WarehouseSale. They have great prices on
even hard-to-find games like Atari Karts, and may even start carrying the 
new Telegames titles! Score another for the JagFest!

Scott Walters, of BJL modification fame will be attending JagFest '98, and 
with him will come some BJL Jaguars at a special JagFest-only price of $99. 
So, for everyone who was a bit wary of buying a modified Jag, you can come 
check out all the games at the JagFest, and then pick one up right there on 
the spot for a lower-than-ever price!

//// How Much Is It/How Can I Help?

You can order tickets for $10 or pay $12 at the door.

With the purchase of each ticket comes a special JagFest issue of the Atari 
Zone fanzine and a set of Jaguar stickers (hopefully some surprises too). 

To purchase a ticket, e-mail Kevin Manne (kevinmanne@wycol.com) and
include your name, address and number of tickets, along with a list of 
Jaguar/Atari items you will be bringing. Things which are needed are 
Jaguars, monitors(!), CatBoxes, AirCars cartridges and (hopefully) 
BattleSphere cartridges, and other appropriate video game hardware. Feel 
free to bring classic Atari videogames too! 

If you decide to bring a monitor, make sure it is one that is CatBox 
compatible, such as the Atari SC1224/1435, or has composite inputs like the 
Commodore 1702. Here's a list of analog RGB monitors which work with the 
     Atari SC1224 
     Atari SC1435
     CBM 1084D
     CBM 1084S
     Commodore 1950
     Magnavox Pro RGB 80
     NEC Multisync Color
     NEC 3D
     Sony 1302
     Princeton Graphics Ultra

If you want to help promote JagFest, go to the JagFest homepage, grab one 
of the premade flyers there, and print some out to hang in your town.

//// Who's in Charge?

Although it's everyone's combined team effort that will pull this off, five 
very dedicated Jag owners have taken charge and are constantly discussing 
JagFest possibilities. 

Head Organizer:
Kevin Manne (kevinmanne@wycol.com)
The hotel-finding, location-setting, business-doing, hard-working, head 
organizer of this year's JagFest.

Tournament Organizer:
Dave Homenuck (daveh@netcom.ca)
Will organize all the game tournaments at JagFest. Also doubles as the 
JagFest USENET correspondent. :-) If you have any suggestions for 
tournament games, drop Dave an e-mail.

Newsletter Dispatcher:
Matt "MHz" Bruce (mhz@earthlink.net)
Has agreed to send out the JagFest newsletters via his Atari Underground e-
mail list in Chad's absence.

Web Master:
Chad Ridgeway (chadjag@geocities.com)
Maintains the JagFest website, sends out JagFest newsletters, and tries to 
act like he knows what he's talking about. Currently on hiatus.

Hardware Guy:
Guy Dupre (guysbad@yahoo.com)
Thanks to Guy, JagFest '98 will definitely have an 8-Jaguar network of 
AirCars, and Battlesphere if it's released by August 1st.

Feel free to send questions and comments to any of the individuals above.

/// Other Stuff 

Kevin says, "This year's Fest will have food! That's right. I have arranged 
for there to be plenty of food available right there for everyone's 
convenience. As for what will be served, I haven't decided yet. But it will 
most likely be something simple like burgers and dogs, unless everyone who 
is attending is vegetarian, then there will probably be a menu change :-) 

"Jaguar Underground games will be available to play... I will bring my 
modified Jag and PC so everyone can check it out. The PC will also be 
hooked up with Internet access, so everyone on the Net can stay updated. 

"Thanks to Guy Dupre, Jaguar fanatic extraordinaire, we'll be certain to 
have an 8 Jag network for the Fest, with 8 copies of AirCars, as long as 
ICD delivers before August 1st ;-). In fact, if enough other people bring 
Jags, we'll be able to have 2 8-Jag setups running simultaneously! I wonder 
what the record is?

"Guy has also agreed to bring his Scuba virtual-reality helmet (designed 
from the never-released JagVR helmet), and even to make some Jaguar t-shirt 
transfers if he has the time/capability. Go Guy!

"I'm working on getting some Jaguar games and accessories together to give out 
as door prizes, and for winners of competitions. We'll be giving away a BJL-
modded Jaguar (courtesy of Scott Walters), a subscription to the Atari Zone 
Fanzine, a Prototype Dark Knight Games Rotary Controller, games, some T-
shirts, and a Team Tap. If you'd like to contribute anything, please contact 
me (Kevin), and I'll put your name up in lights on the JagFest page :-).

"Also, I've just been informed that the Jaguar Voice Modems will be at 
JagFest! I personally can't wait to check them out. Anyone who is not going to 
be attending who has a modem and wants to play some Ultra Vortek on August 
1st, please let me know so we can set something up."

//// Where Can I Get More Information?

Official JagFest '98 Home Page

The Fandom Directory

Dentec Computer Products

Information about the Pembroke Econo Lodge

Darien Lake's Homepage

An article on the JagFest will appear soon in the Star-Gazette (a Gannett 
newspaper in Elmira, N.Y., about a two hour drive from the site of the 

Telegames has agreed to send out JagFest flyers with Jaguar orders. So 
order something from Telegames!

Also, JagFest will be listed in a magazine called "FanMan's ConFormation 
Guide", a comprehensive listing of fan conventions in the U.S. and around the 
world. Look for it in July.


   ||  Alastair Lindsay
   ||  Mini-Interview By: Wes Powell
\__//  powell@easilink.com

Here's an E-mail conversation between Alastair Lindsay from the former 
Imagitec Design (creators of some of the best tunes on the Jaguar, if not 
the best games), and our own Wes "Jagu-Dome" Powell.

[Alastair Lindsay] Hi there.

Hope you don't mind me dropping you a line, but I've just noticed your 
Tempest 2000 soundtrack page on your website, great stuff. Actually I'm one 
of the musicians that did the music for that great game and it's very 
flattering that so many people like it, even all these years later.

Tempest 2000 was actually my first game release 5 years ago, and I am still 
doing music for games, although things have changed quite a bit since then.

I also did Defender 2000, I-War, Bubsy and worked on Dino Dudes.

With regards to the voice samples, well they made me laugh, you've got most 
of them right. Bit of trivia for you - "Television is the retina of the 
mind's eye" was originally sampled from a film called Videodrome, but had 
to be redone by my good self as to avoid any copyright stuff.

[JEO] I'm very glad you dropped me a line! I've been a big fan of your 
music for a long time now and I was hoping I could get in touch with one of 
you guys. What happened to the Company?

[AL] Well, sadly Imagitec doesn't exist anymore, it was bought out by 
Gremlin Interactive a couple of years ago. One of the Imagitec musicians 
(Kevin Saville) still works there, but just seems to work on all the Actua 
Sports games, not very exciting unless you like sports games.

I now work for Psygnosis Limited in London, UK, and have been there for 
nearly 2 years now. Most things that I have done for Psygnosis are still in 
development, but I have done 4 tunes on a game called Blast Radius, which 
is out in July in Europe, not sure about the US though.

[JEO] I'll have to check those games out. Blast Radius, eh? Sounds 

[AL] It's very similar looking to Colony Wars, but much better gameplay. 

There is one last game that myself and Kevin did at Imagitec that was 
released earlier this year and that's I-War (not the same as the Jag 
version, in fact it's a totally different game), which is a space strategy 
game and has an orchestral soundtrack. The game was developed by a company 
called Particle Systems.

[JEO] Ya! I heard about that game and I was wondering how they pulled that 
off without getting sued... hehehe.

[AL] Atari allowed them to use the name I-War so there was no problem.

[JEO] Did you have a part in the Zool 2 music?

[AL] No, that was done by someone else before Imagitec became part of 

[JEO] How about Pitfall? How was it working with Jeff Minter? I would've 
loved a Defender 2000 soundtrack! Too bad Atari was heading downhill by 
that time.

[AL] I didn't work on Pitfall, it was one of the other musicians. Well, I 
never really had any contact with Jeff Minter except a few phone calls. D2K 
was originally done as CD audio music, because it was to be one of the 
first games on the Jaguar CD drive, but at the last minute Atari changed 
their minds and decided it was to be cartridge only, so it was a mad rush 
to convert all the tunes.

[JEO] Oh yeah! I've been wondering what that bonus track says... is it "Oh 
lassie" or "almighty"? I couldn't quite figure it out.

[AL] No, no, it says "Oh Massive" and the other bit says "It's a jungle, 
brother". Don't ask me why, we didn't take any of this music seriously, a 
lot of it was a piss take of the rave/dance scene that was going at the 
time, same with T2K.

[JEO] So, what kind of equipment are you using to create this great stuff?

[AL] Well, my setup is quite minimal but very flexible and powerful. I have 
a Pentium II 333mhz PC running Cubase VST, in the PC is a Korg 1212 
soundcard which is linked via ADAT optical cables to a Yamaha 02R. I have 
an Emu E4K sampler, Roland JV1080 with Vintage and Orchestral cards, a 
Yamaha AN1x Virtual Synth, Ensoniq DP/4+ effects processor, Quadraverb 2 
effects processor. The 02R is also linked to a Tascam DA88 digital 8-track 
which is used to record the separate channels ready for encoding to an AC3 
file. Software wise I use Cubase VST, as mentioned above, Sound Forge and I 
have a load of plugins for them.

[JEO] Thanks for your comments! I look forward to hearing some of the other 
work you've done. Good luck.

[AL] Bye for now.



   ||  Review: Worms
   ||  By: Clay Halliwell
\__//  halliwee@dyess.af.mil

Worms. This game of invertebrate warfare is something Jaguar owners have been 
looking forward to for a long time now. It's strangely fitting that the Jaguar 
version should be released almost two years after it was originally completed, 
and only shortly after the release of its sequel on most other platforms. But 
we Jaguarians are a patient lot, and now, thanks to Telegames, our patience 
has once again been rewarded.

//// Wuzza Worm?

Jaguar Worms is pretty much a direct port of the PC version of Worms... which 
is a bit odd, since the original Worms was written on the 68000-based Amiga. 
Due to cart space limitations, a few features of the PC version didn't make it 
to the Jag. These are noted through the rest of this review.

In any case, for those of you who have been proverbially living under the 
proverbial rock for the last couple of years, this is what Worms is all about:

Picture a two-dimensional scrolling playfield, two screens high by three 
screens wide. On this playfield draw a randomly-generated landscape, and adorn 
the landscape with trees and other objects. Finally, scatter two teams of four 
worms each on the landscape. Now take control of one of those teams and try to 
blow the crap out of the opposing team!

Combat is turn-based, and rotates automatically through each worm on each 
team. That is, worm #1 on team 1 goes, then worm #1 on team 2, then worm #2 on 
team 1, etc... This in itself introduces an interesting strategic twist, as 
expert Worms players will make note of which enemy worm plays next, and act 
accordingly. Also, as worms get whittled away from each side, individual 
worms' turns come up more often. This means that the last worm on a team gets 
to move every turn... quite a tactical advantage!

When a worm's turn arrives, it has a limited amount of time (usually 60 
seconds) in which it can slither and jump across the ground, and use one of 
the many weapons at its disposal. Firing or falling from a great height ends 
your turn.

While most games will be two-player, Worms supports up to four teams of worms 
at once. These can be any mix of human and computer-controlled opponents.

//// I Claim this Landscape in the Name of Spain!

The landscape, as previously mentioned, is randomly generated. If you ever get 
a landscape you particularly like, pause the game and it will display the code 
used to generate that landscape. You can then write it down and reenter it any 
time you like.

Landscapes are composed of the contours of the ground (which can get pretty 
wild), random objects like trees, snowmen, devils, et al, and occasionally 
bridges spanning the ever-present water at the bottom of the screen. Oh, did I 
forget to mention the mines? Every landscape is randomly sprinkled with up to 
eight proximity-triggered mines, which do a nasty chunk of damage to any worm 
foolish enough to stray near.

There are nine different landscape types you may end up playing on, and the 
differences between them aren't merely aesthetic. Each one introduces minor 
changes in the environment, which you have to deal with to play effectively.

[] Alien - Very low gravity, slippery ground.
[] Arctic - Very slippery ground.
[] Beach - Kinda average.
[] Candy - Slippery ground.
[] Desert - Rough ground.
[] Forest - Rough ground.
[] Hell - High gravity.
[] Junkyard - Kinda average.
[] Martian - Low gravity.

Junkyard is my personal least favorite landscape type, since the ground is the 
same color scheme as the mines. Ouch...

Note that the landscape shape you start out with, won't necessarily be the 
same one you end up with. As you'll see later in the weapons section, a major 
part of Worms is blasting, bombing, drilling, digging, and shooting chunks out 
of the terrain.

//// They Kill Worms, Don't They?

As stated, the goal of Worms is kill every opposing worm. Fortunately, Worms 
offers no fewer than three ways to do in the little guys.

[] Wear Them Down
Each worm starts with 100 points of health, which is worn away by various 
weapon impacts. When it's all gone, your worm waves goodbye and blows himself 

[] Drown Them
Underlying every level is a vast expanse of water. Worms can't swim, so 
knocking one into the drink will kill it instantly.

[] Kick Them Out
If a worm ever strays beyond the far left or right boundaries of the 
playfield, it's considered dead. This is something to consider when using 

The guys who wrote Worms must have been Street Fighter II fans, because at the 
top of the screen is an SF2-style health bar, complete with "KO" in the 
center. Each bar represents the total health of each team, and is a good way 
to judge how well (or how badly) you're doing.

//// Weapons 

The selection of weapons available to you in Worms is vast. From close-combat 
to long-range, there's a weapon for almost every situation. You start the game 
with access to every weapon, except the ones marked "Weapon Crate Only". 
Weapon crates are dropped every three or four turns, and may contain:

[] Cluster Bomb
[] Homing Missile
[] Teleport
[] Air Strike
[] Dynamite
[] Minigun
[] Banana Bomb
[] Exploding Sheep

Here's the part you've been waiting for, the Worms arsenal--

[] Bazooka - 50 pts (area affect)
This is your basic weapon of choice in Worms. Unlimited ammo by default and 
good damage, but hard to aim over long distances, since bazooka shots are 
affected by wind. Fire bazookas by setting an angle and firing. The longer 
you hold fire before releasing, the faster the shot.

[] Homing Missile - 50 pts (area effect)
Basically a guided bazooka shot, homing missiles take a bit of getting used 
to. When firing, you pick a target, then fire the same as a bazooka. 
They're unguided for the first half-second or so after you fire them, so 
the amount of initial velocity you give one directly affects where it will 
be when the guidance mechanism takes over. If you have a straight shot at 
your target, aim up and only give about a half-bar of charge... the missile 
will gain some altitude and then cruise straight in to its target. If the 
only way to get at your target is from above, aim straight up and give it 
full power. Depending on the wind and how far away from your target you 
are, it often helps to target the missile about a worms-width toward your 

[] Grenade - 50 pts (area effect)
Grenades have the advantage of not being affected by wind, but also don't 
explode on impact. Firing is as with the bazooka... set an angle, give it 
some power, and fire. You can vary the fuse time and bounce height as 
needed for each situation... nothing more frustrating than bouncing a 
grenade right off an enemy worm's head, only to have it explode harmlessly 
a few feet away. Caution-- don't attempt to fire grenades (or cluster 
bombs) when in a tunnel. When your worm attempts to kick the grenade 
towards its target, the grenade will become lodged in the ceiling, and 
then, well... you figure it out.

[] Cluster Bombs - 50 pts + 30 pts x 5 (area effect)
The poor-mans's airstrike, Cluster Bombs are fired just like Grenades, 
except that when they explode, they spit out 5 bomblets (for up to 150 
points of damage). These are best used to shower an area with bomblets, or 
to Instant Kill a single worm.

[] Shotgun - 25 pts x 2 (area effect)
Unique among Worms weapons, the shotgun lets you fire, move, then fire 
again. You can't use the Ninja Rope or Bungee while in the move phase, but 
you can fall any distance without ending your turn. The shotgun invites 
creative uses-- you can come out of hiding, fire, then retreat. You can 
finish off two weak but separated worms. You can blow a hole in the 
landscape, then shoot a worm into it. You can even send a mine bouncing 
toward a worm. The shotgun has a surprisingly large area effect, so be 
careful about using it in close quarters.

[] Uzi - 5 pts x 10
Kind of a disappointing weapon, the Uzi is best used on very weak worms. 
You almost never get the full 50 points of damage out of this, since each 
bullet tosses the target worm all over the place. An often-overlooked use 
of the Uzi is for tunneling. It's not as quick as the Blowtorch, but can 
easily be used to extend a tunnel without exposing your worm to the blast 
effect of Bazooka shots.

[] Fire Punch - 30 pts
Your worm punches the enemy worm for a flat 30 points of damage. The real 
use of this move though, is to toss worms off the screen or into water (or 
onto mines). The worm is tossed more up than forward, which is useful for 
getting worms over small obstacles. While punching, your worm leaps up into 
the air, penetrating any overhanging landscape... so you can use the Fire 
Punch to collect Weapon Crates. Be careful you don't punch into a mine, 
because-- a) It'll really hurt, and b) Due to an obscure bug, any other 
worms you get tossed into will take 30 points of damage, as if you had 
punched them too.

[] Dragon Ball - 30 pts
Basically the same move as the Fire Punch, this one tosses worms more 
horizontally than vertically. Unlike the Fire Punch, you can be a bit more 
than a worm-width away, since your worm actually shoots out a little blue 
fireball. This fireball can also be used to push mines a small distance.

[] Dynamite - 75 pts (area effect)
A pretty straightforward weapon. Just drop near your target (or group of 
targets), and run away! Since Dynamite falls to the ground in front of your 
worm, you can drop it off cliffs. Dynamite is also great for tossing worms 
off the screen.

[] Mine - 50 pts (area effect)
Identical to the mines that litter the landscape at the beginning of each 
round, these are only set off by proximity. So, you can use them to block 
off tunnel entrances, or (the more common use) simply drop them on enemy 
worms' heads. Since mines fall directly underneath the attacking worm, you 
can't drop them off cliffs. As with Dynamite, you have about three seconds 
to get away after dropping a mine.

[] Airstrike - 30 pts x 10 (area effect)
Whenever a round starts with two or more worms of the same team clustered 
together, you can bet this will be the first weapon used. 10 bombs rain 
down on the coordinates you select, wreaking general havoc. If you can 
muster the self-control to save your Airstrike until the end (you only get 
one by default), it's great for plastering that last, elusive enemy worm. 
Airstrikes are also nice for clearing bridges.

[] Blowtorch - 15 pts
Although it does damage to any worms it comes in contact with, this item 
doesn't really fall in the weapon category. Its main function is to tunnel 
horizontally or diagonally through the landscape. A popular tool of 
Darksiders. Won't destroy weapon crates. You can also use the Blowtorch to 
perfectly level your gunsights. Just select the Blowtorch, pick an angle 
(45, 90, or 135 degrees), then select your projectile weapon of choice. The 
Blowtorch-yielding worm digs for a set distance, or you can stop at any 
time by hitting the fire button. The Blowtorch stops automatically if 
there's nothing under the worm, so you don't have to worry about 
Blowtorching yourself out the side of a mountain and right into the water.

[] Pneumatic Drill - 15 pts
Similar to the Blowtorch, but used for digging straight down. Be careful 
you don't drill right off the bottom of the screen! If you start drilling 
right on top of an enemy worm, it's possible to drag him down in your worm-
hole with you, inflicting up to three or four 15-point hits. As with the 
blowtorch, can be stopped at any time, and won't destroy weapon crates. 
Unlike the Blowtorch, if the Drill hits air your worm will drop and 
continue drilling where it lands.

[] Teleport
Pretty self-explanatory. Pick a spot and beam there. Most often used to 
pick up Weapon Crates or get out of bad situations, but also used by 
Darksiders to hide their worms. Extremely useful in situations where one 
team only has a single worm left... just beam yourself next to the enemy 
worm who most recently moved. Another, more devious trick is to 
intentionally teleport a weak worm onto a mine near an enemy worm, 
hopefully landing your worm's corpse on him as well, for another 30 points 
of damage.

[] Ninja Rope
In the hands of a skilled practitioner, this is one of the most dangerous 
tools in the game. You simply point your crosshair and shoot out a rope 
that attempts to latch onto the first chunk of landscape it hits (it has a 
limited range, fortunately). Once latched, you can pull the rope in and 
out, swing back and forth, and release. Increasing a swing is a simple 
matter of holding left or right on the d-pad. Swings normally never take 
your worm higher than slightly above the horizontal. Momentum is simulated 
nicely, so if you're in the middle of a big swing and release, you'll go 
flying off into space. If you time it right, you can toss yourself over a 
ledge, or even swing up and over. The latter is accomplished by pushing up 
as soon the worm starts his up-swing. Although your worm will bounce off 
chunks of landscape, the rope itself has no problem passing through 
intervening junk, so you can use the rope in some pretty unlikely ways (and 
seriously piss off your opponent).

Unlike the other weapons, you can use the Ninja Rope multiple times, and 
then use a weapon in the same turn. The move timer doesn't count down while 
using the rope, but 5 seconds are knocked off every time you deploy it.

There's a well-known bug-- errr... undocumented feature of the Ninja Rope, 
known as the Indian Rope Trick. If the terrain under your worm is just 
right, facing right and pointing the rope straight down will let your worm 
rise straight into the air! Unfortunately you always fall to the left after 
this, so it's only good for moving right-to-left.

Another devious use of the Ninja Rope: When you release the rope, your worm 
may slide a bit. You can use this to slide into enemy worms and herd them 
into an attack-friendly location... or knock them off-screen or into the 
water (very risky!).

[] Bungee
A lot simpler to use than the Ninja Rope. Just select the Bungee and walk 
off any precipice-- your worm will automatically bungee-jump to within a 
few feet of the ground. You can swing back and forth, and retract the 
bungee cord a little bit, but not much. As with the Ninja Rope, you can use 
this, then attack.

[] Girders
The Darksider's favorite toy. You have a choice of long or short girders, 
which can be rotated to any multiple of 45 degrees, and dropped anywhere in 
the play area. When placed, girders simply become part of the landscape, so 
you can use them to block off tunnels, wall in enemies, shield from enemy 
shots, patch bridges, guide Sheep, provide something to swing from... or 
whatever else your devious imagination can devise.

[] Kamikaze - 30 pts impact + 50 pts explosion (area effect)
Almost never used, and tough to describe. Your worm basically flies in a 
straight line in the direction you face him, penetrating land if necessary, 
doing 30 points of damage to any worm he hits. After a certain distance, he 
stops and explodes for 50 pts of damage. If the kamikaziing worm hits a 
mine though, the kamikaze will be aborted.

[] Prod
The ultimate humiliation weapon. Does no damage, just pushes the enemy worm 
a bit. Use to shove a worm offscreen or into the water.

[] Banana Bomb - 50 pts + 75 pts x 5 (area effect)
Available only from Weapon Crates. Basically a super-duper Cluster Bomb, 
the Banana Bomb spits out 5 bananas when it explodes, each having the 
explosive force of Dynamite. The bomblets seem to scatter a bit wider than 
with the Cluster Bomb. Replaces Cluster Bomb when collected.

[] Minigun - 10 pts x 10
Available only from Weapon Crates. Exactly like the Uzi, only with more 
powerful bullets and a wider spread. Replaces Uzi when collected.

[] Exploding Sheep - 75 pts (area effect)
Available only from Weapon Crates. Unleash the Sheep in the direction 
you're facing, and it will run and jump its way along the landscape until 
you either detonate it manually, or it blows up by itself (about 15 seconds 
later). Be warned that the Sheep will sometimes turn around unexpectedly. 
Can collect weapon crates. Replaces Mine when collected.

[] Surrender
Self-explanatory, and probably used even less then Kamikaze, if such a 
thing is possible.

[] Dead Worm - 30 pts (area affect)
Not really a weapon per se, but not to be ignored. Whenever a worm runs out of 
health, it blows itself up and damages anyone nearby. On the more slippery 
landscapes, slain worms have an infuriating tendency to wind up right on top 
of the worm who killed them.

//// Graphics 

The graphics are simple, but appropriate to the game. While the PC version of 
Worms zoomed in and out while switching between worms, the Jag version simply 
pans. The instant-replay feature of the PC version is also absent. However, 
the eight-layer parallax scrolling was retained, and looks rather nice. The 
whole game runs in 256-color mode, with dithering used to simulate gradients. 
Fortunately the colors were very well selected, so it's not objectionably 

The playfield seems to have been sized as a compromise between PAL and NTSC 
resolutions. As a result, the status bar hangs partway off the bottom of the 
screen. Nothing vital is lost, but it takes a while to get used to and does 
gives the game a somewhat "not-quite-finished" look.

The worms themselves are tiny little Cannon Fodder-sized fellows, so the game 
will benefit immensely from an SVideo connection.

Occasionally small byte-sized holes will get punched in the landscape during 
scrolling, but this is fairly rare and not a major problem.

//// Sound

Sounds consist entirely of weapons fire (and effects), background music, and 
the worm talk.

Weapons effects are adequate to the cause. Each weapon has its own sound 
effect, from the "whoosh" of the bazooka to the "braaaapp" of the minigun and 
the teeth-rattling, pavement-crunching sound of the jackhammer. There's 
unfortunately only one explosion sound, a tinny, disappointing "bang".

The background music is eclectic to say the least... it's an odd combination 
of lurking musical snippets dominated by ambient sounds. Kinda reminds me of 
some of the incidental music Vangelis did for Blade Runner. Sadly, the music 
has been much simplified from the PC version (cart space again). The Hell 
level in the PC version had this fantastic, drawn-out evil laugh that cropped 
up every now and then. I was looking forward to hearing it again in the Jag 
version, but alas...

The highlight of Worms' audio repertoire is the worm talk. Worms features 
almost 50 words and phrases worth of squeaky, high-pitched work talk, which 
you'll hear throughout the game as a kind of running commentary. They scream 
"Fire!" and "Die!" when firing, "Take cover!" when a grenade lands near them, 
"Traitor" when you accidentally hit one of your own worms, "Stupid" when you 
damage yourself, and on and on...

With the diminutive character graphics, Worms relies heavily on these voices 
to establish the game's character, and succeeds with flying colors (what the 
heck is a "flying color", anyway?).

Two minor annoyances-- First, Worms' volume level is unusually low... low even 
for a Jag game. Expect to crank your volume to about double the normal level 
to get acceptably audible audio. Second, pressing "0" to disable music turns 
off ALL sound effects. This wouldn't be so bad, except Worms also flouts the 
Jaguar developer's guideline of letting you adjust volume levels while paused.

Worms' sound effects are in stereo, but the implementation is weird. Stereo 
placement isn't based on where events occur onscreen, but on where they occur 
in the full playing area.

//// Control and Other Things 

Worms was designed to be controlled with a mouse, and with this version 
absolutely no effort has been made to make the interface joypad-friendly. 
Meaning, all menus are operated by moving a mouse pointer around the screen 
and clicking. This is cumbersome, but tolerable.

Once in-game, things clear up a bit. The use of the joypad to move your worm 
around and aim is fairly intuitive. One incomprehensible omission is that 
Worms supports exactly ONE controller, no matter how many people are playing. 
So get used to handing the controller around at your Worms parties.

One of the many great little touches of Worms is that you can customize your 
team names. In every other version you can save these changes, but in the Jag 
version, not only is everything lost when you power down, everything is lost 
when you do a soft reset! That includes game options, volume settings, 
everything...  Obviously Worms is the only Jag cart without an NVRAM chip.

Speaking of game options, there are a lot of them. You can vary the supply of 
every weapon and tool in the game, set the move time, round time, number of 
rounds, starting health of your worms, number of mines on the landscape, and 
worm placing (random or grouped by team).

//// Super Happy Fun Worm

So far I've picked apart just about every aspect of Worms but the most 
important one... is it FUN?

Yes. Worms is, in my opinion, the best multiplayer game available for the 
Jaguar. The computer is decent (sometimes a little _too_ decent) competition, 
but the true fun is to be found in slaughtering your friends. The free-form 
nature of the game, combined with a surprisingly complete physics model 
guarantees that you'll be discovering novel ways to bump off worms for years 
to come. And the interactions that arise with three or more players-- the 
spontaneous creation and demolition of pacts and treaties-- only adds to the 

//// Worms Argot

As with any cult phenomenon, Worms players have developed their own unique 
vocabulary. Memorize the terms below, and you'll be able to mingle with 
veteran Wormers with ease!

Over the Shoulder Boulder - When you use a strong headwind to hook a 
bazooka shell around a ledge into an enemy worm.

Dark Side - A Dark-Side player is one who buries his worms underground, 
uses girders to block in enemy worms, names his worms after letters of the 
alphabet, and quotes Star Trek when using the teleporter.

Crevice Girl - A Dark-Sider who puts their Worms in impossible-to-reach 
locations using the Blowtorch or Teleport.

Concrete Donkey - The Concrete Donkey represents the good side of every 
Worms player. It is almost like a god, guiding and helping players who need 
it. The Concrete Donkey is not, I repeat, is NOT a live donkey that has 
been concreted over to create a pleasing lawn ornament.

The Buffalo - Well, we're not really sure how the buffalo became so evil, 
but it is, and that's all there is to it. So stay away from it or it will 
lead you to the dark side of the Dark Side... and that's very dark. 

Russian Roulette/Wheel of Fortune - Targeting a Homing Missile at an empty 
patch of sky and hoping it doesn't come down on you!

Instant Kill - The immensely pleasing act of taking a worm down from 100 
health points to 0 in a single attack.

Mine Surfing - Almost painful to watch, a worm is mine surfing when he gets 
knocked onto a mine, which knocks him onto another mine, which knocks him 
onto another mine, and so on until he either runs out of mines and dies, or 
surfs right off the screen and dies.

The Force - Is the Force strong in your worm? It is if you can hit an enemy 
worm over a screen away without even looking. Note that the Force is 
forever beyond the Dark Side.

Cluster Hatting - Landing a Cluster Bomb on a worm's head at the precise 
moment of detonation, causing all the bomblets to detonate at once. See 
"Instant Kill".

//// Final Ratings

        Title: Worms                     JagNet: No
       Design: Team 17                  Players: 1-4
 Published by: Telegames                  Media: 16 megabit cart
       Retail: $69.95              Availability: NOW - LIMITED

  A Summary of Ratings:
              "*" is a whole
              "+" is a half
               5 stars maximum

Graphics - ***    Nothing that really flexes the Jag's muscles. Nice use
                  of multi-layer parallax.  Occasional glitches.
   Audio - ****   Tons of funny sound bites, nice background music,
                  appropriate weapon sound effects. Weird use of stereo.
                  Too quiet!
 Control - ****   Simple and straightforward. Poor use of ProController.
                  Forces controller sharing in multi-player games.
Gameplay - *****  An okay single-player game, but fantastic with two or
                  more humans going at it.
 Overall - *****  A true videogaming classic.

Key to Clay's ratings
  (a wormy state of mind)

   ***** - Shai Hulud (Dune)
    **** - Thread (Dragonriders of Pern)
     *** - Those Things in Tremors (Tremors)
      ** - Slimey (Sesame Street)
       * - Dean Wormer (Animal House)


   ||  Big Code Hunting
   ||  By: Clay Halliwell
\__//  halliwee@dyess.af.mil

Longtime Jaguar fans may know that, before I raised JEO from the ashes of 
AEO and took on the mantle of --Ed, I maintained the Atari Jaguar Cheats 
and Codes list. Since then I've continued to maintain that list, a task 
which has sadly become easier and easier as time wears on and games come 
farther and fewer between.

But in those years since the Jag was first uncaged, a few codes have risen 
to near-mythic status. These are the great unrevealed codes-- the Bigfoot, 
the Yeti, the Loch Ness Monsters of the code hunter.

There follows the empty (but gradually filling) wing of my gallery of 
codes... the hall of Unknown Codes, filled with nothing but vacant 
pedestals and bare plaques, unreturned emails and shrugs of indifference. 
The hunt goes on...

//// Kasumi Ninja - Play As Demon Gyaku

This is the original, the Mother of All Unrevealed Codes. Almost 
immediately following Kasumi Ninja's release, rumors were flying that a 
code existed to allow playing as Demon Gyaku. Eventually a couple of codes 
for KN were trickled out, but the Big One, the one everyone *really* 
wanted, remained in hiding. E-mails to Ted Tahquechi, the man reputed to be 
the Keeper of the Kasumi Codes at Atari, were unfruitful. First this:

     From: Ted Tahquechi
     Sent: Tuesday, February 18, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: RE: Kasumi Ninja

     Thanks for the mail! I have gotten several requests to reveal the Gyaku
     code. I would love to do this, however, as I am no longer an Atari
     employee, it is not within my rights to release Atari confidential
     information. I am sorry.  I'm glad you enjoyed the games though.
     Thanks again.

     Ted T.
     Accolade Product Development

Then this...

     From: Ted Tahquechi
     Sent: Friday, May 23, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: RE: KN followup

     I will have to look around and see if I still have the codes. They are
     not in the forefront of my mind these days. I'll see what I can do...


And finally this...

     From: Ted Tahquechi
     Sent: Wednesday, May 20, 1998
     To: Halliwell E SrA 436TS/DOC
     Subject: RE: KN Codes


     Look, I dont mean to be rude or anything, But I dont have the codes. I
     dont work for Atari, I cant help you.

     Ted T.

Well, so much for Ted. John Skruch wasn't more helpful:

     From: John Skruch
     Sent: Wednesday, February 19, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Kasumi Ninja

     Any Kasumi Ninja codes we may or may not have might be in storage in 
     the warehouse some miles from here.

Then I turned to the software house that actually programmed Kasumi Ninja, 
HandMade Software:

     From: rob.nicholson
     Sent: Monday, October 06, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Kasumi Ninja

     Hi Clay,

     Unfortunately, I don't a) know the answer or b) have immediate access
     to the source code. Pete Wiseman was the lead programmer so he might
     remember. But (common thread here :-) Pete moved to the USA a while
     back and I don't have any contact.

     Regards, Rob.

Youch! Turn for the worse here. I tried searching Deja News for any postings by 
a Pete Wiseman, but came up empty. It was then that I started hatching wild 
schemes involving a loose-leaf notebook, an intravenous drip, and six months 
of vacation time. Fortunately it won't come to that, since while writing this 
article I decided to do another search of Deja News... and success! A Pete 
Wiseman had posted a message just the previous month, and upon contacting him 
he confirmed that he was indeed Pete "Ninja God" Wiseman. A few amicable 
emails back and forth culminated in this message:

     From: Peter Wiseman
     Sent: Tuesday, June 02, 1998
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Kasumi Pete?

     Okay, I've dug out my old source code and it appears that the following
     numbers should do the trick :

     524648 AtariCode
     743871 Micro1Code
     621544 PlyVPlyCode
     374961 GyakuCode
     931427 TestCode
     899244 Micro2Code
     637404 PortalCode

     I can't even remember how you enter them. Hope they help,

     Pete Wiseman
     (author of Solitaire City)


And so, at last, thanks to Mr. Wiseman, we can finally lay to rest the Great 
Kasumi Ninja Code Hunt. Fortunately for code hunters like me, there's more 
game out there lurking in the brush...

//// Ultra Vortek - Play as The Guardian, Play As Carbon

Do these codes really exist? Yes they do! This email from Clark Stacey at 
Beyond Games says it all:

     From: Clark Stacey
     Sent: Wednesday, October 22, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Ultra Vortek

     There IS a way to play the as Guardian, and a way to play as Carbon.
     I've seen these codes released on the net, so I know they've been
     discovered. I doubt I could find them again around here, but I know
     they've been exchanged by Vortek players.

     Clark Stacey
     Beyond Games

After I sent Mr. Stacey another email explaining that I had looked just about 
everywhere online for these codes and still hadn't found them, I got this 

     From: Clark Stacey
     Sent: Tuesday, November 04, 1997
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Ultra Vortek

     I'm sorry these didn't turn up, but the original Vortek coder doesn't
     still have these codes and they're buried in our archives somewhere.
     If they turn up, I will certainly send them to you.

     Clark Stacey
     Beyond Games

While researching this article, I sent yet another email to Mr. Stacey, and 
received this more encouraging response:

     From: Clark Stacey
     Sent: Friday, May 22, 1998
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Ultra Vortek

     Someday, when Redline is released, I'll track down the Guardian code and
     post it on Usenet.  The Carbon code was widely posted, and was at one
     time part of our FAQ.  I'd be surprised if it weren't archived on Deja
     News somewhere...

     Clark Stacey
     Beyond Games

Someone remind me when Redline Racing is finally released, okay?

//// AirCars - Any Cheats

The only thing we know for certain about the existence of AirCars cheats is 
this snippet of email forwarded to me by Carl Forhan (original author 

     Now at the End I have a little Cheat for Aircars:
     In the Title or Options-Screen type 3,5,8,5 to get
     Access to all Missions.
     In the Beta-Test-Versions this Cheat has worked.

Well, it doesn't work in the release version. However, if you type any four 
digits on the Select Starting Mission screen, the game makes a click sound. 
So this is where we would enter our cheats, if only we knew what they were. 
For the record, Tom Harker at ICD (the publisher of AirCars) almost 
certainly knows what the AirCars cheats are, or can most easily find them 
out. We're waiting, Tom...

//// Zero 5 - Invincibility, Unlock Levels

Several months ago, Matthew Gosling, lead coder of Zero 5, released codes 
for unlocking levels 1 through 3 of Zero 5, and stated that there were also 
codes to unlock the rest of the levels, plus an invincibility code. At the 
time, he felt that releasing all the codes (especially the invincibility 
code) would ruin the game for people by taking all the challenge out of it. 
But when I recently contacted Matt, he agreed that enough time had passed 
that releasing the codes probably wouldn't ruin the game for anyone. So he 
passed me the remaining codes (except invincibility, which he hasn't been 
able to find yet), and they're listed in the New Cheats and Codes section 
of this issue. Thanks Matt!

//// Double Dragon V - Play as Shadow Master

Yeah, Double Dragon V... who cares? Well, a code is a code, and the manual 
for this game lists special moves for the Shadow Master, so there must be a 
way to play as him, right? The FAQ for the SNES version of this game lists 
seven different codes, none of which work on the Jag. Williams 
Entertainment used to have a web page , but 
that seems to have been taken down. Is Williams Entertainment even in 
business anymore?

//// Super Burnout - Move to the Head of the Pack

Way back in the August '95 AEO review of Super Burnout, then-editor Travis 
Guy mentioned that there was a "Move to the Head of the Pack" cheat, in 
addition to the Punisher and Turbo Boost cheats. I contacted ye ol' Travis:

     From: Fenric
     Sent: Sunday, May 24, 1998
     To: Halliwell E SrA 436TS/DOC
     Subject: Re: Super Burnout Cheats

     Hmmm, a cheat (or a hint OF a cheat) for a game from that era would
     have came from either Don Thomas or Tal. The last I heard of Tal, he
     was at GolfWeb (I believe that was the name), and everyone knows Don's

     IIRC, that cheat wasn't published because it would lock up the game
     every so often. I guess it wouldn't matter too much now. :)

     How's things? I scan rgva only once in a blue moon. I saw that JTS
     forfeited its seat on the AMEX. Serves them right! ;-)



Don Thomas didn't know anything about the cheat, but Tal said:

     From: Tal Funke-Bilu
     Sent: Tuesday, May 26, 1998
     To: Halliwell E SrA 436TS/DOC
     Subject: RE: Super BurnOut

     Yeah, I remember there was that 3rd cheat.  I didn't remember it
     crashing the game, however, it's quite possible that it could.  The
     only problem is that I don't have the code on me, nor do I know where
     to find it...sorry.


     Tal Funke-Bilu
     Creative Producer

     GolfWeb : A SportsLine USA Subsidiary

Since it's doubtful that anyone at Atari, err... JTS, uhhh, I mean Hasbro 
knows anything about this anymore, I guess we'll have to track down one of 
the guys at Shen or Virtual Xperience. Anyone here speak German?

//// Baldies - Warps and Hidden/Bonus Levels

The official PC Baldies FAQ, available at http://www.baldies.com,
specifically mentions level warps, hidden levels, and bonus levels.
However, the instructions for accessing these don't work on the Jaguar
version. It's distinctly possible that the Jag version has no secrets to
reveal. Bummer.

//// Virtual Light Machine - External Input

My Cheats and Codes list mentions an external input mode code, but this is 
just a guess on my part. The only way we'll really know is if Jeff Minter 
ever decides to spill the beans on how to hook up external audio to the 
VLM. He's said it can be done, and that it's fairly simple. Now if only 
he'd say how.


   ||  The Big Spin
   ||  By: Don Thomas
\__//  datj@jts.net

There are different types of spins. There is the spin around the block. 
There is the spin programmers use to rotate sprites in a video game. There 
are spins on the way stories are told. There are dance spins and toys that 
spin. There is also the BIG SPIN as it applies to the evolution of the 
computer industry. 

On Wednesday, August 6, Mr. Bill Gates and Mr. Steve Jobs cooperatively 
announced that Microsoft was contributing to Apple's bottom line with a 
monetary figure of $150 million. Assuredly, there are undisclosed 
stipulations Microsoft is placing on that contemporary bail out, but Jobs 
says Microsoft wants to "own the industry". In theory, Microsoft now has 
influential control over Apple-based proprietary PCs as well as traditional 
IBM-compatible PCs. Microsoft will tell you that consumers deserve a choice 
and that they are protecting their investments in Apple-based applications 
by helping to revitalize the platform. 

It is as if the investment community does not care about the whys. They 
simply see "Microsoft" and "Apple" in the same press release and stock 
values bend up on the speculation. But, what are they speculating on? All 
they really know is that Apple's dike is being plugged by Microsoft. They 
know that Microsoft will benefit in some way by having some non-active 
share in the company. 

If we spin the world back to 1994, Wednesday, September 28 to be exact, 
there was an announced $90 million bailout Sega promised to Atari. Terms 
included Sega's acquisition of Atari shares, tentative agreements to 
exchange software titles and a forgiving of a pending lawsuit Atari had 
registered against Sega. Hmmm, what parallels exist there? Are there any? 
For $150 million, has anyone bothered to find out? 

Some answers are revealed with an understanding of motivations. There are 
two types of motivations in making business decisions; both start with "P". 
They are "Performance" and "Pride". Companies get in serious trouble when 
these motivations are not spinning together in a synchronized balance. 
These two categories can be demonstrated by looking at advertising 
decisions. There are "institutional" ads. Those are advertisements that 
promote brand awareness, but lack any sense of urgency. For instance, there 
are no prices, no sales and no limitations on the act to purchase. An ad 
that simply states "Drink Coca-Cola" is an institutional ad. Institutional 
ads fall under the category of "Pride". If you run nothing but 
institutional ads and never give consumers motivation to buy now, the 
competition storms in with a strong price/value message and steals the 

A "Performance" orientated ad is one that creates some urgency. The ad is 
strictly placed to generate a measurable profit after backing out the cost 
of manufacturing, distribution and advertising. The ad features a sale 
price or a value message or places some type of "get it now or lose" theme 
such as limited edition collectable items. Running too many performance-
orientated ads teaches the consumer to only buy the product when there is a 
deal. Companies need the "Performance" advertising to get people to often 
think about purchasing their product. A basic example is the decision to 
buy Coke or Pepsi in the grocery store. Many consumers will buy either one 
first based on price- secondly what they prefer. Personal preferences are 
statistically based on name recognition. Therefore, the institutional ads 
help to make decisions when the prices are virtually the same. 

Rather than dwell more deeply in the philosophies of business principles, 
let us look specifically at the motivations between Apple and Microsoft 
while keeping the philosophies in mind. Apple is in serious trouble. They 
have had consistent quarterly losses, write-offs and lay-offs. They are 
desperately trying to make "Performance" orientated decisions to compensate 
for the years and years of imbalance of a "pride" orientated business 
philosophy... decisions that successfully built a huge dedicated base of 
users, but failed to lure new generations of new users. Instead, novice 
purchasers were swayed by the appeal of universal compatibility offered by 
the IBM clone. Microsoft, on the other hand, is so immensely successful 
that they very well may face litigation for forming a monopoly. They do not 
have a dire need to generate quick profits, but they do have a need to make 
sure the population is pleased with them as a company and for the products 
they sell. Imagine the problems if/when Apple fails and Microsoft seems to 
be standing over them with the dagger in their hands. In the long run, it 
is healthier for Microsoft's image to show they made every effort to help 
Apple be successful. 

Not to belittle the value of $150 million, but Microsoft will not feel the 
loss. It can be compared to many of us buying a new microwave oven... we 
certainly have to juggle some finances around, but it won't come close to 
bankrupt most of us. On the flipside, $150 million is a big bite of what 
Apple needs to survive and Microsoft (Gates) knows the public views $150 
million to be a great deal more than a couple annual salaries. So why did 
Microsoft give Apple the money? 

Last evening my wife and I had an occasion to stroll the Hillsdale shopping 
mall. I always enjoy ducking into a B. Dalton when I can and I did again. 
Predictably, the magazine rack was full of cover stories of the 
Apple/Microsoft deal. If it was not a picture of Bill Gates, there was a 
headline about him or Apple. I picked up three of them... BusinessWeek, 
Newsweek and Time. Each of them is chuck full of stories that provide Gates 
and Jobs a forum to express their views. Just for fun, have any of you ever 
checked what it would cost to buy the cover of BusinessWeek, Newsweek, 
Time, every computer journal, newspaper as well as formidable exposure on 
television and radio? Assuredly, $150 million would not make a down payment 
except, perhaps, with the agency placing the exposure. The sum of $150 
million was a bargain for the measure of "Pride"-orientated exposure the 
two companies are now enjoying. 

Microsoft certainly did not deliver $150 million to Apple believing that 
Jobs already has a plan to turn things around. As of this writing, no one 
at Apple really knows who will be in charge. Jobs is making decisions now, 
but he makes it clear that he does not want to be the CEO. Jobs wants to 
remain faithful to his Pixar endeavors. He knows that the Apple problems 
are too big and he does not want to go down with the ship. On the other 
hand, Pixar is doing well and is a better career bet. Jobs does more than 
hint that facility and headcount downsizing is imminent. This should have 
been clear long ago anyway. Every business must bring expenditures to be 
below income. 

This provides us to another opportunity to spin back the hands of time. Let 
us return to Monday, July 2, 1984 and the takeover of Atari by the Jack 
Tramiel regime. At that time, Atari was losing hundreds of millions a year 
and Warner Communications was literally bleeding money and in desperate 
need to stop the crisis. Jack walked in and, almost overnight, offices and 
buildings were vacated. People left so fast that over $100,000 in unsigned 
travelers checks were left in an unlocked safe in the finance office 
according to one takeover executive. 

The casualties of personnel and real estate proved to be a key part to 
Atari's saving grace. Within a few years, Jack made Atari profitable, 
transformed it into a publicly traded company and repaid Warner for all 
outstanding debts. In the mid to late eighties, PCs and Apples still cost a 
lot of money and Tramiel's Atari found success selling a new generation of 
16/32-bit machines for a fraction of IBM-compatible investments... 
especially in Europe. But as IBM compatible prices dropped so did Atari's 
ability to be competitive and make money. All along the mass market really 
wanted 100% compatibility with office computers. When they became almost as 
affordable as Atari computers, they won the "Performance" war against any 
"Pride" that Atari's proprietary systems built with their users over the 

So now, we spin ahead again to present day. We see Apple hanging on to 
proprietary technologies just like Atari did. The are defending their niche 
markets in graphics and education just like Atari did in the music industry 
with integrated MIDI ports and with affordable desktop publishing solutions 
using Calamus or Pagestream. We know $90 million did not save Atari when 
Sega gave it to them and we know there is historical proof that companies 
that attempt to sell proprietary closed environments such as (Atari, 
Commodore, Texas Instruments, Coleco Adam, Next, etc.) to the mass markets 
ultimately fail. The consumer wants his home applications to work at the 
office. The retailer does not want to carry multiple versions of like 
software. Software developers do no like having to provide like development 
and support functions for multiple platforms. Just spin the dial in history 
and these examples appear again and again. 

Another recurring spin is that technology companies fail to look at 
historic evidence to make decisions for the future. They too often feel 
what they have is so cool that everyone will want one, regardless of price 
compatibility, trend or overall business sense. It is enough to amaze 
anyone that Apple encounters a $150 million windfall without having to 
expose a firm and conservative plan to turn things around... not just 
philosophical, but itemized actions. Actions that will expand the amount of 
Mac software exposure in retail stores. Actions that will inspire die-hard 
Apple users to give up the machines and buy new ones. Actions that attract 
new customers. Actions that attract new software developers. Actions that 
satisfy creditors. Yet again, $150 million cannot do all these things, so 
we will have to see how Jobs applies his newfound capital assets. 

By looking at the industry spin over the years, Apple's charter should be 
quite clear with or without the infusion of $150 million. They need to 
build affordable personal computers that are 100% cross compatible with the 
rest of the world. They need to cater to their established base with 
optional PC-compatible emulation cards that permit the use of Mac software. 
They need to divert their technologies to a strong software development 
plan based on a MS-Windows framework. Alternatively, they need to put 100% 
energies into a relatively small, yet focused high-end solution that will 
be out of reach to the mass market (a.k.a. Silicon Graphics). 

Steve Job's pride may prevail and insist on downsizing Apple to a model 
that he remembers in days when consumers were willing to consider 
incompatible platforms. He may downplay the corporate image of boardrooms 
and office formalities. Just like Jack Tramiel at Atari, he may not see 
that the world has spun around and has different buying trends than they 
did ten or more years ago.... that the money and power of IBM couldn't make 
OS/2 fly and that we are now a world that ultimately must have a Start icon 
in the corner of their computer screen. 

It is amusing to watch the industry spin so fast that it never slows down 
to take a look at where it has been already. 

-- by Donald A. Thomas, Jr. [datj@jts.net]


   ||  Pecking at the Scraps
   ||  By: Don Thomas
\__//  datj@jts.net

As of 5:00 PM, Friday, March 13, 1998, JTS Corporation has released a 
formal announcement regarding the recent sale of Atari properties to a 
subsidiary of Hasbro Interactive. Details of this transaction are 
accessible throughout the Internet and a compilation of these materials can 
be found under "Hot News" at http://www.L4software.com/icwhen. The JTS 
announcement comes hot-on-the-heals of the discovery of an 8-K posted on 
the web site of the Security Exchange Commission (SEC).

The news is exciting. Hasbro, a company focused on quality home 
entertainment, has acquired the rights to Atari's home-based properties, 
including patents and intellectual rights. Updates and reissues of classic 
video games is proving to be a great way to inspire new profits, and it's 
refreshing to us classics aficionados to see companies realize that fact. 
Hasbro Interactive's release of Frogger turned out to be fruitful, and they 
will be anxious to repeat that kind of success by applying the same formula 
to other titles.

There are a few other reasons that Hasbro may have happened upon the 
unusual deal that JTS placed at their doorstep. VM Labs, a small company 
that might often remind people of 3DO in their early days, is developing 
software for a new machine which is getting a veil placed over it at this 
very moment. One of VM Labs attributes is the well-known Jeff Minter who 
did spectacular remakes of Tempest and Defender on the Atari Jaguar. VM 
Labs has already demonstrated his latest work of their "Project-X". Some 
sources indicate that VM Labs was very interested in other titles Atari had 
collecting dust in their unguarded vault. VM Labs' bids to JTS Corporation 
fell short of Hasbro's ability to step forward with cash. something that 
the fledgling JTS needs very badly. Interestingly, it looks like VM Labs 
may have gotten their hands on those titles after all. Hasbro Interactive, 
many claim, is a "favored-nation" third-party developer for Project-X.

It is very likely that these companies actually do not know too much more 
about themselves than what we find out. There exists a belief that these 
companies survive based on infinite wisdom. That everything that happens is 
part of some big conspiracy. Companies like for us to believe that day-to-
day decisions are based on business models that they established for 
themselves. It is critical that investors are convinced that management 
makes decisions based on an armored plan of action. The simple truth is 
that gaming and technology companies are filled with people who are fresh 
out of school and enjoyed their computer science courses a lot more than 
their history and business management courses. Frequently, the people at 
the top are those who were at the right place at the right time. Many of 
them barely spend a full hour each week ever playing a video game. For 
instance, Leonard Tramiel was the only one of the primary four at Atari 
(Jack, Sam, Leonard and Garry) that really knew how to use a computer, much 
less program one. Jack finally had a non-Atari PC hooked up in his office 
during the final months so he could track his investments on the Internet. 
Sam has been "on-line" for a few years now, but I don't think Garry really 
uses a computer to this day. I don't think I ever saw any of them play a 
video game. If I did, it was definitely Leonard.

I don't know what your thoughts are about the Hasbro acquisition of Atari, 
but I would like to share some questions that come to my mind. I ask these 
in a rhetorical spirit because I do not know if they can be answered. The 
mainstream press was not much interested in Atari when it was worth 
$50,000,000. I doubt they'll take much notice of it with it being worth 
only $5,000,000. Until the press starts asking the questions, I doubt there 
will be much motivation to answer them. 

1. JTS acquired Atari and a number of employees. What has happened to those 
employees, specifically those assigned to the "Atari Division"?

2. Other than liquidating the material assets and inventory of Atari in a 
year and a half, what steps did JTS take to pro-actively turn that part of 
the company around?

3. ATC investors purchased stock in a company that was in the video game 
business and being led to believe that their investments would remain in 
that business. What efforts were invoked by JTS to honor the spirit of 
those investments?

4. Persons who have purchased Atari products in recent years (Lynx, Jaguar, 
etc.) have been led to believe that a responsible company would back these 
items should they ever cause damage or be in need of repair. What steps 
have been taken to offer out-of-warranty repair and parts? Which company 
has assumed those responsibilities? What steps has any involved company 
taken to inform customers about their options?

5. JTS absorbed a sizable inventory of product from Atari. What has 
happened to those goods?

6. Specifically, how were the initial funds from Atari to JTS spent? Did 
any of the money go to management bonuses? If so, how much? How big was 
that Atari accounts payable?

7.  Did Atari or JTS actually start up any new software projects after 
their merger was announced?

8. Where does mail addressed to Atari get routed? Who answers them? Are 
they returned? Are they thrown away?

Regardless of what the answers are and what new questions we ask, Hasbro 
will have no interest to revive Atari. Atari was once a very large company. 
The predators are circling and buzzards are pecking at the scraps.

It seems to me that the best way to keep classic gaming alive is to 
pressure companies such as Sony Computer Entertainment and Nintendo into 
releasing more and more retro titles. So far, there's quite a library of 
classic game reissues on the PlayStation. These are not rental titles. 
These are buy-and-keep titles. Titles that you'll want to play again and 
again. These are titles that exploit the "fun factor"; an attribute in so 
many Atari games. even the ones that were scrapped.

-- by Donald A. Thomas, Jr. [datj@jts.net]


   ||  Jaguar Trivia Challenge II: The Answers
   ||  By: Carl Forhan
\__//  forhan@millcomm.com

1. Which two games were announced on CD, but released as cartridges instead?
   Defender 2000 and Attack of the Mutant Penguins

2. What words are in the Fight For Life title song?
   "Oooh", "Yeah", "Fight", "For", and "Life"

3. Which two companies, besides Atari and Telegames, released games for both
   the Lynx and the Jaguar?
   Beyond Games and Hand Made Software

4. What's the difference between the control schemes in HoverStrike cart and
   HoverStrike CD?
   HoverStrike CD adds a keypad command for moving backwards. In the cart
   version, you have to "shift gears" into reverse.

5. What mode is enabled in Tempest 2000 once you beat the game the first time?
   Beastly Mode

6. Which Jaguar game (besides WMCJ), came with something other than the
   cartridge, overlay, and manual?
   Kasumi Ninja (the headband)

7. What was the last Jaguar game published directly by Atari?
   Fight For Life

8. Which published game(s) share the same title on both the Lynx and the
   Raiden, Checkered Flag, Blue Lightning

9. Which character in Atari Karts appeared previously in another Atari game?
   Bentley Bear (in Crystal Castles)

10. Name two unreleased Jaguar peripherals announced by Atari.
    VoiceModem, VR Headset

BONUS QUESTION: How many AirCars cartridges were manufactured with serial
numbers on the cart label?

Exactly two. Tom Harker made sure I (Carl Forhan) got the first two AirCars 
carts "off the line", and also added computer-printed serial numbers to their 
labels. It was his way of doing a little extra for me to say "thank you" for 
building the support to get AirCars published. 


   ||  Shutdown ....................... Power off, * + #, EOL, Game Over
\__//  -----------------------------------------------------------------

Buzzword Index:
     Buzzword    Occurrences
     HTTP        50
     CD          27
     Texture     11
     Bug         13
     Polygon     3
     Render      2
     Network     4

Useless Fact O' The Month: The first videogame to bear the Worms moniker was
actually "Worms?", a crude sim-life game published in the 80's by Electronic

Until the next issue of JEO, I remain,

Your Editor
Clay Halliwell


                  (This issue printed on recycled photons)


                          Launch Sequence Initiated


                        All Hail the Concrete Donkey


                   Where do you want to play Atari today?


Jaguar Explorer Online Magazine is a bilingual 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 
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No issue of Jaguar Explorer Online Magazine may be included on any 
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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. I was sad because I
had no ProController, but then I saw a man who had no Jag.


Atari, 400/800, XL/XE, 2600, ST, Mega ST, STe, Mega STe, Atari Falcon030, 
Blitter, Atari Lynx, ComLynx, Atari Panther, Atari Jaguar, AtariTel, Pong, 
and the Atari Fuji Symbol are all trademarks or registered trademarks of 
Hasbro Interactive, Inc.  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) 1998, White Space Publishers

                                    **  **
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 :: Volume 2, Issue 2        JAGUAR EXPLORER ONLINE        July 20, 1998 ::