:: Volume 2, Issue 4      JAGUAR EXPLORER ONLINE      December 18, 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     ::
 ::     Lynx Editor .................................... Carl Forhan     ::
 ::     Genie Uploader .............................. Clay Halliwell     ::
 ::     CompuServe Uploader ......................... Richard Turner     ::
 ::     America Online Uploader ....................... Lonnie Smith     ::
 ::     FidoNet Uploader ................................ Troy Cheek     ::
 ::                                                                      ::
 ::                             Contributors:                            ::
 ::                       (voluntary and otherwise)                      ::
 ::                       """""""""""""""""""""""""                      ::
 ::                Richard Turner, Jeff Minter, Doug Engel,              ::
 ::                    Fard Muhammad, Jeremy Wilburne                    ::
 ::                                                                      ::
 ::                      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/                    ::
 ::                                                                      ::

                             Table of Contents

* From the Editor ......................................... Happy New Year!

* 1998 End of Year Survey ..................... Hello? Is anyone out there?

* JEO Trivia Challenge IV: The Questions ............... Strain Your Brain.

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

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

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

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

* The Yank's Guide to Yak Speak ................................. Baaaaaah.

* State of the Lynx .............................. The Little Cat Purrs On.

* Interview: James Garvin .................................. Oh I say, OMC!

* Five Years of 64-bit Goodness .................... The Jag Turns Classic.

* Shareholder Memories ............................ First-Hand Foolishness.

* JEO Trivia Challenge IV: The Answers .............................. D'Oh!

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


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

I'm one of those people who always skips the "From the Editor" section of 
any magazine. I'm urging you not to skip this section this month though, as 
there are rather a lot of froody tidbits below. Read on!

This is so cool. When I initially took ownership of JEO (nee AEO) my target 
was four issues a year. Last year I missed that mark by one, and with the 
huge gap between the first two issues of this year, it looked like I was 
going to miss it again. But thanks to some last-minute scrambling, an 
intriguing article idea, an unexpected item, and an unusually verbose 
interview subject, JEO Volume 2, Issue 4 is a reality. Woo-hoo!

Amongst all this, I've been going through some personal upheavals. First of 
all, my email address has changed from halliwee@dyess.af.mil to earl. 
halliwell@dyess.af.mil. So be sure to update your address books! The 
second, more dire change is that I hit thirty years of age last month. Oh, 
the horror. If things keep up like this, I may have to eventually start 
acting my age... nahh!

Something else we all love (grin) had a birthday this November. The Jaguar 
hit its five-year mark. Happy semi-decade, you old cat you! Be sure to read 
Fard's tribute in this issue.

Wait, that's not all! Computer Shopper also celebrated a birthday this 
month. The December 1998 issue of Computer Shopper is their 20th 
Anniversary Issue, and to commemorate the occasion, they have a few 
"looking back"-type articles, plus a handful of "Flashback" sidebars. Guess 
how many times Atari is mentioned? Okay, time's up: There is exactly ONE 
reference to Atari in the entire 550-page issue. At least it was a positive 
one... the introduction of the Atari 800 is listed as one of the Top 20 
Events of the Last 20 Years. Such snubbing would be bad enough, but they 
take it to the point of factual errors-- In an article on portable 
computing, they cite the HP 95LX as, "a pioneer that put the then-dominant 
operating system, MS-DOS, in a pocket-size package." This unit came out in 
1991. As any diehard Atarian knows, the Atari Portfolio (which the 95LX 
highly resembles) came out in 1989, two years before the 95LX. 

Okay, enough ranting. I bet you're wondering about BattleSphere, right? 
Well, it's still not out yet. Since the completion announcement a couple of 
months ago, 4Play has gone into deep stealth mode. An inquiry by myself to 
Scott Le Grand was greeted with a terse, "Yes, I have been quiet. I cannot 
say anything more at this point." (hope you don't mind me quoting that, 
Scott!). So, something mysterious is going on over there at 4Play.

Speaking of 4Play, Stephanie Wukovitz has a new website: http://www.
stefcam.com. Yes, it's yet another webcam site. Drop by and bear witness 
to the awesome Towel Dance!

Speaking of Steph (and still speaking of 4Play), the BattleSphere 
soundtrack petition is currently towering at 158 requests! If you still 
haven't signed up, and want your very own CD of some of the best music for 
one of the best games on the Jag, drop by http://jaguar.holyoak.com/

JTS may no longer be among the living. Their web site (http://www.jtscorp. 
com) seems on the verge of going down, no-one is answering the phones, and 
their stock was taken off AMEX a few months ago. There haven't been any 
official announcements yet, but I'm betting it's only a matter of time...

For those of you wondering when VM Labs would bite the bullet and pick an 
official name for Project X... well, they went and did it. It's "NUON". You 
heard me right... "NUON". As in, "NEON but with a typo". Or, "NOUN 
misspelled". Or, "NEW-YAWN". Yech. Along with the new name comes a new 
logo, a goofy piece of work which I've been referring to as the "Nuon 
Noodle". Check out the embedded circle-and-slash "NOT" symbol embedded in 
the logo. How anyone ever approved this logo is beyond me.

The JEO website issue archive is still missing a few issues of Atari 
Explorer Online, specifically AEO 1.12, AEO 2.2, AEO News Bulletins #2 & 
#3, and possibly a few issues at the end of Volume 3 (last issue, 3.12, is 
for October). If you have any of these issues, please email JEO a copy!

Also on the JEO website, the links section now has a pointer to an aerial 
view of Atari's old HQ at 1196 Borregas Ave. Thanks to Microsoft's 
TerraServer for the image.

Battle-Girl is one of the best shoot-em-ups ever. Never heard of it? Don't 
be surprised-- this little gem of a game is a Macintosh exclusive. I was 
exposed to it a while back on a friend's system, and instantly knew that it 
would be perfect for the Jaguar. Now, I'm not normally one of those people 
that goes around whining, "Gee I wish they would port [fillintheblank] to 
the Jag!" As it turns out, the guys over at Ultra/United (the developers of 
B-G) are big Jaguar fans. In interviews, they describe Battle-Girl as a 
cross between Tempest 2000, Sinistar, Robotron, Defender, and the VLM (it 
seems to have a touch of Star Castle in it too). It's all vector-graphic 
based and runs in 256-color mode, so it would absolutely FLY on the Jag. I 
sent Ultra/United an e-mail on the possibility of porting B-G, and this is 
what they said:

     Hey Clay,

     Yeah, I'm a big Atari fan! T2K is the game that got me back
     into videogames and was most influential for battle-girl. A Jag
     port would be possible I think. The biggest issue first off is:
     do the tools compile C++? The executable is 5.6 Mb, but there's
     no sound or graphics compression(!). The music is almost 5 Mb
     itself, tho. I think JagCD redbook might be more appropriate or
     reorchestrating the MOD-type music files to contain fewer
     samples. I think the Jag could handle the graphics, but all the
     computation is floating point, so you might have to change that.

     It would still be quite a lot of work. Keep the faith!


So there you have it. And now you know why I pester James Garvin about B-G 
in his interview in this issue. Drop by the Ultra/United website (http://
www.ultra-united.com) for more info.

After I got over my initial excitement over the thought of Battle-Girl on 
the Jaguar, I realized that there are really quite a lot of cool games on 
the Mac just begging to be ported. Something that plagued the Jag 
throughout its lifespan was that the many PC ports were perceived as stale 
and outdated by the time they landed on the Jag. On the other hand, the Mac 
market offers a plethora of quality titles that are little known outside 
the Mac community. Since the Mac market is so much smaller, these Mac-only 
games tend to be written by dedicated hackers who squeeze great graphics 
AND gameplay out of their systems. Just like the better games on the Jag, 
eh? Since Mac game publishers tend to be very small companies or even just 
individuals, the process of licensing conversions is considerably 
simplified. The end result is a proven game concept, ported with little 
legal overhead, that seems brand-new to most gamers. Atari may have missed 
the boat on this conversion cornucopia, but it's not too late for the Jag's 
burgeoning second childhood. Amateur Jag developers, start checking out 
those Mac game sites!

Joachim Vance, JEO's stalwart mailing list maintainer, seems to have 
dropped off the face of the earth. So, sadly, you will no longer be able to 
have fresh copies of JEO delivered direct to your mailbox. Joachim, I will 
avenge you!

Included in the ZIPped edition of this issue is an image of the NUON 
Noodle, a thumbnail screenshot from Battle-Girl (lots of full-rez 
screenshots at the Ultra/United site), and a friendly holiday warning from 


   ||  1998 End of Year Survey
   ||  By: Clay Halliwell
\__//  earl.halliwell@dyess.af.mil

What's this? Not another survey! Okay, originally this survey only had one 
question-- "Do you read JEO?". I basically wanted to know how many people 
out there were benefiting from the dozens of hours of work that I put into 
each issue of Jaguar Explorer Online. But then I figured, if I'm going to 
trouble people to send an entire email message, I may as well take 
advantage of the opportunity to do a little intelligence-gathering on the 
behalf of the Jaguar community.

So, if you're reading this, PLEASE take the two minutes or so to respond to 
the questions below. If there's a question you don't know the answer to (or 
don't care to answer), feel free to skip it. If you know a Jaguar-owning 
friend without e-mail access, submit a survey for him too.

Send responses to "earl.halliwell@dyess.af.mil", with the subject "JEO 
SURVEY". Results will be tallied and published in the next issue of JEO.

(paste survey into your email message, then fill in the answers)


1. What is your age?

2. What is your gender?

3. Do you still play your Jaguar?

4. Is the Jaguar your primary game console?

5. Do you own the Jaguar CD attachment?

6. How many Jag cartridges do you own (approximately is okay)?

7. How many Jag CDs do you own (soundtracks don't count)?

8. How many of the post-Atari Telegames releases have you bought?

9. What is the most you would be willing to pay for a new Jaguar
   game (in US dollars; round to nearest 10)?

10. Would you be willing to modify your Jaguar in some way (or
    have it modified) to play new, user-written games?

11. What are your absolute favorite Jaguar games (three max)?

12. How long have you owned your Jaguar?

13. Were you an Atari enthusiast before getting your Jag?

14. What JEO sections do you like most?

15. What JEO sections do you like least?

16. What would you like to see JEO do to be even better?

17. What ONE game on any other platform (PC or console) would you
    like to see ported to the Jag? Try to pick something the Jag
    could do well.

Thanks for participating in the survey!


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

1. What was the name of the unreleased device that would allow a 2600
   player to "control games with his mind"?

2. What is the most recent copyright year of any 7800 game?

3. What games have versions that exist on the 2600, 5200, 7800, and Lynx?

4. An official Atari 7800 light gun was never released, but what light
   gun was fully compatible with the 7800?

5. Name the only light gun game for the 2600.

6. Name the companies that published both 2600 games and board games.

7. Name a CD that contains a game playable on an Atari home console-
   based system *besides* the Jaguar CD unit.

8. Complete this phrase from an Atari ad: "Lynx Eats _____ Lunch."

9. What was the unreleased 32-bit console in development at Atari?

10. What was the "ticker symbol" used by Atari in the stock market prior
    to the merger with JTS?

BONUS QUESTION: Name three games for any Atari cartridge-based console
that included entire, separate *games* as easter eggs.  Identify the
easter egg games as well.


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

//// 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)

//// 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 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 (earl.halliwell@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
" " """""                             """   """""""""            """""""""
n C Assassin, The                     1999  OMC Games            OMC Games
    BattleSphere                      1999  4Play                4Play
  J Bong+ 1999                         ?    Just Claws Software
?   Deathwatch                         ?    Data Design
  J Gorf 2000                          ?    Krunch Software
?   Hyper Force                        ?    C-West
  J Jagmania (PacMania clone)          ?    Matthias Domin
  J Jagmarble (Marble Madness clone)   ?    Matthias Domin
  J JagTris (Tetris clone)             ?    Bastian Schick
n J Legion Force                       ?    Force Design
  J Painter                            ?    Sinister
    Protector                         1999  Carl Forhan/Bethesda
?   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     Team 17              Telegames
  Zero 5                              7     Caspian Software     Telegames
  Zool 2                              7     Gremlin Graphics     Atari
  Zoop                                6     Viacom               Atari

Total Carts     51
Total CDs       14 (counting VLM)
Total Combined  65

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/Firmware 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
Jaguar System Test Cartridge   Atari
Composite Cable                Atari
S-Video Cable                  Atari
Stereo Audio Interface (proto) Atari
VoiceModem (proto)             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 1.3

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 - UPDATED
Mail   2021 The Alameda, Suite 290
       San Jose, CA 95126-1127
Voice  408-243-6950
Email  bestelec@concentric.net
Web    http://www.best-electronics-ca.com

//// 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

//// Multimedia 1.0 - NEW
Mail   18 Saint Mark's Place
       New York City, NY 10003
Voice  212-539-1039
Fax    212-539-1645
Email  sales@multimedia1.com
Web    http://www.multimedia1.com

//// 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

//// 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

//// The Video Games Source - NEW
Mail   Salzbruecker Str. 36
       21335 Lueneburg - Germany
Orders +(49) 4131-406278
Fax    +(49) 4131-406278
Email  sales@atarihq.de
Web    http://www.atarihq.de

//// Announcements and Press Releases

//// New Jag Games

James Garvin

Sandro Sarang



AUSTIN, TX, October 21, 1998 -- OMC Games Division announced that they will 
begin production of "The Assassin", which was previously to be released on 
the Atari 8-bit, for the Atari Jaguar CD game console. With the upgrade in 
hardware, "The Assassin" will allow for more spectacular effects and a 
higher level of graphical and audio intensity.

With James Garvin moving to Japan, unforeseen problems arose in the 
development of the Atari 8-bit version. "I was having some major 
difficulties getting the antiquated RF system of the Atari 8-bit to work 
with Japanese coaxial connections as well as technical problems that 
resulted during my travels from the U.S. Needless to say, I had to make 
some difficult decisions," stated James Garvin, owner of OMC Games 

Though, the change in platforms has not extinguished efforts to bring to 
life an Atari 8-bit version. "There will be an Atari 8-bit version, but it 
will most likely have to wait until I get back to the States."

"The Assassin" is the prequel to "Orb Of Bengazi" which is based on the 
upcoming futuristic cyberpunk world of "Blood City", a role playing system 
to also be released 3rd Quarter 1999. This action/RPG features Chicago 
detective, Michael Steele, as he searches for the murders of his brother, 
but what he finds is a tangled web of intrigue and death which takes him 
all over the world. For those looking forward to "Orb Of Bengazi", this 
game should not be missed.

"The Assassin" will be released under the Hellified Games label of OMC, 
with the project headed by James Garvin, and music composed by up-and-
coming musician, Arthur Lauritsen. OMC Publishing is also planning to 
release a soundtrack sometime around the release of the game. More news and 
screenshots will become available over the next couple of months.

OMC Games Division is a sole proprietorship based in Austin, Texas and 
publisher of HieroGraphix Game Journal. Other game titles under development 
include "Age Of Darkness" and "Orb Of Bengazi".

1998 OMC Games Div.

//// Doom Revisited

[from the Jaguar's Domain web site http://www.millcomm.com/~forhan/

Group Game Project
UPDATE: The mailing list may be found at www.onelist.com. The list name
is 'jaguar'. 

Proposal for a Group Game: 

[] Based on Jaguar Doom source code obtained by Carl Forhan from id
   Software under license. 

[] Possibility of licensing an official Doom sequel from id Software,
   but may be easier (from a licensing/publishing perspective) to use
   source combined with new graphics, audio, and levels. 

[] Work items (in order of priority): 
   1. Fix networking
   2. Develop game theme
   3. Create new levels
   4. Improve code performance
   5. Add new code for new AI, traps, switches, etc.
   6. Create new graphics (enemies, weapons, textures, backgrounds etc.)
   7. Create new audio
   8. Double screen resolution
   9. Anything else 

[] Work will be done on a volunteer basis. However, approved contributors
   should expect to receive a discount on the final product. 

[] Communication will be in the form of a mailing list and perhaps a
   web page. All contributors who are approved into the project shall
   keep all project-related information confidential, as with any non-
   disclosure agreement. No sense in spoiling the game for everybody
   or dragging private matters into the public eye. Failure to respect
   this may result in the person's removal from the project. 

[] Please do not bother id Software. If this project is taken to
   completion, we will have the opportunity to properly thank them at
   that time for their help. If it doesn't make it, then there's no
   point in bothering them now. 

[] Development will be done using the original PC Doom only, to ensure
   eventual compatibility with the Jaguar version. DeeP97 is the preferred
   Doom editor; a group order for this product will be placed soon. 

[] Team opportunities:
   Level Team - Create entirely new levels consistent with the theme.
   Music Team - Create multiple-voice compositions, MIDI and MOD formats.
   Audio Team - Create/obtain royalty-free audio samples in WAV format.
   Graphics Team - Create/obtain royalty-free graphics and animations.
   Code Team - Fix networking, enhance game engine, new AI, powerups, etc.
   Test Team - Test game betas. Appropriate Jag hardware required.
   Web Team - Maintain web pages. Provide outlet for progress reports,
      sample graphics/audio, etc.

Note that there will likely be a Team Leader for each team (if enough 
people are involved to warrant such a position) who will be responsible for 
integrating all the various pieces from their team together in a coherent 

[] Project Leader: Carl Forhan will be the Project Leader for this
   effort. He may be reached at forhan@millcomm.com or on the web at:

[] Proposed theme: Breeders universe as created and copyrighted by
   Carl Forhan. In a nutshell, it's a Terran marines vs. intelligent
   bugs set in deep space in a territorial conflict. More details on
   the Breeders universe to follow, but for now, refer to following URL:

[] Parting thoughts:

We all know there's very little money to be had in a new Jaguar game; 
that's why I won't even pretend to have the ability to pay people to 
participate. However, this is also a great opportunity to build on one of 
the Jag's finest games and keep the console alive for another year or more. 
This project would also allow people to get some experience working on a 
console game without having to be responsible for everything in the game. 


Carl Forhan

//// If Atari Was Still Around, They'd Sue!


Listing: OTC Electronic Bulletin Board
Symbol: JAGG 


Vancouver, B.C. April 8, 1998 - Jaguar Gaming Corporation (OTC - JAGG) is 
pleased to announce it has completed its corporate reorganization plan. The 
plan includes a name change to Jaguar Gaming Corporation, a consolidation 
on a 5 for 1 basis of the Company stock, a 504 filing and the appointment 
of Douglas Waugh, Robert Sim, Jon Hafezi and Malcolm Burke to the Board of 
Directors. Mr. Waugh and Mr. Sim bring numerous years of gaming industry 
experience to the Company, including ownership of International Gaming 
Consultants as well as their association with Thunderbird Gaming Inc. Mr. 
Hafezi, founder of Pars Gaming International, has extensive background in 
developing electronic gaming equipment including the introduction of multi 
game touch screen technology to the industry. Mr. Burke brings a wealth of 
venture capital financing and gaming industry experience from his 
association with Sky Games Inc. and Interactive Entertainment Limited. 

Jaguar Gaming Corporation has completed the acquisition of Integrated 
Systems Design LLC (ISD) of Fort Mill, South Carolina in exchange for 
600,000 treasury shares. ISD, founded in early 1997 by Mr. Hafezi and a 
group of engineers, designs and develops gaming software and electronic 
gaming hardware. 

Jaguar Gaming Corporation has also completed the acquisition of Phoenix 
Gaming Technologies Inc. (Phoenix) of Regina, Saskatchewan in exchange for 
470,000 treasury shares of the Company. Phoenix has exclusive distribution 
rights for Unidesa electronic gaming equipment in Canada. Unidesa is one of 
the world's largest gaming machine manufacturers with annual volumes in 
excess of 60,000 units; 1997 revenues in excess of $800 million U.S.; and a 
total staff of 3,600 persons. 

Since acquiring the Unidesa distribution rights, Phoenix has sold and 
installed machines and upgrade conversion kits to two Canadian casinos and 
is currently short listed on proposals involving a potential of 4,000 
additional machines. Unidesa equipment fully complies with all Canadian 
provincial gaming equipment regulations. The Canadian electronic gaming 
machine market is expanding rapidly and currently includes approximately 
60,000 machines installed across all ten provinces. 

On behalf of the Board of Directors

Douglas Waugh
Contact: Jaguar Gaming Corporation
Phone: 1-877-718-5500 
Web: http://www.jaguargaming.com

//// Just Say Nuon

For Immediate Release
October 27, 1998


NUON(tm) to Define Convergence of Video and Interactivity in Tomorrow's 
Home Entertainment Center

Los Altos, CA -- VM Labs today unveiled the long-awaited official name and 
logo for its interactive digital video entertainment standard, until now 
code-named "Project X." The new moniker, NUON, represents a powerful and 
flexible technology that will transform digital video products such as DVD 
players, digital satellite receivers and digital set-top boxes into 
versatile interactive multimedia centers allowing consumers to enjoy games, 
interactive software and other flexible applications all on the same 

"The name NUON reflects the wide-reaching power of a technology capable of 
introducing millions of consumers to interactive entertainment through 
their television sets" said Richard Miller, CEO of VM Labs.

Like a proud parent, VM Labs has taken a great deal of time and care to 
select the name NUON. As the company labored to come up with an appropriate 
name for their cutting edge technology, many word combinations were tested, 
including those relating to media processing, video games, unparalleled 
speed and graphics, enriched audio and digital content. Ultimately it was 
decided that no pre-existing word or combination of words could do justice 
to the technology, therefore an entirely new word was required. VM Labs 
enlisted the help of Lexicon, a world renowned branding firm which 
developed such well known names as Pentium, Powerbook and Deskjet, to 
create a name that would become synonymous with the advanced technology. 
Focus groups found an immediate affinity to NUON, suggesting that the name 
reflected something entirely new, powerful and futuristic.

The important task of developing a logo to complement such a dynamic name 
was assigned to The Beeline Group in Newark, California, renowned for their 
work with Hewlett Packard, Nike; and top companies in the videogame 
industry. The logo was conceived from an early demonstration of the 
technology's power and capabilities. A sample of real-time raytracing 
showed a wavy body of water which would reflect the image and light source 
from a series of spheres. The logo became a fusion of these strong graphic 
elements, which also abstractly represents the name NUON.

"Consumers will come to recognize and look for the NUON logo on home 
electronics hardware and software as an assurance they are getting the 
advanced level of interactivity and digital video convergence only NUON 
will provide," explains Greg LaBrec, Vice President of Marketing for VM 
Labs. "The logo will appear as an icon on the front of enhanced hardware, 
as well as on packaging, software, and traditional advertising media."

The NUON technology will add unprecedented programmable processing power to 
digital consumer electronics devices, providing an advanced interactive 
software platform for the living room. In addition to unsurpassed 
interactivity, the architecture provides the raw horsepower to decode 
digital video and audio, while delivering advanced trick modes and an 
enhanced user interface. This highly parallel and scaleable processor is 
capable of executing in excess of 1.5 billion instructions per second. The 
first products are expected to be available in 1999.

VM Labs, founded in 1994, opened new company headquarters today to 
accommodate a rapidly growing number of employees. The new building is 
located at 520 San Antonio Road, Mt. View, CA 94040. The company represents 
a winning business plan by licensing the NUON technology to leading 
partners in the semiconductor, manufacturing and software development 
industries. Licensing partners are pioneers of a new interactive digital 
video standard that analysts predict will replace the current analog method 
in the next five to ten years.

To download artwork, please visit the NUON Website at www.nuon-tech.com 

# # # 


Jenny Rosas, Ext. 277

Linda Thurmond

//// Toad Domain Up For Grabs

Toad Computers is no longer in the Atari business, we're sad to say. Lack 
of supply of products has forced us out of the business, and we've moved on 
to other things. We have not supported Atari products since late 1996.

We still have a great deal of fond memories of and affection for the Atari 
community, however, and want to make sure that our Internet domain names 
are carried forward by an avid Atari enthusiast.

So, we're contacting you first. First, take a look at the site. 
www.ataricentral.com/www.atari.net are POPULAR sites with a LOT of traffic.

    - 150MB/day traffic
    - 9,271 Requests Per Day (average)
    - 8,686 Distinct Hosts served since December 1
    - See the stats yourself at http://www.ataricentral.com/stats

The site, and the domain names ataricentral.com and atari.net, are being 
auctioned at Ebay. The auction closes in 3 days. Whoever has the highest 
bid at the end of the auction will walk away with one of the most visited 
Atari Internet sites, ever. Bids are starting at $132.50.

You can bid on the sites by visiting:

** What do you get? **

Atari.net, Ataricentral.com transferred to your company or personal name. 
You also get complete access to all files associated with both sites (about 
50Mb of product graphics, etc.) You can also continue to host either or 
both sites at ToadNet, our new venture, which has become one of the leading 
Internet providers in the Washington, DC area.

We're looking forward to seeing the Atari vision carried forth, well into 
the future.


David Troy
Toad Computers, Inc.

Jag News Mail List is a Service of Toad Computers, Inc. (800) 448-8623
  Subscribe: send email 'subscribe jagnews'   to majordomo@lists.toad.net
Unsubscribe: send email 'unsubscribe jagnews' to majordomo@lists.toad.net
  Questions: send email to info@toad.net!

//// Toad Domain: The Plot Thickens

From: David Troy (dave@toad.net)
Subject: Problem with eBay Auction
Date: Wednesday, December 09, 1998

As I think you all know, EBAY has been having major technical difficulties 
over the last week with their cgi servers.  This caused some of you to be 
unable to bid during the last hour of the auction last night for 
Ataricentral.com, which truly stunted the results.

I myself was unable to get through to check the auction's status during the 
last hour, and ebays' message boards have been swamped with complaints 
about the cgi servers.

I'm the first to say something like this should be conducted fair and 
square and that in an auction environment, the highest bidder wins when the 
gavel goes down.

However, what happened last night is tantamount to having thugs gag and bag 
interested bidders, thus stunting the sale price.  Obviously this is not 
your fault, and I apologize if this affected you negatively.

I asked EBAY for an extension of the auction and have received no response. 
So, I have decided to relist the auction, as is, for an additional THREE 
DAYS ONLY to allow those of you who are interested to continue to bid.

The current winning bid is held by ffisher1 at $790.10.  To beat Mr. 
Fisher's winning bid, I will need to see at least two bids above $900 -- 
the bidding on the new listing starts at $900.  Mr. Fisher does deserve 
some consideration in this case, since he did win the auction, regardless 
of the problems ebay may have had.

I hope that you find this an acceptable and fair solution, and hope you 
understand the unenviable predicament that ebay has put me in.

The new listing is:


David Troy
Toad Computers, Inc.

//// JTS vs AMEX

[This is an item which really should have appeared last issue, but 
unfortunately escaped my notice. From the SEC Edgar site (www.sec.gov). --

ACCESSION NUMBER:            0001047469-98-022647
FILED AS OF DATE:            19980602
SROS:                        NASD


          COMPANY CONFORMED NAME:              JTS CORP
          CENTRAL INDEX KEY:                   0000941167
          IRS NUMBER:                    770364572
          FISCAL YEAR END:               0202

          FORM TYPE:          8-K
          SEC ACT:
          SEC FILE NUMBER:     001-14442
          FILM NUMBER:         98641282

          STREET 1:          166 BAYPOINTE PARKWAY
          CITY:              SAN JOSE
          STATE:             CA
          ZIP:               95134
          BUSINESS PHONE:    4084681800

          DATE OF NAME CHANGE:     19960508



                                UNITED STATES

                           Washington, D.C. 20549


                                  FORM 8-K

                               CURRENT REPORT
                   Pursuant to Section 13 or 15(d) of the
                       Securities Exchange Act of 1934

       Date of report (date of earliest event reported):  May 11, 1998

                               JTS CORPORATION
             (Exact name of Company as specified in its charter)

                       Commission File Number 0-21085

              Delaware                          77-0364572
              --------                          ----------
       (State of Jurisdiction)      (I.R.S. Employer Identification No.)

                166 Baypointe Parkway, San Jose, CA 95134
           (Address of principal executive offices and zip code)

       Company's telephone number, including area code: (408) 468-1800

                               Not Applicable
        (Former name or former address, if changed since last report)



     JTS Corporation (the "Company") announced on May 11, 1998 that it is 
consenting to the removal of its Common Stock and 5 1/4% Debentures from 
The American Stock Exchange, Inc. ("AMEX").

     This action became necessary because the Company no longer fully 
satisfies all of 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.


     Pursuant to the requirements of the Securities Act of 1934, the 
registrant has duly caused this report to be signed on its behalf by the 
undersigned hereunto duly authorized.

Date: June 2, 1998

                                      JTS CORPORATION

                                 By:  /s/ JOSEPH A. PREZIOSO
                                        Joseph A. Prezioso
                                        Chief Financial Officer and
                                        Secretary (Principal Financial
                                        and Accounting Officer)

//// Worms, IS2: The Second Run

When Telegames published the Worms and Iron Soldier 2 cartridges, they only 
produced a limited production run, which sold out quickly. For the last few 
months rumors have been flying about a second production run, and that 
Telegames is just waiting to collect enough pre-orders to justify another 
run. I contacted Telegames to confirm this. This is what they said:

     What you state is correct.  We had hoped that the remaining
     orders would come in by now so we could have the products by
     Christmas, but that is becoming doubtful due to the lack of
     response. It appears that too many enthusiasts are complaining
     that they can't buy the product, but they won't step up to pre-
     order it.  They want to wait until they are available and then
     they will buy. A classic Catch-22.


It's simple, folks-- Show Telegames we're still interested and pre-order 
now. We may yet get those few remaining unpublished games!

//// New Cheats and Codes

//// Super Burnout

Thanks to Super Burnout programmer Elysee Ade (via Fred Moreau).

Display Version Number:
     While turning on the Jaguar, hold A+B+C.


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

This month's special guest quotee is Andrew Seed, formerly of Imagitec.

//// Saturn T2K

Re: Tempest X for PSX vs T2K...
Author: Andrew Seed
Email: andrew.seed4@virgin.net
Date: 1998/12/08
Forums: rec.games.video.atari

I used to work for Imagitec Design (even wrote a couple of Jag games) and 
Imagitec did the PC conversion, a Saturn conversion was started with the 
intention of showing it to Atari and giving them a "cheap" game. They 
decided to give it to another company (was it Interplay?) and asked for 
source to the Saturn version. They were kindly told what they could do with 
that idea 8-). Basically it was an enhanced version of the PC (not as good 
as the original Jag version) and had the music from the Tempest 2000 CD. I 
believe Jeff Minter would have been proud, but...

    All the best

//// Dino Toons

Author: Andrew Seed
Email: andrew.seed4@virgin.net
Date: 1998/10/30
Forums: alt.atari-jaguar.discussion

When I was finishing Dino Dudes (as Jag was being launched) somebody had 
been working on Tiny Toons. Atari had good Quality control - if anybody 
didn't like a feature they would persuade the Tramiels it was bad 
(apparently easy) and then it HAD to be changed, but the games which 
Imagitec worked on, Atari tested to destruction.

    Andrew Seed

Dave Homenuck Jr. wrote in message ...
>>beetleguise@webtv.net wrote in message
>>what happened??
>>this looked so great!
>>i still have the screen shots for this game.
>>was it produced?jaguar was showing this at the same time as avp.
>I'm sure somebody here will correct me if I'm wrong, but I believe
>that this game was done twice, but didn't get past Atari's
>notorious(ly odd) quality control.
>Considering that stuff like Checkered Flag flew through this same
>QC, it was either a terrible game, or some genius at Atari decided
>not to release it.


Re: tiny toons
Author: Andrew Seed
Email: andrew.seed4@virgin.net
Date: 1998/10/30
Forums: alt.atari-jaguar.discussion

After I finished Bubsy, Atari asked Imagitec if they were interested in 
doing Tiny Toons (I believe I would have been doing it) but after checking 
how much memory was required for map blocksets, it was discovered that we 
could have a map, some music, but no sprites or program unless we could 
increase the size of RAM - not feasible.

Andrew Seed

beetleguise@webtv.net wrote in message
what happened??
this looked so great!
i still have the screen shots for this game.
was it produced? jaguar was showing this at the same time as avp.


Re: PAL Jaguar carts on US Jaguar ?
Author: Andrew Seed
Email: andrew.seed4@virgin.net
Date: 1998/09/18
Forums: rec.games.video.atari

Yeah carts work on any system - Atari had the good sense to ensure that 
games worked on any machine. Note some early games such as Evolution: Dino 
Dudes had two versions - one for the NTSC market and then a global version.

All the best

    Andrew Seed

er'gain hobby wrote in message <36021068.77BA81A5@singnet.com.sg>...
>Anybody knows whether a PAL Format Jaguar can be play
>on a USA Jaguar system ?

//// Making Jag CDs

Jaguar Interactive II
Posted by JustClaws X ( on November 26, 1998 at 23:44:32:
In Reply to: WHAT IS THE SECRET TO MAKE CD FOR JAG ?? posted by fred on 
November 26, 1998 at 10:11:26:


>what is the format of the cd for jaguar? 
> is it CD XA or cd-i or other ? 
> what is the book ?(yellow , red , white ?)

It is basically RAW format, similar to CD-Plus format. The official term 
for the nearest format is ORANGE book. (Really!)

> with my cd recorder can I make cd for jaguar ?

You could probably bit-copy one, but the chances of it working are small 
because the lead-in and lead-out times, format of bytes, etc., is dependent
not just on the data, but also on the CD-recorder. (Really!)

Creating a new CD for Jaguar requires more:-
a) A Jaguar devkit
b) A Jaguar CD devkit add-on (Butch chip)
   That includes an Atari Falcon with H/D, CD emulator
c) An in-depth knowledge of the format Atari required

Finally, to publish the CD for mass-market Jag-CD's:-
d) An encrypted track which check-sums the rest of the disk using a PGP 
like format, just like a cart... The chances of Hasbro having that are also 

You CAN create CD's for Jaguar, quite easily, if they're not Jaguar games- 
they can be Audio or CD+G.

I'd love to see somebody make a CD+G version of the Battlesphere 
soundtrack, or a compilation of other audio tracks, maybe 'speeches' from 
the JagFest, and put that on CD+G. You can encode in (16 colour) images 
into the CD+G, and every Jaguar owner can then hear the presentation, read 
text, see images, all courtesy of the CD+G (Karaoke CD) format CD's. No 
programming required, just a CD+G creation tool!

(JustClaws X)

//// Sounds Like Phase Zero

Re: Legality of holding a publicly known name for a game title
Author: Scott LeGrand
Email: varelse@best.com
Date: 1998/11/12
Forums: comp.games.development.industry

I remember NovaLogic.  These are the guys that came over to the Atari booth 
at WCES 95 and started harassing the demo crew there showing a 20 fps 
height field engine running on the jaguar.  Later on, the president came 
over to our kiosk and started talking about what a lousy job the demo crew 
had done with their engine and that he could code a much better one.  I 
imagine he spread his message of cheer and goodwill to all the other jaguar 
developers as well, but I wasn't there to see him dance the rest of his 
happy height field jig.

Sounds like they're trying to drop pianos on you to shut you up, but of 
course, you'll need to talk to a real lawyer rather than a bunch of us 
useless coders.  Perhaps what you really need to do is ship a product 
called Force Recon tomorrow before they get anything to market and then 
scream bloody murder about trademark infringement.

But again, alas it looks like lawyer time for you.  All of the above is 
groundless opinion of my own.


//// Shadow Squadron

Re: Shadow Squadron vs. Battlesphere
Author: Scott LeGrand
Email: varelse@best.com
Date: 1998/11/14
Forums: rec.games.video.atari

Shadow Squadron is as cool as Darklight Conflict, its PC spiritual brother.  
Both have the best capitol ships I've ever seen in space battle games and 
both are unappreciated budget titles.  I got more enjoyment out of each of 
these games than I got out of Colony Wars and Wing Commander Prophecy.

What I really wish is that I could get my hands on an import of the 
Saturn's Shadow Squadron sequel if indeed it ever shipped.

In comparison to BattleSphere: well, their capitol ships are better, but 
we're not mission-based, we look better graphically, we have multiple play 
modes, and we network.  SS is cool though and I think the only reason it 
isn't cooler is that the 32X died before they could make a sequel.


//// Atari, We Hardly Knew Ye

Jaguar Interactive II
The TRUE meaning of Atari, from a Japanese Dictionary
Posted by RayDream (csp-co6-51.ix.netcom.com) on December 13, 1998 at 

Here's exactly what it says in two different Japanese dictionaries I have 
in my house: There are two different forms of atari, one with an accent 
mark over the first 'a' and one without.

 tari || neighborhood; vicinity; near;
     -no  tari ni || in the neighborhood of; near; about;
       tari kam wazu || regardless of the people present.

And the most likely meaning:

atari || success; hit;
     atari doshi || fruitfull (successful) year;
     atari fuda || price-number ticket;
     atari hazure || hit or miss; success or failure;
     atari o t›ru || to make a hit.

I think that should clear up what the meaning of Atari is, don't you?


//// Lost Games

Jaguar Interactive II
Re: Other Lost Games
Posted by Mark Stingray Santora (pool050-max9.ds19-ca-
us.dialup.earthlink.net) on December 12, 1998 at 09:07:29:
In Reply to: Other Lost Games posted by Jeff on December 11, 1998 at 

>I was looking through some old Gamepros, specifically the 2/94 issue.
>It was the issue that announced the 5 Accolade games that were to be
>made for Jaguar. 

Atari had licensed 5 of the Accolade games and was working on several of 
them. I believe they were 

Bubsy (released)
Hardball (cart) (never completed)
Jack Nicalus Cyber Golf (CD) (never completed)
Brett Hull Hockey (Cart/CD) (completed but never released)
I forget the last one. Sorry.

>They also listed some other games that were on the way, such as
>Nigel Mansell's World Championship from Gremlin,

Never completed.

>Battle Chess from Interplay, 

Licensed by Atari but never worked on.

>Jimmy Connors Tennis from UBI Soft.


>None of these 3 games are mentioned in the Jaguar FAQ, or on the
>Lost Games page. And I don't remember ever hearing anything about
>them again. It was from their news section and not a rumors section,
>so I believe there must be at least some truth to the fact that these
>games were in the works at one point. Does anybody know anything
>about these games?

That's what I know.



   ||  BattleSphere News
   ||  By: Doug Engel
\__//  thunderbird@sprynet.com

//// BattleSphere Update

[From Doug Engel's Thunderbird's Garage home page (http://home.sprynet.com/
sprynet/Thunderbird). Note that this Update really should have appeared in 
last month's JEO, but somehow slipped between the cracks. Oops! --Ed.]

//// 10/15/1998

NEWS FLASH! BattleSphere Has been Approved for Encryption by Hasbro!!! 

I know it's been forever since I updated this page, but things really took 
a turn for the worse for us since Hasbro Interactive bought out Atari Corp. 
and things literally ground to a screeching halt, just as we finished the 

Thanks to the tireless efforts of many of our fans, and help from some of 
the most unlikely of sources, we have finally been approved for encryption, 
which is the first step on the way to manufacturing cartridges! Encryption, 
for those of you who do not know, is the security that prevents 
unauthorized companies from making games for a system without paying 
royalties to the system manufacturer. 

When you boot your console, the system decodes the encrypted game and then 
runs it. Since only the system maker has the key (a sort of "password"), 
only they can encrypt a game for their console. 

The old Atari 2600 had no encryption whatsoever, and eventually there were 
dozens of companies producing games for the console, which cut deeply into 
Atari's game sales, and ultimately brought about the crash of the console 
market in the early 80's. 

When Hasbro bought Atari, they filed away all of the encryption tools and 
moved on to other projects. Until they approved BattleSphere's encryption, 
we could not do anything at all. Our hands were tied. 

In the meantime, we could only sit back and wait for approval. Believe us, 
we were as impatient and frustrated as our fans, but we had to be patient 
and wait for the slow wheels of progress to turn. 

Now that we have the approval to proceed, the next step is to put our 
cartridges into production. Hopefully, this will not be a long and 
complicated process. We do not know how long this will take, because this 
time of year the chip foundries are working on production runs for 
Christmas, and who knows when they will be able to produce our ROMs. 

At least now it's not a matter of "if", but rather "when" the next hurdle 
is crossed. and that's a great feeling. 

Many of you offered to petition Hasbro (among other things), but we felt 
that the time was not right for letter-writing-campaigns and such. Our 
contacts with the management at Hasbro were tenuous at best, and we didn't 
want to risk becoming a nuisance. We want to thank everyone for their 
patience, and following our request for restraint. 

While waiting for word, we've moved on to other projects and had the 
opportunity to tweak our game in minor ways, to make sure it was just 

Meanwhile, the break in the action has provided 4Play with the opportunity 
to search for some funding for a version of BattleSphere for the PC or some 
other console. With rave reviews, such as Next-Generation's BattleSphere 
Preview, we think we have a winner of a game on our hands, and it will only 
be a matter of time before opportunity comes knocking on our door. 

Many of you were able to see and play BattleSphere for yourselves at the 
World of Atari show in Las Vegas, and even meet Scott and Steph. The Show 
was a great success, and we appreciate all of the great things everyone had 
to say about us after playing. We appreciate the kind words! 


   ||  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.]

//// 1 Nov 1998

Well, here I am again, lazy sod that I am, even I thought I'd better get 
around to another update. Winter, or at the very least late autumn, has 
most definitely arrived in Wales; the last couple of weeks have seen a deal 
of high winds and moisture descending from on high, and many villages in 
low-lying areas have been subject to flooding - it's at times like this 
that one is profoundly pleased that one lives up on a hill. (And speaking 
of hills, didn't Damon do well today? But more about that later).

Of course, bad weather outside means that you're much more inclined to sit 
indoors, snug in front of the monitor, playing games and banging out the 
old code. Accordingly, Tempest is coming together quite nicely now - I 
reckon that within the next week or two I should have just about all of 
Classic Tempest running and playable on X, looking a bit nicer than the 
original, of course!

I have to admit something: I have actually been using C for some things. 
Yes, I know that's a heathen thing to the True Assembler Hacker, but hey, 
it is useful for banging up some outer-level stuff I have to admit, and I 
needed to make my stuff more C-friendly in order to be able to take 
advantage of some of the other X library functions, so while I was about it 
I used the dread lingo to knock up a few odds and sods, like a Web editor 
[that's Tempest webs, not WWW webs --Ed.] and a really rather spiffy chill-
out mode, in which some of the params governing a particularly trippy 
display are brought out to the joystick, ideal for relaxation after a day 
coding - slap on the old chill-out mode, bung on some nice choons, and have 
a good old fiddle with one's joystick, llovely :-).

Thanks to my snoot new Web editor and Web compression routines, I now have 
the 16 "classic" Webs in there, and the beginnings of a nice transition 
sequence between Webs running. The Webs compress down really small, so 
there will be a gazillion of them in the final game - 'specially as the web 
editor makes it easy and fun to bash out new Webs, much unlike all the 
fossicking around with a biro and a pad of graphie that I used to do when 
making T2K on the Jaggy.

Way back at the beginning of the year I wrote an X demo that had some nice 
vector-text that could rez up and blow apart in a number of interesting and 
froody ways. Since shortly I will need to have cool exploding messages and 
pulsating, throbbing, zooming bonus points flying around, I'm resurrecting 
that code (well, actually, I am re-writing it - I realised it would be much 
more efficient to have the blowing-up-stuff directly embedded in the core 
of my linedraw routine, since it only takes a few bytes. Actually the new 
mode is not only more efficient, it's better - it will work on any 
polyline, there is an extra param of "explodedness", and a longword that, 
judiciously filled, allows one to create a glowing multiplicity of cool 
explosion styles - kewlitude incarnate).

Right now I am working on levelsequencing - the stuff that determines the 
structure of a level, what kinds of enemies come out and how frequently, 
that kinda stuff. Once this is done I shall be able to belt out levels like 
there is no tomorrow, and actually start to have a game going on here :-). 
Tempest purists will be pleased to note the return of the Embryos - the 
little dots that used to swirl about down at the bottom of a level, 
indicating enemies as-yet unlanded on the Web edge. Looking down to see how 
many Embryos were left would give you a good idea how much of the level was 
left, and by watching them detach from the swarm and move towards the Web 
edge, you could anticipate their landing and send a few shots down to greet 
them :-). Somehow the Embryos got left out from T2K (it sure is nice to 
have the original game to study this time around - thanks be to MAME!). My 
Embryos are drawn using translucent, antialiased disks (natch), and when 
they swarm at the bottom of the Web it looks like a flowing, corpuscular 
ribbon of energy - kewls. As they get launched, they flare up brightly and 
move towards the Web edge. When they get there at the moment, it crashes 
and I get a register dump - there is a wee bug-ette in there that I must 
nobble, but once that is done I should have level sequencing happening, 
whoopee :-)

Well, enough work stuff. The onset of winter does not seem to bother my 
beasties much - Flossie has a better jumper than any human, anyway, so any 
cold windy weather bothers her pretty little head not one iota. I did 
notice, though, that whenever Alastair went off on one of his 
peregrinations (usually ending with me kicking him out of the pinball 
room), Flossie, left behind in her field, would get quite agitated at his 
absence, and run around the field, bleating vigorously for him. Since I 
figured that she won't go far from wherever he goes, and they can't get out 
on the road anyway, only into my other fields, I might as well just open 
the gate of their field and let them wander around together at will.

They seem to enjoy this a lot more, and it is kinda cool to be wandering 
out in the grounds, maybe having a bit of a ponder about some bug or tricky 
routine, and to be interrupted by a loud bleat and importuned by a large 
sheep for a skritch and a Digestive biccie :-). Of course, it also means 
that the other day I was interrupted by not one but two bleats coming from 
the pinball room - Alastair came in to visit and Flossie tagged right along 

Vindy is continuing to become larger and, like a true British dog, looks 
forward to going down the pub at nights, to the extent that as soon as I 
switch off the computer (or the monitor, I should say - I never switch off 
my computer) she is waiting, usually with her tongue hanging out the side 
of her mouth in a manner that makes her look completely stupid, by the 
front door, ready to go out down the pub. She gets most put out on darts 
nights, when she is not allowed down the pub, on account of she is just too 
demented and would interfere with the game hehe...

My only disappointment with Vindy is that she doesn't like curry! I try to 
give her the specially-treated, bio-hazard-strength etch-proof containers 
that my takeaway Vindaloo comes in to lick out, and she takes one sniff, 
then backs off, sneezing and giving me the kind of look that says "are you 
totally, completely insane, you demented human" ? Oh well... maybe I should 
start her out on a tikka and work upwards. Mind you, it's probably a good 
thing for the state of my carpets that she doesn't eat Vindaloo, given the 
powerful sphincter-loosening properties of that particular curry...

Speaking of Vindy and my local, there have been cool things happening down 
the pub of late - they are getting wired! The other day they took the 
plunge and finally bought a system, partly for themselves to use and have 
some fun with, but also because soon my local is going to become a proper 
cyberpub, and have a system available in the bar for denizens to use to 
access the Internet or to have a good old game of some classic coin-op 
(again, thanks be to MAME). Mine hosts are new to the wonderful world of 
Windoze 98 (heh) but learning fast, and in my capacity as the guy in the 
village who knows vaguely where to click, I've been helping them out from 
time to time. We set up their email a couple of weeks ago, and to 
demonstrate mail with attachments, I sent them a copy of a program which 
usually gets sent to me by somebody once every month or so (like that Post 
Office advert, "I saw this and I thought of you" [or ewe, in this case]). 
You've probably seen it - it's a little desktop sheep that wanders around, 
falls off your windows, sneezes, bleats, dives flaming across the screen 
into a bath of water, kinda thang. Anyway, I duly showed them how to save 
off the attachment into a folder, and then how to launch the sheep, but 
unfortunately I didn't make it clear how to turn them off...

Anyway, one evening they were showing the system to some folks in the pub, 
and thought it would be cool to run the sheep, which went fine... except 
that they didn't know how to turn them off! And every time they tried... 
they actually created another sheep, until in the end their system was 
completely overrun with bleating sheep! They tried to call me to ask me how 
to get rid of their rapidly-multiplying flock, but unfortunately I happened 
to be out with some mates that night, and eventually they had to power down 
to regain their machine from the rampaging herd. Suffice to say that next 
time I was in there I explained properly how to kill a sheep (now I bet 
that's something you never thought you'd read on this page!).

We should have their Web page up and running soon - when it's ready I'll 
bung up a link, be sure and go and pay them a virtual visit, and have a 
virtual pint of llovely unchilled proper British ale :-)

Well, today after a wait of 5 weeks, the Grand Prix championship finally 
got sorted. I cooked myself my usual Sunday afternoon Grand Prix feast 
(usually something like roast turkey, some spuds and some peas and a can of 
beer) and settled down to watch the action for the last time this season.

And, much though many may dislike the German dude, one can't help but feel 
a bit sorry for him this time around. Having some stupid technical glitch 
stall the engine at start and therefore be demoted from pole to last is 
pisser enough, but to come back from that, drive like a mad thing and claw 
your way back up into third, only to get put out by an exploding rear tire 
must be a complete bastard. Mind you, not to take it away from Hakkers, who 
drove an excellent race and richly deserved to win, and who probably would 
have won anyway even if Schui had performed the miracle and reeled him in, 
given that all he had to do was come second to win the championship. Ol' 
Hakkers even actually looked chuffed when he won, miracles will never 
cease! I expect that even now he's working on a well-deserved hangover for 
tomorrow. It's been a good season, and I'll miss my Sunday afternoon 
ritual; oh well, just have to play GP on my Ninty during the winter, I 

I thought Damon did well, too, finishing in a very creditable 4th position, 
and earning himself 6th in the Championship and Jordan a respectable 
placing in the Constructors' Championship - something that seemed extremely 
unlikely in the early stages of the season. Let's hope he and Jordan can 
keep it up next season! Mind you, I thought that Ralf was a bit pissy when 
he was interviewed after he went out with an exploding engine - complaining 
that Damon didn't let his big brother pass with any degree of alacrity when 
he was behind him. Come on, the two are rivals from way back, and Schui has 
publicly dissed Damon before now, so no way was he going to let him off 
easily - and it's not like it was mere delaying tactics out of spite 
anyway, since at the time Damon was concentrating on trying to get past 
Villeneuve, anyway. Put a sock in it Ralph, Jordan don't need the likes of 
you anyway, and your brother is quite capable of standing up for himself!

Oh well, I could witter on for ages here, but it's Sunday, so I'd better 
get this little lot uploaded and get ready to take Vindy down the pub. 
Before I go, I shall shove in one final pic - the view from out of my 
living room window, which explains more than any words I could possibly 
write just how nice it is to be back in Wales at last :-)

Until next time, I'll cya...

//// 7 Nov 1998

Back in the early '90s, when the SNES was new and amazing and could only be 
had from Japanese importers, I was at a computer show and I picked up one 
of the new systems. I decided to buy a couple of games with it, and, being 
as the place I bought it from did not have the canonical Super Mario World 
game, I picked up Pilot Wings (which I thought would be cool as it used a 
lot of the then-amazing Mode7 display mode) and a racing game I hadn't 
heard of, but which looked quite good from the screenshots: F-Zero.

Later that night, myself and a couple of mates retired to the old hotel 
room, to indulge in the customary Arcturan Narco-Weed and check out the new 
goodies. First in was Pilot Wings; I still remember being blown away by the 
scaling and rotation as the title zoomed onto the screen. Back then, 
hardware rotation was a rarity, and a source of great wonderment to all who 
beheld it, myself included. We had fun, working out what the various 
Japanese options in the game meant, and flying around in various 
contraptions, the way you do in Pilot Wings. After a while, we decided to 
check out "the other game", fully expecting that it would probably not be 
as good, and that we would soon be switching back to Pilot Wings.

We were dead wrong.

Although by modern standards F-Zero looks sparse in the extreme, back then 
it was awesome - the Mode7 track that rotated smoothly underneath the 
player ship was jaw-dropping stuff; but what really hooked us was the 
gameplay. It was so smooth and playable - beautifully responsive controls, 
interesting track layouts, challenging opponents you could really get to 
love to hate... ISTR that we went out to get a burger at about 11pm, went 
and ate it in a churchyard in Hammersmith (and probably had a bit more of 
the ol' Narco-Weed), and then trundled back upstairs to F-Zero and the 
waiting Blue Ship. I believe we finally ended that session at around 5am 
(although my thumb went to sleep some time earlier). This set the pattern 
for many, many nights to come.

Just to give you some idea of how addicted me and the lads got to F-Zero: 
that summer, we all went on holiday down to the South of France. And, so 
that our addiction not be compromised, we took along with us a PAL telly, 
my SNES, and the cartridge, and then, when we should have been out enjoying 
the French-stylee ambiance of an evening, we sat around in the apartment, 
drinking wine and playing F-Zero, F-Zero, F-Zero. We played until we were 
all Master Mode adepts and then we played some more, going to shave a few 
hundredths off the best lap times.

Of course, the years passed, and along came other systems and games; 
Wipeout came out on the 'Station, obviously inspired by good old F-Zero but 
taking the graphics way further than the poor old SNES could ever dream of 
(if one can refer to Nintendo hardware dreaming, anyway). But there was 
always a goodly portion of the Yakly circulatory organ which harboured warm 
feelings towards the Blue Ship, the Pink Chicken, Mute City, Port Town, and 
accidentally flying off the track and ending up off in the background 
graphics somewhere, a column of greasy black smoke marking the position of 
the wreckage. In fact, in recent years, F-Zero has been my In-Flight SNES 
Game of Choice on the little seat-back displays they have. Age may mean 
that what once were revolutionary graphics now appear to be pants, but the 
gameplay remains excellent.

When the N64 was announced, I hoped and prayed, deep down in my favourite 
organs, that the new system would be host to a new and improved version of 
F-Zero. And so it turned out, although we had to wait ages for it - it was 
months after launch before we even saw any screenshots of it, and years 
before the game finally emerged in Japan; then of course the customary wait 
while they release it in the US (and having to endure reading how much fun 
the Yankers are having with it on the Net) until, finally, on Saturday I 
walked into Woolworth's in Carmarthen and made my customary beeline for the 
videogame section... and there it was, all new and shrink-wrapped and 
inviting, the hallowed words sanctifying the package: F-Zero X. I 
immediately and without hesitation plied the Yakly plastic and, pausing 
only to scarf down a meat and potato pastie, headed for home with the firm 
intention of spending the remainder of the day planted firmly upon my arse, 
playing the game until my eyes bled.

I plugged in the cartridge with a degree of trepidation... would I be 
spoiled now by having played the likes of Wipeout XL? Would the new game be 
as great as I remembered the old one to be, or would it suffer from Crappy 
Sequel Syndrome? Was I about to enjoy a new and joyous communion with the 
spirit of F-Zero, or would I soon be casting aside the Ninty joystick and 
reaching for WOXL on my 'Station? I settled down in front of the telly, 
cradled the Ninty 'stick in my mitts, told the dog to piss off trying to 
lick me while I was playing videogames, and pressed the Start button...

Several hours later, the dog was mightily annoyed with me, since an endless 
succession of doggie toys dropped into my lap as entreaties to enter Doggy 
Play Mode had gone unheeded, my arse cheeks were feeling sore and mightily 
abused from being relentlessly sat on for way too long, and the thumb on my 
right hand had long ago ceased to register any sensations. I need not have 
worried. F-Zero X is truly touched by the hand of Miyamoto. It is 
demonstrably, totally the same game as the old classic, just way, way 
better. After a lot of soul-searching, I have to humbly admit that Wipeout 
XL has been de-throned in the palace of my racing-game affections. As of 
now, F-Zero X is the new king.

So, what's it like, and why is it so good?

First off, the bad news: graphically, it's fairly sparse. Just the track in 
front of you, the other racers and your ship, some trackside structures, 
and a few, distant bits of scenery and texture planes denoting the ground 
or sea. I have seen the game being criticized roundly on the net for the 
graphical sparseness. Sure, the game is not as detailed in the surrounding 
scenery as WOXL was; but IMO that's a shortcoming that I regard as less 
than trivial. Firstly, it gives the game the same stripped-down, abstract 
feel as original F-Zero, no bad thing. Secondly, and most importantly, it 
has allowed the designers to keep the framerate at a rock 50FPS throughout 
- very important in a game which moves this fast. And boy, does it move 
fast... jeezus... kick in the boosters a few times and my God, the track 
unrolls in front of you at a truly staggering rate... I have never known 
any racing game, in coin-op or the home, that gives the sheer sense of 
speed-rush that F0X does. When you read the game info and learn that the 
ships max out at 1300KPH, it seems a bit unrealistic... until you play the 
damn thing. Jeez, you're moving, and no mistake.

Believe me, you are not going to have time to worry that the backdrops 
aren't as detailed as WOXL. If you even tried to look around to admire the 
scenery, you would end up very, very dead, very, very quickly. Just keep 
your eyes on the road and try to remember to breathe...

Equally impressive is the field of opponents - 30 in all, including you. 
And yes, you can be in the middle of them all and the framerate doesn't 
budge from 50FPS. And, of course, as they should be, they are all complete 
bastards who think nothing of shoving you off one of the many bits of 
dangerous track with no restraining edges, or having a go at you when your 
shield's a bit down and causing you to blow up, the rotten smeggers. Of 
course you can use the attack modes to dish out a bit of the same to 

In any game which moves as fast, and is as challenging as this, the 
controls have to be nigh on perfect - and thankfully, they are. Ships are 
responsive to the tiniest deflection of the controller, allowing you to 
accurately steer your way through a giant herd of other racers at speeds 
that border on the ludicrous. To give you some idea of the sheer speed of 
the game - I was playing one game, lying in 17th place, jammed on a boost 
and hit a pad in the road at the same time, and in the space of one second 
I had cut through the pack and was out in front. (Schuey may think he is 
good passing 11 cars in 2 laps last GP, but he's got nothing on the ol' 
Mighty Gazelle). Of course, I then got a case of the speed-wobbles in the 
halfpipe and flew out of the track and off into oblivion, but I sure had 
fun doing it. There's always next time... and there will be many next 

The game consists of five Leagues of six tracks each; when you first get 
it, three Leagues (Jack, Queen and King Leagues) are available, and a 
choice of six cars. Beat these Leagues in Easy (something that a seasoned 
SNES F-Zero player will manage without a problem at the first sitting) and 
a new lot of six cars become available. Beat the Leagues again in Normal 
mode, and six more cars become available, along with a new league, Joker 
League. Beat that in Normal mode, and any one league in Expert, and you get 
six more cars. Finally, beat all four leagues in Expert mode (pretty hard - 
I have come very close a few times but as yet, no cigar) and you get the 
final lot of six cars for a total of thirty; a new league, the X-League, 
that features algo generated tracks that are different each time you play; 
and access to Master difficulty mode.

In addition, there are time trial modes (which are quite cool, featuring up 
to 3 ghosts on the track at once), practice modes, a combat mode where you 
have to smash up all the other racers, and - hallelujah! a multi-player 
mode for up to four players; a multi-player mode, my God, where the frame 
rate doesn't go to hell via Basingstoke like in many games, too. I haven't 
had a serious go at this yet, but I expect it will receive a proper caning 
next time the lads come up and visit. Especially since I emailed one of 
them yesterday informing him of the joyous release, and he duly sped out to 
obtain his own copy, and is even now bashing his Ninty and swearing he'll 
kick my arse all around Mute City next time we meet. We'll see. The Mighty 
Gazelle takes no prisoners :-)

There are a few gameplay changes from the original game, but the designers 
have made modifications tastefully and sensibly (Yak glares with a baleful 
eye in the virtual direction of the creators of Tempest X) and the 
resultant changes in strategy serve to make the game even more exciting. 
Combat now plays a more major part than in the original, although not to 
the extent of implementing full-on, weapon-based combat like in WOXL. F0X 
combat is more physical - there is a spin-attack, which I don't use really, 
because it slows down the ship too much for my taste; and my own 
favourites, the bump-left and bump-right attack, which, judiciously 
deployed, can send an irritating rival flying to a well-deserved doom off 
the edge of the track, or smash him into a wall with sufficient force to 
finish him off. The game even thoughtfully points out to you in the melee 
of racers the chap who is closest to you in points for the Championship, so 
you can single him out for your special hostile attentions :-). Banging him 
off the track means that he will get zero points for the race, which 
considerably enhances your own championship chances. (I wonder if Schuey 
had a hand in the design of this game? ;-)

Of course, all the other drivers are only too happy to use the same tactics 
on you...

The other significant change is to the availability of Boost. In the 
original game, you earned one Boost for each lap completed, so you could 
use one per lap, or save them all up for a mad dash to the finish. In F0X, 
after the first lap, you can have unlimited Boosts... but each boost takes 
a chunk out of your Shield energy. Using multiple boosts you can accelerate 
to speeds that are quite clearly seriously deranged... but if you go for it 
too hard, the slightest touch of the edge of the track, or another player 
having a go at you, and it's explode-into-lots-of-ikkle-polygons time. This 
makes for some seriously tense racing... you need to boost to catch the 
leaders, but you gotta drive really accurately... at 1300KPH... to make it 
safe to the next recharge point (and in the recharge points you BOOST LIKE 
CRAZY cuz it's effectively free). The use of Boost can lead to some amazing 
finishes... I have been lying in sixth and hit the energy zone, nailed a 
boost and inside a fraction of a second robbed the leader who was just 
about to cross the line of his victory hehe... (and I've had the same thing 
happen to me, the bastards, the buggers).

The tracks are fairly short... or at least they seem quite short, but then 
again, you are going at stupid velocity... but the track topography is a 
far cry from the flat plains of the original game. Loops and corkscrews 
abound, and the more interesting tracks contain cylinders that you race 
along (and which it is possible to boost up and away from, if you're not 
careful), tubes and halfpipes that it is also possible to misjudge and end 
up flying right out of, especially if you're boosting like a demented 
thing. Imagine going down a bobsled run, except that you've got a bloody 
massive jet engine in full reheat strapped to your arse. Amazing.

And there are plenty of tracks... 24 in the main Leagues, and 6 algo ones 
in the X-league that are different each time, so effectively unlimited 
tracks. Just like in the original, the first time you play some of the 
tracks in Expert you think it'll be impossible to get in first, but the 
more you play the more you learn the track, and you start putting in good 
laps, colliding with the sides less, outmaneuvering the pack, getting to 
know the best place to use your boosts... then the game really starts to 
flow and you settle into the Zone, and you can get totally off on the sheer 
speed and lovely framerate and precision challenge of it all... yum yum yum 
yum yum.

Audio-wize, although not in the class of WOXL (this is a cart, not a CD) 
the tunes aren't that bad - I was pleased to hear a couple of reworkings of 
some of the original F-Zero tunes on some tracks. The music is more rock 
than the techno which has become the customary accompaniment to future-
racers, and some of the tunes even manage to have a distinctly Iron Maiden-
y quality. Don't be put off, even if you hate metal - the tunes suit the 
game quite well, really. In-game sounds are simple but effective - the 
sound of the crafts' engines, the clonk as some bastard attempts to do you 
hurtage, the scream of your pilot as you get it wrong and plummet into 
oblivion, kinda thang.

Bottom line: F-Zero X is a lovely, lovely videogame, and I want to shag it. 
Bring it home and ram it in your slot. And if you remember all the good 
times you used to have in Port Blue and Silence, you will enjoy returning 
after many years' absence. It's like coming home :-).

So... what can I say after all that ranting?

Well, I have to retract what I said about Vindy last time - on Monday, I 
had my customary curry, and, sated, laid the plate aside, secure in the 
knowledge that Vindy would not touch it, given that she did not like curry. 
But, to my amazement, I saw her sniff the plate... out came the unfeasibly-
large tongue for an exploratory lick... and, instead of recoiling or 
running off to drink copious amounts from the bowl of the lavvy (another 
delightful canine habit) she got right down to it, and licked the plate 
clean, so clean in fact that I wondered if I would even have to wash it! 
Hehe... The same thing happened with Friday's curry plate, so I know it's 
not just a flush in the pan. Vindy really likes vindaloo! Excellent!

T3K continues to come along nicely too - Flippers, Fuseballs and Pulsars 
are all apparent upon the Web now, and the level sequencer is working to 
the extent where you can launch all the Embryos for a level and it will 
launch and hatch Embryos at a rate commensurate to the level until they are 
all gone. Interestingly, I dug up an old interview with Theurer talking 
about old Tempest, and in it he states that "the more of an enemy you 
shoot, the more of that type come out". This is quite cool, since it means 
you can't just nail your scariest enemies at the start of the level, 
because that will engender more. You might have to leave them awhile and 
avoid them, or risk being overrun with what you fear the most... I will 
make my sequencer do the same kind of thing, and see how it plays.

Working on the enemies has inspired me to make more additions to my already 
overstuffed vector core... objects can now own a CLUT and do endpoint 
colour loads out of that - although everything is in 32-bit, having a local 
CLUT for an object is quite handy, since you can munge the CLUT in all the 
trad ways and get nice cycling and pulsing happening within an object much 
more easily than having to traverse the whole vectorlist and change all the 
absolute colour loads. The vector stuff looks really yummy... 'specially 
nice having intensity-interpolation between endpoints, means enemies can 
have vectors that taper off into nothingness, looks like beams of light 
coming out of the edge of the enemy... yummy yummy. And, since I moved the 
shatter stuff inboard into vector core, now when you blow them up they 
break up into a cloud of tumbling vector-debris. Cool.

Now I'll be going for finishing off the first few enemies' behaviour 
routines, getting the level sequencer to initiate level transitions 
automatically, and getting player deaths happening. At that point there 
will be something that actually plays in a game-like manner and I will 
prolly spend a week or two getting the initial balance of gameplay right... 
the most crucial thing of all... and then I can just get into adding all 
the 3K extras and goodies, of which there will be precisely one f*ckload

Oh, I love being a videogame designer. I love being a videogame player, 
too. Ain't life grand sometimes?

Until next time, goodbye from Flossie, Alastair, Vindy (true curry-hound!) 
and... the Mighty Gazelle!


   ||  The Yank's Guide to Yak Speak
   ||  By: Clay (JEO) Halliwell and Richard (JustClaws) Turner
\__//  earl.halliwell@dyess.af.mil, JustClaws@Bowes.Co.Uk

//// Divided We Stand

An anonymous wit once described America and England as "two countries 
divided by a single language". Ask most Brits about the subject, and 
they'll tell you we Yanks don't speak English, we speak American. They're 
right, you know. Before widespread electronic communication made the Earth 
a whole lot smaller, the world's two strongholds of English had well over a 
hundred years to mutate the language in their own unique ways.

Fortunately, the two dialects are still convergent enough that conversation 
across the pond is rarely difficult, and it helps that most of us are aware 
of the more prominent differences. We all know, for example, that when a 
lorry crosses the Atlantic it becomes a truck, that a lift might rise up to 
become an elevator, a fag is something you smoke, and when your sexy 
neighbor invites you to "knock her up" sometime, you shouldn't get all 

Where English and American diverge most wildly is in the area of slang. 
This is unsurprising, but can make informal speech fairly impenetrable to a 
foreign reader. As longtime readers of Jeff Minters' "Llatest from 
Llamaland" know, Jeff revels in littering his prose with all manner of 
Britticisms which leave us Yanks scratching our heads. He also likes to mix 
in the odd ten-dollar word to confuse everybody else ("ungulate", anyone?).

So, as a public service to Jaguar enthusiasts on both sides of the pond 
(though mostly the American side), Richard Turner and myself got together 
to provide this guide (also thanks to Margaret Middleton for the definition 
of "Ghu"). But don't think of it purely as a glossary of Yak-Speak. Since 
easily half the Jag's library was programmed by Brits, and the Jag itself 
was designed by a British company, the American Jaguarian would be well 
advised to acquaint himself with our sister vernacular.

//// On Abbreviations

Before we launch into the Guide proper, a short dissertation on British and 
American abbreviation habits. This may come in handy for decoding Yak-terms 
which aren't listed below.

In a nutshell, Americans like acronyms, while Brits favor diminutives. This 
sometimes has the effect of making British informal speech sound like baby 
talk, and American informal speech sound like a computer manual.

British: "I was keen to watch some footy and play some ninty on my new 
froody telly."

American: "I tried hooking my old NES to my TV via my VCR, but it was 

//// And Now, the Main Event...

                      THE YANK'S GUIDE TO YAK SPEAK

Alastair (n) - One of Yak's goats. Formerly male, now eunuch status.
beastie (n) - Any type of furry mammal, up to and including Yak himself.
Biro (n) - Popular brand of pen in England; general term for cheap pen.
biscuit, digestive (n) - A sweetmeal biscuit, perfect with tea (and with
     cheese) much favored by humans and other mammals.
bloke (n) - An unremarkable person, almost always male.
boanthrope (n) - Cow-Man (or Bull-Man). A composite of "bovine" (cow/bull)
     and "anthropos" (man).
bog-roll (n) - Toilet paper. As in, "I need a bog-roll for my bung-hole!"
bogs (n) - Toilets, or marshy place, sometimes both at once.
bolshy (adj) - Stroppy, argumentative, uncooperative in the extreme.
bugger-all (n) - Nothing, or so little as to make no difference.
     As in, "I know bugger-all about curry."
bugger off (v) - To geographically dislocate from one's current
     coordinates. As in, "He was here, but he buggered off!"
     Somewhat disrespectful or disdainful.
bumf (n) - Unnecessary (sometimes unwanted) literature and articles
     related to a given subject. As in, "He's got loads of bumf about
butcher's (v) - To take a look at something, perhaps without confidence.
     As in, "I thought I'd better have a butcher's anyway"
cashpoint (n) - Bank cash machine, ATM, "hole in the wall".
caution (n) - A bit of a joker, unbelievable.  As in, "He's a caution,
     that goat"
cheek (n) - Impertinence, nerve, presumption.
chips (n) - French fries.
choons (n) - Music; derivation of tunes.
chuffed (adj) - Very pleased, delighted, as in, "I was chuffed to bits".
curry (n) - Ummm, this one is rather long. Brent Thompson, who is
     highly knowledgeable on the subject and has lived in India,

          "The term curry itself isn't really used in India, except
          as a term appropriated by the British to generically
          categorize a large set of different soup/stew preparations
          ubiquitous in India and nearly always containing ginger,
          garlic, onion, turmeric, chile, and oil (except in com-
          munities which eat neither onion nor garlic, of course)
          and which must have seemed all the same to the British,
          being all yellow/red, oily, spicy/aromatic, and too
          pungent to taste anyway"

     In the west, curry is now usually characterized by the type of
     curries popularized by restaurants. David Smith (maintainer
     of the Curry House FAQ) defines a restaurant curry as:

          "A dish made with dried and fresh spices cooked in oil
          with a sauce made from pureed onions, garlic and ginger.
          The variety of spices used can be extensive but the
          commonest are chili, cumin, coriander and turmeric.
          Other common ingredients are yoghurt, cream and ground
dosh (n) - Money, implication being furthermore, that it's to spend.
dusted (v) - Finished, as in, "It's all done and dusted now."
emu (n) - A computer or videogame emulator (MAME, XL-It!, etc...).
faff (v) - Mess about, failing to conclude matters quickly and decisively.
flat (n) - Apartment, usually implying that it's not very big.
Flossie (n) - Yak's sheep, the Prettiest Sheep in the World. Present
     in Defender 2000 via a cheat code.
Floyd, Pink (n) - The Yak's musical conglomerate of preference.
FOAF (n) - Friend Of A Friend.
footy (n) - Football, known to Americans as soccer (unfortunately).
fossick (v) - Tinker, as in, "I fossicked around with it all day, but
     still couldn't get it to work."
froody (adj) - Neat, cool, and fun.
FUR (n) - Frame Update Rate. Yak Speak for "Frames Per Second".
gaff (n) - Home, or place of residence.
ghosht (n) - Mutton curry. For obvious reasons, Yak eschews ghosht.
Ghu (n) - The generic fannish deity. Particularly invoked when you
     don't want to sound too serious about your swearing.
git (n) - Annoying or irritating person; friendly insult, "You git".
gnus (n) - Events of public interest which have occurred in the current
     or near-current time frame. As in, "No gnus is good gnus".
gobsmackingly (adj) - Unbelievable, such that your draw drops in the
     same way as it does after a severe impact to it.
grilf (n) - A female human who follows you around, lets you buy stuff
     for her, and might occasionally let you touch her.
grok (v) - Understand. As in, "Do you grok what I'm telling you?" From
     the Robert A. Heinlein novel, "Stranger in a Strange Land".
holiday (n) - A vacation. As in, "I really need to take a holiday."
hols (n) - The holidays (real holidays, not the fake vacation-holidays).
Jaggy (n) - The world's first 64-bit gaming console.
jammy (n) - Lucky, sometimes cool. As in, "There is also scope for 
     pulling off some totally ludicrous jammy survivals."
jiggery-pokery (n) - Something akin to magic, some clever actions.
knackered (adj) - Not just tired, but completely worn out. As in, "Let me
     sit down a minute, I'm knackered". Knackers is also a slang term for
     testicles, and a "knacker's yard" is a slaughterhouse for horses.
     Thus, a worn-out horse is knackered, without hope.
korma (n) - A fairly mild, creamy curry; a "beginner's" curry.
lavvy - Lavatory, aka "the bathroom". As in, "After a caustic curry I need
     to nip off to the lavvy".
lager (n) - English word for German/Norwegian beer. In England, beer is
     most DEFINITELY not the same thing- lager is held in less esteem
     than beer, and the best is imported.
lilo (n) - A (usually) inflatable bed, often to be found on beaches.
loo (n) - Toilet. See "lavvy".
Minter, Jeff (n) - Yak has sometimes been known to respond to this name.
naan (n) - Indian bread. Goes well with curry.
nick (v) - Steal, as in, "He nicked my idea."
nip (v) - Visit, but the emphasis being on speed and short duration.
Ninty (n) - Either the Nintendo Entertainment System, or the Nintendo 64.
nobble (v) - Sabotage, usually in some devious way, derived from the
     use of the term in horse-racing, where a horse is drugged.
oik (n) - Git, stupid person, always derogatory.
pants (n) - Worthless, of no value. As in, "The 32X was absolute pants."
pappadom (n) - A crunchy, deep-fried, disk-shaped accompaniment to most
     Indian meals, in particular curries; light and fragile.
penty (n) - An Intel Pentium-based computer.
peregrination (n) - Wandering, traveling.
phal (n) - A corrosive biohazard, or the hottest of the known curries.
     You decide. Rumored to be Indian for "fatal".
poxy (adj) - An object or person held in great disdain. Derived from
     the historical term, "the pox".
prat (n) - A person of great stupidity, usually harmless, makes errors.
Prettiest Sheep in the World, The (n) - See "Flossie".
quaff (v) - The oral ingestion of a comestible liquid. As in, "Don't
     quaff and drive".
Red Ship, The (n) - Yak's car when he was living in the States. JEO
     Data Collection Central Command was unable to determine exactly
     what type of car it was. We're pretty sure it was red though.
ship (n) - Slang for "car".
skritch (n) - Scratch, particularly where most wanted, e.g. ears and nose.
slated (v) - Unforgivingly criticized, similar to slammed or panned.
smeg (n) - Verbal exclamation derived from the Brit telly show "Red
     Dwarf". As in, "What the smeg is going on here?!" Based on the
     word "smegma" (look it up).
snoot (adj) - Snooty means posh, perhaps meaning superior.
solicitor (n) - Lawyer, aka The Lowest Life Form On Earth.
Speccy (n) - The Sinclair Spectrum.
starfish, chocolate (n) - The egress terminus of the mammalian
     digestive tract. The chocolate starfish hates curry vindaloo.
starkers (adj) - Sans both under- and outergarments. Nekkid.
telly (n) - A squarish plastic artifact with a cathode ray tube and
     speakers mounted in its front face. Uses mysterious internal
     components to convert electrical signals into images and sounds
     for entertainment purposes.
tikka masala (n) - Yet another type of curry.
tindaloo (n) - Type of curry. Basically a very hot tikka masala.
Toilet (n) - The Atari Jaguar CD attachment, so named for its undeniable
     facimilitude to the great porcelain temple. Not an insult!
trot, on the (adv) - Consecutively. As in, "He fell for that trick three
     times on the trot".
ungulate (n) - Any hoofed mammal.
vindaloo (n) - Fairly common, very hot curry; one step down from Phal.
Vindy (n) - Yak's dog, a young Border Collie.
wanker (n) - Jerk, idiot. Term of disrespect and insult. As in, "Leonard
     is such a wanker."
whiffy (adj) - Stinking, also applied to things of poor quality.
witter (v) - Ramble, but with a particular tendency towards complaint
     As in, "He wittered on about it for ages."
wonga (n) - Money, implication being it is to spend.
Yak - A shaggy, goaty-smelling biped (suspected to be human). Likes to
     write videogames and psychedelic lightshows (or best of all,
     videogames that ARE psychedelic lightshows), eat curry, listen
     to Pink Floyd, smoke narco-weed, and skritch Flossie. Sometimes
     answers to the name "Jeff Minter".
X - The embedded multimedia processor now unfortunately known as NUON.


   ||  State of the Lynx
   ||  By: Carl Forhan
\__//  forhan@millcomm.com

//// Preface

Dec 4, 1998

Is the handheld market taking off again? The GameBoy has been the 
uncontested ruler of this arena for several years, but now we have a Color 
GameBoy, game.com, and even a Neo-Geo handheld. Rather ironic that the Lynx 
could still compete with these handhelds and was made waaay back in '89. 
Nevertheless, the grass-roots support for the Lynx lumbers onward; see for 

//// Web Lynx

Bastian Schick is one of the most valued contributors in the hobby support 
of the Lynx, and his accomplishments demonstrate this -- the BLL developer 
cart, T-tris, and SIMIS are just some of his efforts. What you may not know 
is all the work he's put into improving the cc65 C compiler for the 
developer community, or that he was able to learn how to defeat the Lynx 

Check out Bastian's projects and tools online at:

//// Game Updates

I know, a bunch of you are still patiently awaiting the arrival of SFX. 
Please bear with me as I resolve the manufacturing difficulties of getting 
this cart produced, and thank you for the tremendous support for this cart.

Bastian recently revealed that the SIMIS cart supports game downloads (into 
Lynx RAM) at the main menu! This hidden feature effectively turns your 
SIMIS cart into a developer cart as well, you just need a hand-made serial 
cable to download the code. Bastian also hinted that another game is hidden 
in SIMIS somewhere...

Ponx is effectively COMPLETE at this point! After many months of avoiding 
the game, I finally buckled down and finished writing the code to enable 
intro screens, title music, and more hardware effects on this rather 
enjoyable game. Look for publication details on this cart AFTER I get SFX 
out of the way.

Links to all the above may be found at The Lynx Domain:

//// Ye Olde Rumor Mill

Telegames is still in the early analysis phase with regards to Hyperdrome. 
Once the game has been tested sufficiently and the documentation either 
located or written, then expect to see some official support for the 
release of this game... my guess is mid-'99.

What if I told you, you could play new levels on an existing Lynx game AND 
even design new levels yourself AND download them to that same Lynx cart 
that's been sitting on your shelf for several years? Would you believe me?

Signing off,

Carl Forhan


   ||  Interview: James Garvin
   ||  By: Clay Halliwell
\__//  earl.halliwell@dyess.af.mil

Recently a company by the name of OMC Games announced a new game, "The 
Assassin" for release on the Atari Jaguar. Now, we've seen more than our 
share of fake product announcements for the Jag in recent years, so I 
tracked down OMC owner/founder James Garvin to find out if OMC is for real. 
It looks good folks... very good.

[JEO] Who is James Garvin?

[James Garvin] Hmmm... I was born in Louisville, KY, the bastard son of 
a... well, maybe not. I'm 27, a writer, programmer, avid game player, and 
currently I run OMC Games while going for my BA in Computer Engineering at 
the University Of Texas. No small feat. I think the company has suffered 
because of it, as well as my projects. I got a chance to travel to Japan 
recently to work on VLSI chips and so that's where my current base of 
operations is. The company is still in the same place though, but I'll be 
spending the next year here in Sendai which is both a curse and blessing at 
the same time. At least I get to be with my girlfriend.

I've been programming since 1982. Picked up TI BASIC on a TI 99/4A. Heh, 
heh. Those were good days. Eventually moved up to Atari BASIC and Commodore 
BASIC. Then someone told me that in order to be a serious programmer I had 
to learn Assembly. I dabbled with it a little, but I took my cue at really 
learning from some of the great games I played way back then and the guys 
who wrote them, such as Alternate Reality (Philip Price), Wizard's Crown 
and The Eternal Dagger (Paul Murray), and Ultima (Richard Garriot). I've 
since had a chance to interact with these guys in some way and I admit that 
like most idols they didn't live up to my expectations, but I owe them my 
respect because they inspired me to go for the big game. Since '85 I've had 
some interesting adventures with assembly language, but it's been worth the 
ride. Recently, I've been questing to learn as many programming languages 
as possible.

I live by the game, so to speak. I own more than half of all the game 
systems ever released and have taken a habit to studying the market like an 
analyst. That's where I got the idea for HieroGraphix. I think I've made 
more enemies than anything else, but that's okay. The truth is a beautiful 
thing. I look at games from a programming standpoint, and I've come to have 
a lot of respect to those who really spend the time to program a good game. 
Programming is everything, as well as vision. I've always been a fan of 
Atari, and it stung me pretty bad that the company was run into the ground. 
I've met or spoken to almost all of my heroes over the years and met some 
people who've put together some great stuff. Though, I've never made a huge 
name for myself. It's strange that it's worked out that way. If someone 
ever took away games, I wouldn't have anything left. Heh, heh. It's funny 
that my girlfriend totally hates games. Well... except Tetris.

[JEO] What is the HieroGraphix Game Journal?

[JG] HieroGraphix is a video game publication put together by OMC Games. 
I'll admit that it's history hasn't been the most glorious as far as video 
game magazines are concerned, but at least we try to present a different 
view of the industry. HieroGraphix covers just about every system ever 
released (2600, GameBoy, Saturn, Playstation, Jaguar, PC, Mac, etc.), 
though there isn't always an article on every system, but we don't leave 
out news just because it's on a system that's old or no longer mainstream. 
I usually release about 2 or 3 issues a year, but after last year's fiasco 
with my distributor, I'm not too thrilled about doing it again. Been 
sticking to doing reviews and special features for the web site.

[JEO] What does OMC Games do?

[JG] That's a good question. I think that will be defined over the next 
year or so. Currently, we publish. Mostly small periodicals, but we're 
moving into games and such. There are currently two games on the roster, 
The Assassin, and Age Of Darkness. Both for the Atari Jaguar. Eventually 
I'm planning to do stuff for the Sega Dreamcast. Orb Of Bengazi might be 
released for that system, but I'm still not sure yet.

OMC is also the medium for which I can express myself without going through 
the HUGE companies who require you to fill out too many forms and force you 
to compromise your own vision. Eventually, I hope to help others reach that 
same plane. Let's face it, it's hard to get anything published these days, 
so OMC will be an avenue for others to test out their talents and such and 
get things released. Maybe it's too broad of a vision, but it's something I 
feel strongly about.

[JEO] What type of game will "The Assassin" be?

[JG] The Assassin is really a testing of the Age Of Darkness engine, and 
the prequel to Orb Of Bengazi. I've thought of it as a tribute to the 
action greats John Woo, Chow Yun Fat, and Bruce Willis. I've designed a lot 
of the stunts and action sequences with them in mind, though the main 
character is more like a Bruce Willis character and a little Chow Yun Fat 
mixed in for good measure. It will be awesome if I can get slow motion to 

It's 2D bird's-eye with about a 3 to 5 degree angle to give it a semi-3D 
look. I used just about every button on the pad (ProController recommended) 
and we're planning on adding a lot of gameplay elements such as changing 
weather, time of day, getting tired, special moves which can be used to 
perform stunts and such. It will be possible to use multiple guns, dive 
over tables, jump off buildings, etc. Not to mention some extremely cool 
gameplay elements that I'm keeping under wraps at the moment. I think a lot 
of people will be pleasantly surprised.

The game is set in the year 2147 in a world which is basically the world as 
we know it except orcs, elves, goblins, sprites, dwarves, dragons, 
vampires, etc. are meshed into everyday life. The genre is specifically 
cyberpunk. Picture JFK as an elf, or Martin Luther King as an orc. It's 
based in the role playing world we put together entitled "Blood City" which 
I'm hoping will be released simultaneously with The Assassin.

If all goes well I'm even going to attempt to do city movement, via 
vehicles, in polygons. I figure I could put together some pretty 
interesting car chases and provide a more interesting view of the various 
cities I have planned. You will also be able to purchase vehicles and 
weapons, as well as take missions or cases.

If I had to describe it, I'd say that The Assassin is more of an 
RPG/Mystery/Action game. The action takes place in real-time, and there 
will be a MAJOR storyline underneath that. There are subplots and extra 
cases you can take for cash and personal satisfaction. It's an RPG, which 
means you get experience and go up levels, also there are skills and you 
can pick and mix them from the beginning (as you will see in the demo), and 
acquire new skills as you progress through the game. We're even working on 
adding an extremely difficult case that, if solved, could earn a lucky 
person $500 and a free copy of Age Of Darkness. I'll add more details on 
the day of release. I can't leave out the fact that the game is not for 
kids. It's dark, depressing, violent, and extremely ruthless. Not much 
different than games released these days, but the adult content (language, 
nudity, etc.) is pretty high. We've tried hard to capture the real essence 
of cyberpunk. I'm almost positive the ESRB will give it the highest rating 
in the book, and I wouldn't settle for anything less.

The basic storyline is pretty simple. You take the role of Michael Steele, 
a human Chicago detective, who goes to Austin, TX to investigate the death 
of his brother. During his investigation he finds out his brother was 
murdered and so he tracks down his brother's killer and murders him in cold 
blood. He gets caught and sent to jail, where he goes to trial, and the 
game starts there. This is the short version, but I'm sure you get the 
idea. The story gets pretty complex, and you find out a number of things, 
which set the stage for Bengazi.

Heh, heh. I apologize for being long-winded. There's just a lot to the 

[JEO] When did you decide to develop a game for the Jaguar, and why?

[JG] I actually had no plans on bringing it to the Jaguar. It was 
originally an Atari 8-bit exclusive, but after I arrived in Japan, I found 
that my 800XL wouldn't work here. I was more than irritated at that, and I 
had to spend a number of days apologizing to my girlfriend for being an 
ass. At that point I couldn't let all of our hard work go to waste, so 
since I had also brought some Jaguar development materials with me, I 
thought it would be more productive to just do a Jaguar version and wait 
until I got back to the States before I finished the 8-bit version. I think 
gamers will benefit from this transition as we can add a bit more "color" 
to it than was originally planned.

[JEO] What was the trouble getting your 8-bit to work?

[JG] You know, I'm not really sure. I'm guessing it's voltage, because the 
Sendai area is 100 V, 50Hz. The computer comes on, but I can't get a 
display. I've even tried it on a couple of different TVs, but no luck. Of 
course, it may also be the NTSC-J they use here in Japan. I find it 
interesting that the switch box is considered an antenna by the TV or VCR 
it's connected to. So while it's connected, we can pick up channels we 
normally wouldn't be able to. This is quite different than in the States. 
This means, that while it's connected, there's a conflict between the video 
signals, and the stronger on is the local TV channels so it just blocks out 
the 8-bit video signal. This is also speculation. The technician who helped 
me try to solve the problem came to the same conclusions so it's one, the 
other, or a combination of the two. Either way, the bottom line is... it 
doesn't work.

[JEO] Do you have any experience with game development?

[JG] On a large scale, I'd say no. I worked on a game back in '86 for the 
Atari 8-bit called "St. Lauril's Castle". It was a pretty impressive piece 
of work, but it was a semi-text adventure type game (RPG elements, but no 
actual graphics), and I couldn't get Electronic Arts or Datasoft to pick it 
up. Decided to give it up. I think that's about the closest anyone here has 
gotten. The Assassin is OMC's first major game project.

[JEO] Who is the team working on The Assassin?

[JG] Currently, there are four of us. Two programmers, a musician, and one 

* I'm the lead programmer, and another guy works on doing other things, but 
he's still a bit wet behind the ears so I'll keep his name anonymous a 
little while longer. Heh, heh. I also wrote the story, script, and have 
done most of the graphics.

* Sandro Sarang, the technician, handles pressing CDs and getting programs 
to work with the CD dev kit. Sandro also handles any problems we have with 
dev kits and such. He's not really an assembly programmer, so I try to keep 
him away from writing too much code. He's been getting his hands into doing 
graphics, and may take up writing some cases.

* Arthur Lauritsen is the musician and this is his first project. He's 
good, and I think he'll do  a good job. He was quite happy when I told him 
he'd be using redbook audio instead of converting code on the 800XL. We're 
going to have a few [samples of his work] on the OMC site in a couple of 

We're going to most likely be adding another programmer and a writer to the 
ranks sometime soon. Heh, heh. Of course, I still don't have that artist...

[JEO] How did you obtain your Jaguar devkit?

[JG] You know, my journey towards getting a dev kit has been a long and 
hard-fought one. And experiences such as that can ruin a person's 
perspective on the whole industry. So everything I've gotten so far has 
been from various places and cost quite a bit of money. Including B&C, some 
people who I vowed I'd keep undercover, and I got my BJL from Scott 
Walters. A pretty cool guy, I must say.

[JEO] What are the projected tech specs for The Assassin?

[JG] The Assassin is going to be mostly 320x240 resolution, with the 
exception of the option screen which will be 640x480. Both resolutions will 
be in 16-bit color using straight RGB instead of the CRY color system. I 
haven't decided whether or not this is a bad thing or not, yet. Sprites are 
currently at 256 color, but may change depending on the situation.

I'm shooting for about 30 FPS or something close. I think 60 FPS is 
virtually impossible with the number of things going on especially during 
combat. I'm using strictly GPU/DSP code which is quite fast, so there 
shouldn't be any complaints about us not utilizing the processors to the 
fullest. I would like to get the parallel processing working, but it takes 
some serious timing to get it to work properly. We're still experimenting, 
but to be honest, I'd be happy with 30 FPS.

The game will be on CD and I'm working with Hasbro now to make sure that 
encryption issues won't be a problem in the future. There won't be any FMV, 
so we're going to use the CD for nothing but game. Therefore it will be 
impossible for the game to be crammed into a cartridge, unlike Iron Soldier 
2. Heh, heh, heh.

[JEO] It sounds like The Assassin is basically going to be a scrolling, 
tile-graphics based game with sprite, which the Jag excels at. What are all 
these other things going on that will slow it down to 30FPS?

[JG] Constantly moving blocks of code with a lot of jumps back and forth 
from main memory to GPU RAM, special effects in which the sprite is 
modified (such as lighting effects, translucencies), constantly keeping 
track of NPCs on the screen, character and background animations, and all 
the extra things like weather, the clock (which is displayed on the 
screen), collisions, etc. I haven't tested all of these things at this 
point, so my actual speed may be better than I realize, but I figure it 
would be better to start with something reasonable and if I get better 
results then we'll all be happier.

[JEO] Will the use of RGB color let you do colored lighting effects?

[JG] As I've seen so far, yes. Of course, when it comes to the polygons, 
I'll use CRY mode. The shading is much better.

[JEO] By all accounts the JagCD was almost impossible to develop for, even 
for fully supported, licensed developers. What drove you to taking the CD 
route? Are you confident CD development won't cause you any major problems?

[JG] The real problem with CD is that it doesn't use a file system so you 
actually have to seek the disk like you were looking for a song, then 
checksum the data to make sure you got the right stuff. It's a lot of trial 
and error. That's why I have Sandro spending most of his time working on 
that area. I knew about that headache before I even got started. Also, 
Atari had a couple of tools that help in "padding" the tracks with the 
right information, so you don't necessarily have to remember all of the 
details that goes with adding files to your file pool. It may be tough, but 
I don't think impossible.

The reason why I went for CD is so I didn't have to worry about limiting 
the vision I had for the games. I really needed storage, and a cartridge 
just wasn't going to give me enough, even at 6 MB. When each city eats up 
1MB by itself, you can use it up fairly fast. Not to mention the there is 
only 128 bytes of EEPROM space for storing game data. Definitely not enough 
for an RPG. Heh, heh. Currently, The Assassin character file is 7,168 bytes 
(7k). I heard that Atari was working on something larger, but I haven't 
been able to dig up anything on it, so I'll just assume it doesn't exist.

Sure, the argument is you can compress graphics and sounds to take up quite 
a bit less space, but then you have to worry about uncompacting the files, 
and when you uncompact sounds you lose a little bit of the quality. Small 
quibbles, but I don't want to worry about them. And you still have to worry 
about that 6 MB (most of the times less) of total space. When you think 
about a CD having in excess of 600 MB it seems like the obvious choice if 
you have a HUGE game in mind. I think I could do a Super NES quality RPG in 
6 megs, but a Jaguar quality one will require quite a bit more.

[JEO] In your talks with Hasbro, what sort of impression have you gotten 
about their attitude toward the Jaguar?

[JG] That's a tough question, because I've been getting a bunch of mixed 
signals since we began talking at this year's E3 show. But one thing has 
been consistent... they only want to support current hardware: Playstation, 
N64, and PC. On the other hand, there have been a couple of people on the 
inside who have helped me out and I believe they set up someone 
specifically to deal with my case, so I owe them something for that. I get 
the impression they view the Jaguar as a bad coat of paint on the new house 
they just bought. It would take too much work to repaint the whole house, 
and it stands out too much to forget about, so they just have to live with 
it even though it drives them crazy. They tolerate me, as they do the rest 
of us, but I intend to get my games released, so they'll have me in their 
lap until then.

[JEO] When are you projecting The Assassin to be released?

[JG] At the moment we're projecting 3rd quarter '99. This may be a bit 
optimistic, but considering the amount of time I'll have to work on it and 
the number of programmers involved, I think we might be able to make it. 
Either way, it should make it sometime next year.

[JEO] One last question: What does "OMC" stand for?

[JG] Heh, heh, heh. The dreaded question. Well, if you can track down a man 
by the name of Dilip K. Silva, he'll be more than happy to tell you, or you 
can wait another 20 years when I turn 50.

[JEO] Okay, I'll bite: Who's Dilip K. Silva? And what happens in 20 years?

[JG] (grin) Dilip K. Silva was the co-founder of OMC back in 1990, but he 
moved on to get his degree in Radio, Television, Film (RTF), got married, 
etc. We had this thing that if someone was to ask him what it meant, he 
would tell, but he was the only one who would since he was the one who 
thought up the name to begin with. I haven't seen him in a number of years, 
so if you find him be sure to tell him I said, "hello" and I've got the $20 
I borrowed from him.

I figure if OMC is still hanging around when I turn 50, I'd just rename the 
company to what it stands for (O***** M**** C*****), because I'd hate to 
die and no one knew what it meant. Decided I'd make a party out of it. 
Though it would be cool for a cruel joke to leave something dangling after 
I'm gone. Besides, I'll be old enough to where I wouldn't care anyway.

[JEO] Is it: Oberon Meets Cthulu?

[JG] Heh, heh. That's probably the best one I've heard so far. But the 
asterisks don't necessarily represent the number of characters in the name. 
Heh, heh. Besides, OMC Games Division sounds much better than what it 
actually stands for.

[JEO] I notice your website is composed on a Mac. Do you have a Mac? And if 
so, have you ever played the game Battle-Girl?

[JG] Yeah, I use a Mac for virtually all my computer work. I even packed 
her (Sherry, a.k.a. the Mac) halfway across the globe. I've heard of Battle 
Girl and I thought the screen shots looked cool. I was quite impressed 
especially considering it was a Mac game. Though, I never thought of 
porting it over. That would be a cool idea. I'll have to check on that.

I've spied some games which were Mac exclusives that I think might make
good Jaguar ports...

[JEO] Thanks for the all info, James!

[JG] Honestly, I didn't think I had that much to say. Heh, heh. Perhaps I 
had too much time on my hands. I normally dislike these kinds of things, 
but I kind of like this one. I guess because it helped me straighten out 
some points I'd been mulling over for the past week or so.

Talk to you later.

James Garvin
OMC Games


   ||  Five Years of 64-bit Goodness
   ||  By: Fard Muhammad
\__//  ultimate-atarian@rocketmail.com

November 4th, 1998. Today is the 5th Anniversary of the Jaguar 64-bit 

They said it couldn't be done... "Atari? Releasing a _64_ bit system? 
Impossible. Didn't they die after the Lynx bombed?"

However, in one final punch to the video game market, Atari decided that if 
it were to go down, they were going down with a bang. That bang was to come 
in the form of the Jaguar64. It was rumored to be released on November 4, 

However, the "bang" turned out to be the sound of Atari shooting itself in 
the foot, as the system never really caught on with the masses- mainly due 
to lackadaisical marketing and horrible 3rd-party support.

But, a weird phenomenon occurred in the gaming community. A small group of 
people who actually liked the Jaguar began to band together and fight for 
their beloved dying system. It was this community that convinced 3rd-party 
developers like Telegames and 4Play to continue building Jaguar games long 
after the JTS merger in 1996.

Now, we celebrate the 5th Anniversary of the 64-bit behemoth.  We can 
honestly say that for a system that's supposed to be dead, it's having a 
pretty good afterlife. Atari may be gone (for now...) but their last system 
has drawn together a community that strives for the best in entertainment.

As we now wait for future games like BattleSphere and Protector to give us 
new reasons to continue support for the Jag, we should take a moment to 
consider the probabilities of all of us being here today still talking 
about the Jaguar as if it were released a year ago. They are quite small. 
We are very fortunate. 

Happy 5th Anniversary, everybody. May the Jaguar growl for five years more 
(at least ;)

In respect for the 5th Anniversary, the Realm is now closed for 
reconstruction.  See what's in its place at: 

Fard Muhammad
"The Ultimate ATARIAN"
Chairman of Redemption
IIT Student
All around good guy ;)


   ||  Shareholder Memories
   ||  By: Jeremy Wilburne
\__//  jwilburne@csus.edu

[This article originally appeared on Robert Jung's Atari Archive site 
(http://www.digiserve.com/eescape/atari/Atari.shtml). Reprinted with 

As a former shareholder, I attended the 1993, 1994, and 1995 Annual 
Shareholder's Meetings at Atari Corp., not to mention the last Atari "Media 
Day" event in 1995 under the direction of Ted Hoff (at that time, I was 
working with John Marcotte on the ill fated Jaguar's Edge magazine -- my 
reviews of Pitfall were never published...). 

So here are some of the things that stand out in my mind: 

//// 1993

The Jaguar was first introduced to us shareholders. At that time, the case 
was gray, and IBM had just finished the final version of the plastic case 
mold the day before the meeting. I got to play the prototype version of 
Cybermorph. The Time Warner rep, wearing probably a $2000+ suit, had three 
lackeys attending with him. He complained that the female Skylar character 
(she had a different name) wasn't nude, so it wouldn't be selling well to 
the teenage market. 

John Skruch showed off the prototype version of Crescent Galaxy, and in 
that, Trevor McFur was visible inside the ship. It was very cartoony, and 
his spacecraft was the Atari Jaguar machine itself, with his head and torso 
sticking out of the top of the ship. I believe they were doing that for the 
Lynx character in the game as well, but they didn't show that. And if I'm 
not confusing years, Atari also showed off a prototype of Tempest 2000, but 
the only level finished at the time was the flat surface level, not the 
regular circular levels. 

I suggested to Sam Tramiel in front of everyone that Atari pull the old 
Coleco strategy from the early 80s in coming out with a 3DO licensed 
emulator for the Jag, thereby stealing users away from that system like 
Coleco did with their 2600 emulator for the Colecovision. He didn't know 
about that. 

//// 1994

I pestered Sam Tramiel to license the Jaguar to Japanese manufacturers in 
Japan for a pre-emptive strike in the home market of Sega, Nintendo and 
Sony before they could bring out their game systems. I mentioned NEC and 
Namco as viable candidates, but he sluffed off my recommendation to the 
rest of the shareholders, saying that they were relying on the Japanese 
trading company Itachu (who had a strategic alliance with Time-Warner) to 
pump up the Jaguar in Japan. I said that Sega was having problems with the 
design of the Saturn and they might enjoy the Jag, but it didn't register 
with him. I also mentioned JVC as a good candidate since they were making 
the Genesis/Sega CD compatible machine known as the X-Eye at the time, and 
plus they were a registered third party developer for the Jag. This didn't 
dawn on him. 

When I mentioned that Atari should port all the classic Atari Games arcade 
games to the Jaguar like they had done with the Lynx, he followed with the 
statement that Atari Games had not had a decent arcade hit in a long time. 
The truth was that Atari Corp. flaked out on back royalties owed to Atari 
Games over the various conversions to the Lynx system, thus they couldn't 
port any more titles until payment was made. This was in the shareholder's 
annual report. Atari Corp. finally issued non-voting common stock which 
they valued at $8 a share (when it was less than about $4 on the open 
market at the time) to Atari Games Corp. as a settlement, and Time-Warner 
forced Atari Games to settle for this. 

Do you get the feeling that Sam Tramiel was a complete idiot? :) 

You might want to know that in this same year, after I pitched the idea to 
Sam Tramiel that Atari court Namco to use the Jag in arcade machines and 
become a home licensee, J. Patton was sent over to Japan to show Namco the 
machine firsthand and its capabilities. J. Patton even told me this 
personally at the Sacramento Atari Expo. 

The other highlight of the shareholders meeting was the wrath that Sam 
Tramiel received by this old lady who was a shareholder and this hippie 
over the gore in Kasumi Ninja. They said Atari should make non-violent 
videogames. Sam, unabashed, said that was stupid. I agreed with him on 
that, though. 

//// 1995

More Sam Tramiel idiocy. He boasted that Atari was ready to release the 
Jaguar II, with better graphics, more RAM, and a quad-speed CD-ROM to 
counter the popularity of the Sony Playstation. Of course, it never 
happened. Sometime between this annual meeting and the last Atari Media Day 
in November 1995, Atari hung up the first prototype model of the 
"Midsummer" chipset Motorola manufactured for the Jag II. It was hung up in 
the lobby of the company with all the various awards Atari had earned from 
the Consumer Electronics Show over the years. I believe the plaque said the 
chips had been finished in June. 

Second of all, Sam defended his position of lowering the price of the 
Jaguar console in the face of angry shareholders. He said it was the same 
gimmick he and his dad pulled at Commodore in the early 80s with the 
Commodore 64, which didn't come with a disk drive but relied on cartridges. 
The logic was lowering the Jaguar's price would entice people to buy the 
CD-ROM, just like lowering the price of the Commodore 64 enticed people to 
buy the 1541 disk drive. The thing that got me was that Sam never 
understood that the computer and video game markets were different and that 
the "lowest price" did not work in video games. 

Oh, one other thing, regarding the Lynx. Back in 1990, Bob Brodie, who held 
the publicity job before Don Thomas at Atari, came to my computer users 
group to talk about Atari. Bob mentioned that he tried convincing the Atari 
programmers to convert the Atari ST game Midi Maze over to the Lynx, since 
it was so hot at the time as the pioneer of networked video games. The 
programmers thought it was a stupid idea. 

Four years later, the game surfaced as Faceball 2000 on the NES, SNES, 
GameBoy, Game Gear, and Genesis. :) 


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

1. What was the name of the unreleased device that would allow a 2600
   player to "control games with his mind"?

2. What is the most recent copyright year of any 7800 game?
   1990. Almost ten titles were released that year.

3. What games have versions that exist on the 2600, 5200, 7800, and Lynx?
   Asteroids, Ms. Pac-Man, Joust

4. An official Atari 7800 light gun was never released, but what light
   gun was fully compatible with the 7800?

5. Name the only light gun game for the 2600.

6. Name the companies that published both 2600 games and board games.
   Parker Bros., Milton Bradley, Avalon Hill, Mattel

7. Name a CD that contains a game playable on an Atari home console-
   based system *besides* the Jaguar CD unit.
   "Stella Gets a New Brain", for the Starpath Supercharger (an Atari
   2600 peripheral).

8. Complete this phrase from an Atari ad: "Lynx Eats _____ Lunch."
   "Boy's". As in the Nintendo GameBoy.

9. What was the unreleased 32-bit console in development at Atari?

10. What was the "ticker symbol" used by Atari in the stock market prior
    to the merger with JTS?

BONUS QUESTION: Name three games for any Atari cartridge-based console
that included entire, separate *games* as easter eggs. Identify the
easter egg games as well.

   Defender 2000 (Jaguar) - Plazma Pong
   Rayman (Jaguar) - Ray Breakout
   Electrocop (Lynx) - Asteroids, Breakout
   Slime World (Lynx) - Pop the Zits
   BattleZone 2000 (Lynx) - "Real" BattleZone 2000


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

Buzzword Index:
     Buzzword     Occurrences
     HTTP         44
     Texture      2
     Bug          3
     Network      4
     Hasbro       8
     BattleSphere 15
     CD           54

Useless Fact O' The Month: The only two Jag games with "Super" in the title 
are also the only two Jag motorcycle racing games.

Merry Christmas and Happy Fraggin' New Year!

Your Editor
Clay Halliwell


                 (This issue printed on recycled photons)


                            It's a 64-bit Kiss.


                  The Atari Jaguar: You know... for kids!


                   Where do you want to play Atari today?


Jaguar Explorer Online Magazine is a seasonal publication covering the 
Atari Jaguar community. Reprint permission is granted, unless otherwise 
noted at the beginning of the article, to registered Atari user groups and 
not for profit publications under the following terms only: articles must 
remain unedited and include the issue number and author at the top of each 
article reprinted. Other reprints granted upon approval of request. Send 
requests to earl.halliwell@dyess.af.mil.

No issue of Jaguar Explorer Online Magazine may be included on any 
commercial media, nor uploaded or transmitted to any commercial online 
service, in whole or in part, by any agent or means, without the expressed 
consent or permission from the Editor or Publisher of Jaguar Explorer 
Online Magazine.

Opinions presented herein are those of the individual authors and do not 
necessarily reflect those of the staff, or of the publishers. All material 
herein is believed accurate at the time of publishing. We are the chorus, 
we hope you like our show. We know you're rooting for us, but now we have 
to go.


Atari, 400/800, XL/XE, 2600, 5200, 7800, ST, TT, Mega ST, STe, Mega STe, 
Atari Falcon030, 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

                                    **  **
 ::::::::::::::::::::::::::::::::: J    E    O ::::::::::::::::::::::::::::
 :: Volume 2, Issue 4      JAGUAR EXPLORER ONLINE      December 18, 1998 ::