Because of the historical edge it takes quite a time for orders to be carried out. After alt you're a hun- dred and thirty years short of the walkie talkie. While sometimes frustrating when a division is being hammered, it does allow for some well timed cavalry charges.
If you've had no experience with this system before, the way commands aie issued can prove frustrating. Orders tike "Bessieres, take support from Bemadotte and form a defensive around Kobelnitz" will always confuse the unwary. Despite all the glamorous extras Austerlitz still plays like any of the bland 'old style' wargames, which came as a surprise to me - it looked as though it could have been a case of all graphics, no gameplay.
Attention to detail is excellent. Extremely useful in planning which route nol to take in order to come out on top. It's attention to detail and ability to follow the battle to it's out- come that produces the atmosphere. You can fight the battle just the way Napoleon fought it, or opt tor a completely different approach. For all the good points there's one real fac- tor that weighs heavily against AusrerJitz; the lack of variety between it and its three prede- cessors, Once you've played one you've got a good idea of how the rest are going to look.
A designer option would have helped immensely, it's a pity this facility has been overlooked. Somehow I don't see this style of wargame having the lasting effect that is common with the popular SSG series. A recommended first time purchase, but if you have any of the others there just isn't any point. However, after a while the game began to eiort a certain monotonous charm over me as I moved from town to town I began to take my charisma levels more seriously and indulge in more events I never got to Sturgis.
Harley Davdsci 15 well documented and Duck to gel uo and running. Unfortunately its not so quick in gameplay terms. Doubtless long-haired, greasy bearded, potbellied, learner jacketed, social deviants are right now beating a tarmac path- way to their nearest software shop to grab a hold of the world's first official Hog Simulator.
Talking of hogs, this one IS a bit of a pig. The program aims to blend arcade acbon bike nding style with strategy as you equip your bike, negotiate the rocky roads of Maine USA, encounter other brothers, and make your way to the great hog trough of Sturgis where your biker endurance will be rewarded.
By biting the heads off chickens, no doubt. You start in quasi RPG fashion by distribut- ing pomts between various essential biker skills, ranging from engine maintenance to charisma mainly for picking up chicks, eh what? You then take to the open road and head for the next town. The road sequences aren't hard to master. Unlike some bike sims, this one is pretty easy to conquer, As the landscape scrolls by you change up and down your six gears by depress- ing the control and up-arrow keys simultaneous- ly joysbck is recommended, a mouse option is available but not so useful.
Avoiding rocks, pud- dles, cars and other hazards you carry on to the next town, stopping on the way if you fancy to help a damsel in distress beside her broken down vehicle.
Can a game give you all this? Arriving at the next town, you refuel. This doesn't just have to mean refuelling your bike - you can also top up your own pleasure circuits by rolling in the hay with the female filler atten- dant. This doesn't seem to result in anything certainly not a graphic display other than a higher bill for fuel. Bikers, Midnight Ravers seems, haven't heard of AIDS yet - or at least not in this game, they haven't.
After frolicking with the good time girl you can choose any of the other opbons available in town: shopping for parts ranging from a helmet to a new enginefixing your bike, and having a good time with the local brothers. Fixing your bike simply involves choosing the part that needs attention shown on a spe- cial status screen that gives you a health bar- chart for each part using your maintenance skill. Unless you're pretty nifty land set your maintenance skill level high at the beginning this isn't likely to have too much effect.
The local brothers, however, have more to offer. You can indulge in any one of Five events, Out on the open road. Watch out for damsels In distress on the verge, they may appreciate a ride and pay you. The uteenie run: disgusting, eh? But then you ARE disgusting, you fat. The events range from the finicky Slow-Ride Contest which is probably harder in the program than it would be on a Hog.
I know that Harley's like any big twin are going to pack up at low revs, but this is ridiculous! Hurt pride took me on to the Drag race, which was a lot more fun and simply involves getting the revs right up before slipping in the clutch. The game lets you kick in first gear at practically any engine speed, leading to wheelies and a generally hairy race against the bro's.
Other events include Hill Climb up hill In low gear, dodging missiles from your 'friends' ; Poker Run grab cards from bystanders to get a winning hand, preferably without flattening them ; and Weenie Run, in which a non-vegetari- an lady snaffles frankfurters hanging on strings above the road as you shoot down the highway.
Finally, you can go partytn', which is of more interest for the boost it gives to your energy lev- els than it is for the Bob Seger tunes. Mlndscape have really tried to pack a lot into Harley Davidson. There's no shortage of wayside attractions at every stage of the jour- ney to Sturgis, but, like most games that try to overwhelm you with variety, none of the ele- ments really impress by themselves.
The strate- gy elements buying new engines, increasing your standing with the bro's aren't well-devel- oped enough to compensate for the lack of punch and the arcade sequences are too jerky and slow by modern standards.
Like the real Harley Davidson, the game looks great, but once you've ridden it most people will start yearning for a highly tuned Japanese megama- chine. The result would be a film in which the player was the star - the actions he or she might take would affect the way the plot evolved. At present there are movies which can draw on all the magic of mod- ern film technology to create, if necessary, completely new environments. But for all its spectacle and imaginative brilliance, the movie is a closed medium - we have no option but to sit back and let it all soak In.
Computers, on the other hand, are a com- pletely different story. Like the film maker, the programmer is also capable of creating new worlds, but, unlike a film, a computer game is something that we can all participate in - we have the power to affect the outcome of the games we play. But even the most expensive home machines are limited. We can never hope to achieve the enthralling realism afforded by film, or can we? Animator Don Bluth has certainly made posi- tive moves in that direction even if he has only really managed the first tentative few steps.
Bluth's background was, not surprisingly, very much in movies he was an animator for Disney and is still involved in the production of animat- ed feature film's todaybut he also has a great respect for the potential of the computer as a medium for entertainment. His first production m this field, the Dragon's Lair arcade machine, was an attempt to combine the best of both worlds. The machine made use of traditional anima- tion stored on a laser disc which was still a fair- ly juvenile technology back in The ani- mated scenes were shown to the player who 42 Advanced Computer Entertainment had to move a oystick at an appropriate moment in order to see the hero to safety.
Get it wrong and you are forced to witness your rather ugty end, get it right and it's on to the next scene. Space Ace is more of the same, only the plot is more original and the animation is a lot funnier.
You take the part of the heroic Ace what a superb namein a mission to save your beloved Kimberly from the evil Commander 8orf. Unfortunately Borf has managed to zap you with his Infanto Ray which has turned you Sad Girls Club - Katie Ellen - Cowgirl Blues (CDr, Album) your youthful alter-ego, Dexter.
In this weak- ling guise you set out to save Kimberly and defeat that blue-skinned blubber-gut Borf. You may recall that Dragon's Lair was treat- ed to a series of rather lame home computer conversions which had none of the visual appeal of the original arcade game and even less paya- bility. Readysoft's conversions of Space Ace, you will be pleased to hear, do not suffer in the same way, Both visual and audio content is absolutely superb to the extent that you can't wait to see what the next scene has in store, and the next, and the next Again you must view each scene and make the appropriate Joystick move at the right time in order to save your skin, but this time there is just that little bit more payability which actually makes a world of difference.
You get quite a few minutes of animation on four discs for your money, but what a lot of money it is for what is essentially a very good audio-visual entertain- ment with a bit of interactivity thrown in.
The sound fX are adequate, tl 4 little unimagroative. A tardy Joystick movement means Dexter takes the full force of Barfs laser. At iNs price you would certainly have to have very high eipectabons of Space Ace to want to shell out for it.
Your Initial expectations wont be disappointed either - visually and aurally It's absolutely stunning, you've just got to admire the brilliant animation. After a while the charm is starting to wear a bit thin, but you are probably beginning to make tome progress at this stage, and the prospect of having successive scenes revealed to you will keep your interest from waning.
It shouldn't take you too long to get right through this one. Once you've done it you'll maybe play through it once or twice more to show a friend, but then it'll more than likely be con- signed to a dusty shelf for good! If you are a veter- an gamer you will probably recall those ancient consoles with five or six built-in games. On the whole they were variations on Pong, but some machines also had simple target games which involved obliterating a large white blip that bounced around the screen.
For the latter pur- pose a cheap plastic light gun was provided along with the paddles that controlled the other games. When the early consoles began to lose out to their more sophisticated counterparts then the good old light gun went into decline too.
Recently, however, there has been a resurgence of newer, more sophisticated light guns. Com- panies like Cheetah Marketing and Amstrad have been busy producing light guns for the Spectrum and CPC although this is little more, than a ploy to keep sales of 8-bit machines as healthy as possible. The trend has been slow to catch on in the ltVbit market - although you can readily obtain trakballs, graphic pads, light pens and so forth for the more sophisticated machines, light guns are harder to come by.
American company, Acbonware have now rectified that deficiency at least as far as the Amiga is concernedby pro- ducing a phaser light gun along with several games that support it. The latest of these is Sideshow, which, according to the manual, they developed as a contrast to the violent themes in their earlier phaser compatible games.
This game, as you might have gathered from the title, is based around the sort of fair- ground events where you take pot shots at things in an attempt to win a cuddly bunny that probably costs less to buy than the money you paid to win it in the first place phew. We recommend thai you don't try thlM at home, since a smashed clock face is likely to provoke a little revenge shooting!
Although there is a facility within the pro- gram to ensure that your light gun is properly calibrated, I still found it very difficult to shoot with any accuracy, even at a fairly close range.
This could, of course, be an indication of my abysmal shooting skills, but I suspect that most people will actually experience similar difficul- ties. Playing with the mouse is a lot easier and, indeed, the only option open to you if you do not possess the phaser.
You are not free to play any event as and when you wish. You begin with a limited number of tokens and before you can play some of the more expensive events you must win a few tokens on the' cheaper and easier ones. Unfortu- nately it is no good just selecting an event you are good at and playing it until you build up a bundle of tokens, because a booth will be closed if you win it three times.
You also have to watch your hunger level - if this gets too low you'll have to pay a visit to the Food Stand to top up, which will also use up some of your hard earned tokens. On the whole, Sideshow is a highly entertaining game which will probably appeal to mum, dad. Absolutely no complaints hen; as lat as presen tabon is concerned All of the graphics are very colourful and well designed you gel a real sense of depth In the Balls event, lor instance.
Carnival Sideshows are not the sort of thing that are going to get your aver- age games player tremendously eicfted from the word go. Having said that, most people will enjoy this game once they start playing tt properly Your enthusiasm will probably die a little once you've had a tew goes, but this Is the sort of game you are likely to go back to Intermittently.
The Acbonware Phaser light gun Wonderful Dish Rag - Orrin Star - No Frets Barred (CD, Album) the Amiga is not available in the UK at the time of writing, but Elec- tronic Zoo have plans to rectify that situation in the near future.
They hope to be marketing the gun at about the same time as they import Actionware's next game. They may also be bring- ing us some ol the earlier Action- ware releases. There are also a few bonus features thrown in, like random events, Easter Eggs with a secret purpose, and the Soft And Wet (intro) - Prince - London Calling - London Week # 3 (CD) to design your own face for Willy in the Dunk Tank.
If you are looking for something a little different that will appeal to a wide age range then Sideshow is definitely worth a look. Sierra, not content with I being America's number one graphic ani- mated adventure house, has finally cottoned on and introduced RPG elements into its games.
Imagine Leisure Suit Larry, Kings Quest, Police Quest - all brilliant games - and then add the excitement ot creating your own character and building him or her up while you play. Surely this has to be a recipe for unmitigated gamesplay- ing bliss?
Unfortunately, where Heroes is concerned, the ingredients haven't quite done justice to the recipe. No problem" there, even if we do have to ignore the usual slow speed of Sierra games when running on anything less than a Cray Mk.
Heroes, however, is nobceably faster than the earlier products and the system that gave us Leisure Suit Larry can't go far wrong. Oops, no gripping scenarios available. The dramabc inspi- ration that gave us the child slave in Kings Quest ff, the desperate Rosella in K W, or the absurd Larry Latter in the Leisure Suit games has obviously run out here.
Instead we get a chap who simply wants to be a hero in Spielburg flattery will get you nowhere, Sierra. CCA ts, as usual, a techy. The sound beeps die more tenetr. Tons of literature, umpteen disks 3 5" and ". A little while later the eicitement dies down as you realise you can really era ate amaiingly interesting characters: there are onry three types, no sen discrim- ination, and only standard attributes strength etc.
There are a lew skills such as lock-picking and weapons skils but again no surprises. Once you get into the game, you soon get caught by the Sierra blend of superb graphics, several loca- tions, and the promise of lots of puiites.
The combat system, however, proves a big disappointment and it finafty you settle down to a typical Sierra advenbee with only a tew bits of added interest.
What we want is character interest, chaps, and there ain't none here. Next; ado generous dose of rpg added interest. Instead of giving us a meaty team of adventurers as in Bards Tale or Ultima, we have a single player character.
He cannot recruit anyone and interact with other charac- ters any more than any of the other normal characters in Sierra games. Finally: take rip-roaring combat system and kick ass. Are you Kidding?? Sierra games have class, not ass. Jettison the rip-roaring combat system and instead pop in a single screen with graphical opponents clumsily stabbing at each other. Invoke a few routine 'dodge' and 'stab' manoeuvres, slow it all down nicely, display graphs of strength and stamina.
All that Is, in essence, the story of Heroes. But it's a story with a happier ending than you might have expected. Underneath the RPG pre- tensions you have another Sierra animated 'adventure cartoon' with superlative graphics, a weaker story line than other recent Sierra releases, loads of puzzles, and a healthy mod- icum of enjoyment. Forget, therefore, about the RPG innovations as they're not really up to the expectations they raise. The only nice addition is the ability to play a thief, magic user, or war- rior which adds some variety and a few minor spells to the scenario.
Otherwise, this is stan- dard, but very beautiful, fare for Sierra addicts, who have quite rightly discovered that you don't need sizzling arcade action or mega-sophtsticat- ed parsers to make a good game. Your aim is to earn enough money to retire to Paradise Planet. This Is done by col- lecting minerals and selling them to the inhabi- tants of the innumerable planets in the known universe. As well as building up a fortune you must also insure your ship and its contents, buy food and fuel, and make the occasional repairs.
It you're a bit short of cash however, then this is a viable alternative. All of the usual fea- tures are here: both three and two-dimensional views of the hole, wind conditions, club selec- tions and the ability to control shot power, hooks. On the whole or should that be hole?
I Cant Forget (12 Version) - Yasmin* - I Cant Forget (Dance Mix) (Vinyl) this point the ga begins to bear an uncanny resemblance to a very ancient program called Eliza.
This was a clever piece of programming that picked up on common parts of speech and analysed them to the extent that it was able to give you apparent- ly intelligent replies. What you have here is essentially a poor man's Elite. It has a few nice touches but I wouldn't be prepared to lay bets on its long term payability.
The latest victim is the classic game of Darts. In this implementation a hand wielding a dart in a rather unsteady fashion drifts with increasing rapidity across the screen. By using the cursor keys you can change its direction but you can never hold it still. Once it is positioned roughly where you want it a quick flick of the space bar is all that it takes to send the dart fly- ing home. The control method takes a little getting used to, but there is a fun game to be had here once you got the hang of it.
There are three stages involved in achieving this. First you are dropped oft by helicopter and must guide your unarmed speedboat through a narrow channel of floating mines to gam entrance to the harbour. It is easy to do this without danger by going slowly, but unless you take it at speed you will lose a substantial bonus, Next comes the main meaty part of the game which involves you speeding across the harbour taking out mines and various craft.
Your weapons can be upgraded by docking with the helicopter not an easy manoeuvre when you've got the enemy throwing hell at you! You must destroy four red communications towers to neu- tralise the harbour.
Once you succeed in this it's on to the final stage - blowing up the marine equivalent of an alien mother ship. Hit the battleship twenty to thirty times and you are off to the next target. This last stage however, is Sonata For Flute And Piano - Various - Holland Festival Highlights (1980) (Vinyl, LP) difficult that there is more luck than skill involved.
Imagine pro- duced an odd little monochrome game with wireframe graphics in which you played a space trashman pushing 3D objects into a black hole. Kelly X also has you destroying pieces of float- ing space junk, and apart from the fact that the wireframe graphics have been replaced with solid vector graphics the two games are tediously similar in fact the ancient Imagine effort was twice as playable.
Five minutes will be enough to have you reaching for the reset button. It went down like a lead balloon when it was first released as a full price game, and even at this low price it just doesn't cut the mustard. The game has you speeding down a curved road shooting various rogue items, provided you can manage the unwieldy controls that is. A complete waste of a fiver! For Midwinter is a genuinely original concept that launches revolutionary techniques onto the home computer screen. The scenario is convincingly realistic as a new Ice Age grips the world.
Together with a small group of pioneers you have colonized the Midwinter Isle, asquare mile land mass now under threat from invaders intent on seizing your sanctuary. Compelling action and strategy take place across a spectacular 3D fractal generated landscape with its stunning geographical accuracy.
You control 32 personalities, each with different qualities, skills and complex personal relationships. Enemy movements can be tracked, and battle plans made, using the incredibly detailed on-screen map. In your bid to defend the life- supporting heat mines, you can ski, hang-glide, travel by snow buggy or cable car, snipe and sabotage the enemy. There is no easy way to win, but the' game's unique depth and absorbing complexity will keep you trying until you do.
The deep Midwinter is upon us. Be prepared for a long and exciting battle against its elements. The problem with sports simula- tions is that something as fluid and indetermi- nate as the performance of the human body is impossible to simulate with any accuracy.
The joystick waggling track and field type games come closest because they at least provide some sort of physical test. As far as other sports simulations are concerned, what you actually end up with is an arcade game that makes use of the rules of a sport, but otherwise bears little resemblance to the experience of actually participating in the game in question.
This has not stopped many programmers from making many brave attempts to do just that. Then there is Imageworks' Passing Shot which is a conversion of the arcade machine. But while this is a good game it employs an over- head view - again, not exactly helpful for devel- oping subtle shots.
Now Ubi Soft have a had a crack at a tennis simulation and come out looking good. Pro Tennis Tour has been selling for some time now in France as Great Courts and going down a storm - I'll be very surprised if the same thing doesn't happen here.
Again you are presented with a three-dimen- sional perspective view of the court, which works well apart from the apparently huge size of the ball when it is at the opposite end of the court. The joystick or keyboard controls your movement across the court. Shots are played by pressing the fire button to swing and then releasing it to actually hit the ball.
Unfortunately you can't move the player while you are swing- ing, so you have to make sure that you are posi- tioned correctly before Shalamar - Friends (Vinyl, LP, Album) swing the racquet.
This can lead to some rather tricky shots if you have to slide right over to the other side ol the court first. Not where it should be, that's for sure! The direction of your shot is determined by your distance from and relative position to a cur- sor which marks the destination of the ball. This takes a little getting used to, but the system works quite well once you have become accus- tomed to it.
Additionally the crosshair can be switched off by selecting either Advanced or Professional, as opposed to Easy mode. Serving is also accomplished with the use of a cursor, only this time you control its posi- tion. Again it takes a while to get used to this and you can expect to lose a few points through double faults while you are growing into it. The main part of the game is tournament play which gives you the chance to sample sev- eral different surfaces; Grass at Wimbledon, Clay at the French Open, Cement at the Aus- tralian Open, and Cement either covered or uncovered at the U.
In tournament play you begin ranked 64th and must play succes- sive computer controlled opponents. They play extremely well, so you are going to have to real- ly develop a good technique if you are to stand any chance at all of winning a match.
Fortunately there are comprehensive prac- tice options which allow you to improve your service, or return balls delivered by a machine using one of six different programs. You can also select to play against another person using the second oystick port. This does mean that one of you will have to play at the far end of the court, but this is alternated so both players get a chance to play the easy end. As with the tour- nament, the practice options can be played on all three surfaces. What really makes this par- ticular tennis simulation stand out is attention to detail.
Witness the line judges getting tennis neck, or the machine bleeping if the ball skims the net. The sprites are not that attractive, but they are realisti- cally animated. This is easily the best tennis simulation to date and should keep Wimbledon fans happy during the winter months until they can get the real thing on their screens again. Highly recommend- ed. Although Vie graphics are as they might have been, convey the atmosphere ol sound effects also help atmospherics department the ban hitting the ground on which type ol surface not guile as pretty they are enough to the real rrtng.
As per usual with PC games, the sound leaves a lot to be desired, but FJkie Byte have done quite a good job at squeezing as much out of the PCs leeble buuer as they can. One useful feature is a menu that alows you to Indicate which type of rnacrune you are runntig the game on. An adjustment lor speed can then be made this prevents you from having lo return a supersonic service on a Laurence Scotford I OK you've soen tennii simulations before, and at fire! You will alto be impressed by the attention to detail, and fea- tures like the practice options.
AJthough your excitement will begin to wane after you've put in a few hours of play, this will be counterbal- anced by your improving technique. You will almost certainly still be playing this one long after other games have been consigned to the dead software pile. Bomber, emerged on the PC last year to great acclaim. Not only did rt include fourteen planes but also boasted incredible solid 3D vector graphics.
Although everybody seemed very excited about the program at the time there was a dark thought at the back of a lot of people's minds: This is line on a PC, but what will the 8-bit versions look and play like? Now that the C64 version has emerged it is time to either allay or confirm those fears. When the thing finally loads you are present- ed with the usual aircraft selection screen, and at this point things look good.
It is only when you get beyond this point that some of the C64's deficiencies begin to show. Well, thafs to be expected because of the memory restric- tions. When you actually begin to play, the reduced screen area and slow update speed are also painfully noticeable. The idea behind the game is to repeatedly fire balls at a spherical puck, and knock it into your opponent's goal.
You can either play against anoth- er person, or on your own, fight- ing against gravity. All of the ele- ments of the other versions are here, the only difference being the slightly poorer quality of the graphics. The game is fast and furious and provides plenty of short term fun, Not a lot of stay- ing power though. Take a very simple idea for a driv- ing game, add some fast high- quality graphics and lots of sound, stick the whole lot in an arcade cabinet and you've got something approaching Chase HQ.
The coin- op has done very nicely for itself thank you very much, so it was no surprise at all that Ocean made quick use of their Taito license. The first two versions of the resulting game were pretty good. Ok so the graphics on the Spec- trum and even the Amiga come to that don't come anywhere near those of the arcade machine, but Neighbours Hell - Neophyte - The Three Amigas E.P.
(Vinyl) conversions did retain its payability. The C64 version could easily have been the same, but unfortunately the jerky and slow graphics and strident sound don't help matters much. The game is playable enough but it doesn't really compare to the first two ver- sions. Hardly surprising then that being able to do it with a friend in Operation Thunderbolt was even better. Even less surprising is Ocean's release of this game after the successful conversion of Wolf.
The best thing to say about the Spectrum conversion is that it is very competent and quite a lot of fun. In the end though I found that, as ever, the monochrome graphics began to gel tn the way of my full enjoyment of the game.
When things get frantic it becomes almost impossible to pick individual figures out against the background. It's a shame that it is this totally unavoidable factor which spoils an oth- erwise superb conversion. In addi- tion to your excellent Trlcks'n'Tactics sent in to us, ACE will pick the most popular game released every month, and ask its programmer to reveal all the game's inner secrets. Every game taming ploy will be covered, from com- plete game maps to hidden cheat modes and bonus levels - told by the person with ultimate knowledge of the game Its creator!
Keep onto your turbo's III you catch up with the criminal's car. Try to hit the car at the side rather than Its back- You get 10 times the score and hit points f you turbo and hit the car's side, if normally takes around 20 hit points to Neighbours Hell - Neophyte - The Three Amigas E.P.
(Vinyl) the car out. Vou can cause more damage by Jumping on the criminal's car. Taking 6 months to develop, the Spectrum ver- sion ot Chase HQ was written on a ST Mega 2 using Ocean's custom-designed suite of devel- opment software, which includes assembler and graphics editor. Although the game's sprite and background graphics were designed on the ST, the loading screen was drawn directly on the Spectrum.
A large percentage of O'Brien's pro- gramming time was spent writing Chase's com- plex "Jigsaw" graphics language used extensive- ly in the game, for instance when enlarging graphic objects on the roadscape. O'Brien said, "getting the speed while retain- ing the graphics in perspective was the hardest thing to achieve - it's shifting a hell of a lor.
Once the monochrome Spec- trum sprite outlines were creat- ed, versions for the CPC could L be coloured-in. Jonathan Dunn translated four sound- tracks from the coinop with O'Brien supplying an additional 15 sound spot-effects. Five more sound FX were directly digitised from the arcade machine using an Amiga sound sampler - this data was then inserted into O'Brien's ST source code.
Unfortunately, the screen-update prevented the use of an in-game soundtrack. Despite this flaw, the screen update runs at a staggering average of 13 frames a second - could Chase HQ be the fastest Spectrum race-game on the market?
Irate Speccie programmers can write to ACE at our normal address. During play you can now reset the time by pressing "they all run in a single frame". He's less impressed with the game's steering control, "it could have been better if it wasn't for the update rate".
In fact, the steering routines were rewritten 10 times during Chase's development. These features can be found in the original coin-op and many Japanese con- sole games - these are the types of games O'Brien prefers. When you start the game, iust press the T key to reinitialise the timer.
Car get more and mare Intelligent as the game progresses - they all twist and turn and some even try to deliberately get In your way. Restrict over taking to the straights because you get pulled towards the opposing cars on a turn. Don't worry too much about hitting obstacles - although they Incur time penalties some of them Just cannot be avoided.
In fact, people tell me the don't even i SHU Is this true? Are you just trying to Yours sincerely. Joe Public. This ts another frame. All the boxes in this arti- cle are frames. And you got here. The Joy of Cosmic Osmo Is rha! They work as follows Information in the database is stored as a series ofEfcyJSJeach of which contains a chunk of text.
For example, the letter from Joe Public could be presented on-screen as a tram? It all started with something called 'hypertext'. Here's the full story The user could then click his mouse pointer on the words Bitmap Brothers and the system would automatically display the new frame with their details.
In this example, the words Bitmap Brothers would be termed a button - clicking on buttons enables you to move from one frame to another along predefined links and the process can be continued indef- initely. For example, the new Bitmap Brothers frame might contain a reference to bitplanes. This movement from frame to frame, exploring the information in the database, is called browsing.
Furthermore, each frame need not be limited m size except by storage capacity, of courseso clicking on a relerence to Othello in the frame about Shakespeare might call up a frame containing the text of the entire play. For this reason, CD-ROM, with its vast memory storage, has rapidly become associated with hypertext systems. In a hypertext system, frames contain only text However, people soon realised that they could hold other things as well.
Given the right hardware, frames could contain sound samples click on Soul II Soul, hear Jazzie Bgraphics, or even other software systems click on Xenon H, play the game. When these other types of data are incorpo- rated, you've moved from hypertext to hypermedia. Advanced Computer Enienammeni 57 i To help make things easier, we've broken the links between the frames on this spread and the previous page. If you want to follow your link from a button on page 57, just look for a frame on this spread with the same name as the burton.
The Guinness Book of Records is a typical hypermedia package, offer Ing sound, graphics, and simple animation. Yes, this Is unfortunately true: at least as far as we were able to ascertain at the time of going to press. However, the software systems that will drive the new machines are already being developed using existing technology.
This is the importance of games like Cosmic Osmo or Psychokiller. These games may look crude, but they really do represent the beginnings of a games revolution, because the concepts they are developing will later drive hardware capable of maktng your gamesplaying dreams come true.
Yes, it will be worth the wait. This company have recently been buying up Hol- lywood film companies left, right, and centre. Expect to see interactive versions of famous movies in the near future.
Make no mistake: CD-I is totally hyper- confusing! In fact, here in the UK if someone claims to know anything about it, you can be pretty sure they don't. Here are the facts The laser disk technology that has given us compact disks for music can also be used for computer data. Microsoft, the company dominant in the PC market because of their operating system MS-DOS, are keen to maintain their exalted position in the future by further developing the CD standard.
Amongst other things, they recently recruited Greg Riker who previously headed up Electronic Arts' CD development divisionso lefs hope games considerations aren't entirely absent from their plans. All this means is that the hardware and operating system of the unit which accepts the CD is capable of taking data off the disk and allowing you to interact with it.
In order to do this, however, you have to be able to drag the data off at a consider- able speed. It would be no use, I Get Live (Tom Wax Remix) example, if the user wanted to click his mouse button on Mick Jagger's animated lips and hear the vocals of Jumping Jack Flash if the system was so busy animating the lips that it couldn't get the sound data out at the same time.
In order to animate a full frame of video, lay over a COquality sountrack, AND add in all sorts of clever computer wizardry sprites, tor example, or icons to control the system you need to shift enormous quantities of data at very high speeds. Finding ways of solving this problem has led to a number of different standards being evolved, and this in turn is responsible for the confusion in the market and the fact that there STILL isn't a CD-I machine to be seen on the shelves in Dixons.
DV-I can not only produce full frame ani- mation, but it can also handle the sound as well, and Fats Domino - Blue Monday / Whats The Reason Im Not Pleasing You (Vinyl) very important for us gamesters - it has a superb graphics processor that pro- duces really high-quality compute graphics.
You can thus mix pixels with video with ease and great effect, which is essential for many current game styles. DV-I was recently purchased by Intel. Neighbours Hell - Neophyte - The Three Amigas E.P. (Vinyl) has, however, been no confirmation of this. We thus have three main 'CW systems. The Phillips standard, which is still under develop- ment, has yet to offer full-motion video but will soonand is now expected in the shops at the end of this year. But then, it was expected in the shops two years ago.
The Phillips approach is currently the only one that explicitly promises a unit for use in the home and therefore for games as well as reference and education. When we will see it is another matter. Furthermore, the graphics processor on the Phillips system is not exactly state-of- the-art, so if you're expecting Amiga-quality sprites to dance across your video back- ground, forget it. This is currently targetted at the business arena and PC users in particu- lar though there's no reason why it shouldn't be made available for other machines.
It would be lovely if all this confusion sort- ed itself out in the next twelve months and left us with the best possible system on the shelves at the lowest possible price. Soundquality is therefore poor, but most contempory hardcoreproducers with much better equipment are unable to surpass this. Reply Notify me 7 Helpful. Add all to Wantlist Remove all from Wantlist. Have: Want: Avg Rating: 3. Albums i have listened to by thijmen. Favorite hardcore tracks by RuffEd. My Collection by giantdj.
Electronic music by spyder. Favorite hardcore E. Komen Wij Uit Rotterdam. Neighbours Hell. Data may also be saved in the same formats. Barbarian, Insanity Fight, Ikari Warriors. Contact Education Dept. It is well worth studying them, both to get an idea of what can be done and as examples of the power of the auto and macro commands.
Context sensitive help is available by pressing Fl. It is fairly comprehensive, although somewhat slow, as it's read from disc. Why do so many Amiga programs ignore the key marked Help and assign it to another key? More to the point, why do so many of them spew garbage on to the screen when the Help key is pressed?
Superplan is not alone in this - even the Commodore supplied ED does the same, Superplan may be run from Workbench or the CLT, but if the latter is used, the stack needs to be set to The program requires a minimum of one megabyte of memory. I used an Amiga with k of extra memory and two floppy drives. Installation consists of simply 'aw the sraph on the cqhfi making copies of the discs, although more detailed instructions are provided for hard disc installation.
Graphical display of data is a feature of Superplan, Graphics may be displayed in a window and the resulting graph sized according to fit the window. It is also possible to annotate, title and provide legends describing the meaning of the different shades.
Doc file - permitting commands to be passed between different applications using ARexx. You can create a calendar, which in turn forms a timesheet within a spreadsheet, based on anything from minutes to years.
It is then possible to display the various items from the main spreadsheet as a horizontal chart, with all items marked with their start, end and what they are. Conditions about which items may overlap others, or which cannot start until another has been completed, can be imposed.
Taking this a stage further, a critical path analysis may be carried out which highlights those items relevant to the critical path and indicates those where the time scale is not critical. If set up correctly, altering the duration of an item in the main spreadsheet will t once re-calculated, reflect the changes in the chart. An example ARexx file provides a demonstration by passing the necessary commands to Superplan to create a graph, display it in the graph window, re-size it and obtain and display the contents of a given cell before tidying up and leaving.
These are similar, in that they provide a means of linking sequences of keystrokes so that they may be played back at any time by a single keystroke. The main differences are that autos are only allowed to be up to characters long and are not stored as a part of the spreadsheet. An auto is created by specifying a hot key to be used to replay it then entering it at the command line. Special commands are available to insert cursor movement.
Return and other keystrokes into the Auto, Macros occupy cells in the spreadsheet and may be any size. They are more powerful, as they permit the use of extra commands. They may be created in one of two ways - either type the contents into the cell as you would enter normal text, or use the learn mode, where anything you type is recorded and put into the sheet at a specified position. Once a macro has been created it can be used in a number of ways.
You can use it from an auto key by specifying the cell at which the macro starts, or you can call macros from within macros. Macros are an extremely powerful feature of Superplan and amount to a complete programming language that can be used to carry out very complex procedures of almost unlimited size, even to the extent of creating custom screens to hide the spreadsheet from the user.
Normally macros are entered in a part of the sheet where they will not be seen, or be in danger of being overwritten, Superplan allows you to specify boundaries outside which users cannot stray, protecting macros in the process. A password has to be specified when a boundary is set and only after this password has been entered is it possible to move the boundary in order to access cells outside it, to click on the icons at the bottom of the screen.
An increase in the speed of screen refreshing would also he welcome, as you tend to move around a lot in spreadsheets. If you want a spreadsheet with all the bells and whistles, then Superplan certainly has them. It is fully featured and extremely powerful with its macro and ARexx options. A fittfe slow on recalculation.
Faster screen update would also help. T'n A flexible program with useful and some not so obvious uses. Star LC Defuji Prinl II. Tales ol Lore Techno Cop. Access dalails to ha address below Phone: Call Grantham, Lines. NG31 7SE Subject to availability, alt items are despatcrisd wilhin 24 hours. Amitad L. OJ5O0 drw PWi oan a. Epson PwrectSojrrJ Rina. W Dirt Bu lw JO. Klf IMiS. MS PratwIKg V F Fti. O tt; mtw Ahi itHjIj. O r-c-jKn4;t. OOtIF V3. Ptu m wida— 2 5. Et07 DMirt VWw 1.!
Computer graphics bods think of modelling as the stage between story boarding and animation, Last month we looked at the steps involved in making a movie.
The first step, covered in that article, was the creation of the story and its associated story hoard. This did not involve the computer, only the brain and a pen. The focus now moves onto the rendering might be carried out using one Or more different programs. Exchanging data between different packages is often awkward because some of the tools only have a limited facility for reading each other's data. Sculpt-3D cannot read data in any other format. A script language can be used to generate objects with home-brewed programs, possibly even programs that interpret other formats of data.
If one is feeling in an excessively masochistic mood, this script faeililty can be used to enter points from a drawing on a Tenderer. Designed for use with one of the other Tenderers, it can read and write data for Sculpt, Videoscape, Forms in Flight v1.
This plethora of tools and associated file formats makes you appreciate the IFF file method used for storing pictures. There are few problems transferring data between the many packages for creating and manipulating bitmaps. The Interchange program is a tool which tries to solve the problem of transferring objects. It Making movies Sam Littlewood takes the second step towards producing an Amiga animation aspects that use the computer. The first of these is the modelling - creation of the objects that will go to make up the animation.
The outlined story was a comment on the content of speeches made during elections. The objects that will he needed are: An auditorium in which the speech takes place.
This includes the walls, a stage, and an audience. A speaker and podium. The speaker will have various parts of his body animated in some semblance of oratorial style, A large bull, to be placed backstage, along with a suitable connection to the speaker on the other side of the curtain. The style of modelling used will be cartoon-like.
A realistic image would have looked better, but would have taken longer and been difficult In Fit into a 1 meg Amiga. The story still works with simple objects - any extra detail possible with more processing Neighbours Hell - Neophyte - The Three Amigas E.P. (Vinyl) is only icing on the cake. The models can be designed with one of the several tools available for the Amiga, for example Sculpt-3D, Modeller-3D or 3-Demon.
This is only for the modelling. The animation and sheet of graph paper. Modeller is designed for use with Videoscape, so both handle data of the same format, usually referred to as Videoscape-3D formal. There are two versions of the Videoscape format, compact and readable text.
As 'with Sculpt script files, it is possible use text from your own programs. There is a fundamental problem that has precluded any common file format along the lines of IFF. There are many ways of representing 3D objects, each producing something that looks superficially the same.
The method chosen by a package depends on the rendering used, the style of modelling and so on. There is no clear right way to do it.
These polygons are visible from both sides. Modeller uses polygons with two or more vertices, and they are only visible from one side — that from which tin; vertices appear in a clockwise order.
Transferring objects from Sculpt to Modeller usually results in half the polygons being invisible from outside the object because the points are in the wrong order. In addition, flat surfaces in Sculpt have to be built with triangles, whereas Modeller can represent them as one polygon.
This results in the imported object having far too many polygons. There is more. Forms in Flight v2 uses curved patches reminiscent of the panels of a car's bodywork. Translating polygons to patches is not 'Hie torso was extruded hut the tie was painted on a straightforward task. In general, it is possible to transfer objects, but it usually requires work to make the imported object useful in the new package.
It paints a rather gloomy picture of the current state of the software, and governs the choices made when 1 set about producing the example animation.
The package used for almost all the modelling was Sculpt- 3D. It has a moderately good user interface, and since Sculpt-3D has the best animation system, it reduces the work converting objects from other formats. The first object was the auditorium and its associated audiftmi.
The walls were created by first taking a cube. Extra vertices were added along the sides, and the ends of the cube scaled and dragged to make the sloped area for seating, the roof, and the area around the stage.
The proscenium arch was cut out of the front wall of this Strangely-shaped hnx by removing the whole wall and adding the necessary points connecting up to make complete polygons. The stage was simply a cube stretched and scaled to the right proportions and then slotted in so that it poked through the arch. Initially it is not important that you get the relative sizes of two objects right.
II is easier to get the proportion of the individual objects right first, and then scale one object up or down in size.
My next problem was to add a curtain at the back of the stage. The packages failed me and I resorted to writing a program to print out the points of a sine wave as numbers with output as a script file for Sculpt. I used C, but the program could equally well have been written in Basic.
When imported into Sculpt this file produced a wiggly line - 16 cycles of the wave. The line was then extruded vertically into a sheet, making the curtain. This was scaled to fit by using the tape-measure in Sculpt to read off the gap for the curtain, and then reattaching the measure to the ends. The curtain could now be scaled to the right size, well away from the clutter around the evolving object. The audience started out as a Keeping the lectern simple reduces rendering time While there is a tot of detail in this shot most of it was produced automatically simple silhouette of a head and shoulders with absolutely no detail.
This was then duplicated to make a row. The row was rotated to make the audience lean back a bit, and duplicated several times to make a block. The initial person used could have been more complicated, but the audience is never focussed on directly, and there are quite enough polygons already.
The floor of the auditorium is sloped, so after the audience was scaled and moved into the right place it was rotated to match the slope of the floor. In general, it's a good idea to leave rotations to as late as possible, since most of the manipulation tools work best when used parallel to the axes. THE remainder of the objects were constructed using similar techniques: The head of the speaker started out as a cylinder, distorted and scaled.
The nose, eyes and mouth were pasted on later. The torso of the body started out as a hemisphere, squashed front-to-back, extruded down to the waist, and then again to the edge of the coat. The lapels and tie were applied by hand. The general theme is - take a primitive object, and then cut it around, possihly adding other cut-up primitives around it. Try to avoid making an object point by point, It is very slow work, and not as accurate.
Sitting on a pile of floppies, we have made a collection of unrelated objects. The next article covers the process of sticking ihem together and describing how they behave over time. This includes the lights and the actual observer. Until then think about how you would go about putting the next stage together. S4 Captain Bluod. U 62 Dracjun'j Loir 58 30 Fuh B1 Lunate!
BI Superman 1 9. BO Amijj? Cannra, Achan Lirwl Box No. Callers welcome; Monday to Friday 9. No more blundering through the Workbench or CLI -- the ultimate aid for novices and experts alike has arrived!
Step by step, Ami Kit helps you explore and benefit from the awesome power of your Amiga. From the most basic to complex commands, AmiKit teaches you how to gain confrof and confidence using your machine, whether its an A, orAnd what's more, AmiKit includes over thfrty Public Domain software programs, including: Workbench 1.
AmiKit is one of the most effective ways sucessfully to navigate your way throughout the workbench and CLI. When the international Amiga Press reviewed AmiKit, they were extremely pleased with the package. We know you wilf be, too! But it's what happens in the Raki - Ambient News - Ambient News (File, MP3, Album) think tank behind the scenes that really gives the company the edge, For here the most interesting collection of oddball technical types you are ever likely to encounter can be found brainstorming their way to t-i king the Amiga tu even greater heigh Is.
As computer boffins go they are probably not the most motley crew around - but they aren't far off it. How about a professional bass guitar player who transforms himself inlo a programming wizard after lunch each day - and even has his belated daily start written into his contract? OR a bespoke software writer whose real ambition was to raise tarantulas? Or the head of technical support who was formerly a minicab driver?
Or the executive responsible for dreaming up most of the products who can be found selling a rather nice line in leather jackets on a Sunday market a la Arthur Daley? It isn't surprising then to learn that the managing director really got into computing when his family gave him what must rate as one of the world's most expensive toys, a minicomputer. Connecting to the computers parallel port, it takes a PAL composite video signal and digitises images from a video cassette Developers deluxe Mike Cowley meets a top-of-the-tree Amiga think tank recorder or colour camera.
It works with resolutions of x 16 colours. Such is the speed of the device that it can digitise a picture of x resolution in less dian three seconds. The software written by the Burocare team allows fast integration of high quality images in the Amiga IFF format. It takes only 10 seconds to input a full pagR of A4 at dots per inch. And parts of a page can be scanned in under software control. So the more you buy, the more you save. This has to be one of the best offers we have made.
Units are then exchanged for services ranging from one unit per problem solved for telephone support Keine Zukunft - Totalschaden / KVD* - Anarchy In Germany (Cassette, Album) to BO units per day for consultancy.
And that's all in less than a year. Currently in the pipeline there's a number of projects so secret that even the boys from Burocare aren't prepared to boast about.
What they have done for the Amiga - and are still doing - leaves their rivals drooling. Yet Burocare might never have got into the Amiga market if it hadn't have been for a mistake. THE company was busy making a name for itself in the PC market when two Amigas turned up by accident as part of an order. So rather than sent! The graphic capabilities are mind blowers".
So while the remainder of the Burocare team concentrated on the PC front, a five- man task force was set up to specialise on the Amiga. Mark Simpkin is currently head of technical support for the Amiga operation.
He's the former minicab driver. And he too can't get enough of the Amiga. The beauty of it is that it lends itself to so many applications". For the first few years the company concentrated on PC systems, then the Amiga loomed on the horizon and what is akin to a love story started. The reason that Burocare isn't already a household name in the Amiga market stems from the fact that up until a few months ago it had never employed professional sales or marketing people in that area.
It was a little like running a private club. We've realised that we can still enjoy ourselves on the research and development side - because we do enjoy it - while making sure that people out there know about what we are doing".
Bespoke software writer Graham Smith still dreaming of tarantulas "It looks as though Commodore has finally got its marketing right - and hopefully this will ensure that it puts inferior machines like the ST firmly in their place.
And you can be quite sure that Burocare will be well and truly along lor the ride". Not that success will spoil the oddballs at Burocare. Bespoke software writer Graham Smith sliJI nurses the dream of raising tarantulas. He's had it since he was a schoolboy in the North East and he'd even built a cage to house one. But when he announced his intentions to his mother, she did a deal with him.
No tarantula and she'd buy him a computer. And that's how he became so skilled that he got to Burocare. Ron Massey finds out the reasons why VIDEO technology provides budding Spielbergs with facilities for incorporating effective visual effects at a fraction of the cost of cine film, IF you have a video camera or a couple of video recorders and want to mix computer graphics with the recording on a tape then you need a genlock.
Wave a pencil between your eyes and a monitor. You should see a strobe effect which gives several shadowy images of the pencil. It works better if you close one eye, This happens because the screen is flashing 50 times a second. You don't notice it because it is fast enough to fool the eye and because you have been looking at televisions for so much of your life you have got used to the flicker.
In America they use a system which flashes 60 times a second. Some Americans can see the flicker on UK tellies. This flicker is the frame rate - how often the picture changes.
If you want to mix video signals they must all arrive at the tape at exactly the same time. Anything that produces a video signal - VCRs, computers, television cameras and the like - also has to send marker signals for the beginning of each line and the beginning of each picture frameThese markers have to be very accurate, and are produced by two circuits - the line sync generator and the frame sync generator, If you want to mix two pictures the lines and frames have to start at exactly the same time, so the sync generators of one picture source have to be locked to the other, Hence genlock, In a computer such as the Amiga the sync generators are usually derived from the main system clock, which governs everything.
It's much easier to change this clock slightly than to try and fiddle with the individual generators, so a genlock will subtly alter the speed of the whole computer in sympathy with the signal coming from your video camera or recorder.
This means the clock in the computer is controlled by the video, so you shouldn't perform speed- critical operations like formatting discs when using a genlock. To get your video productions running you will need an Amiga, genlock, a video sourer and a recorder of some kind.
Besides inevitable image degradation introduced by copying one tape on to another, you must also consider the type of graphics you are to incorporate. Tf you are accustomed to the quality of computer RGB graphics you may be in for something of a disappointment.
The bandwidth - a video system parameter governing quality - is typically 14MHz for computer Love Rollercoaster - Ohio Players - Ohio Players Gold (CD), 5MHz for television images and reduced to less than 3 MHz by the time a signal is recorded on your VKS VCR, Bandwidth reduction means that image resolution - the ability to distinguish fine detail - is severely reduced, I have tried to look at all the major players in the genlock market, but il is an area of rapid change.
There are at least two new genlocks currently well into their development stages. One, SuperPic frnm Precision, is due to be released in early spring, and will be marketed as an economical system for building a complete video workstation with built-in video digitising facilities. Commodore has its own high-end card for the A under development.
Called the A Professional Video Adapter [PVA] this advanced card can take inputs from several sources and offers Top of the Pops type special effectsWhile Commodore claims the A23D0 cheap genlock is available it could not supply one for review. The long-promised Video Toaster card from NcwTek is still in prototype- only form after more than a years development, I wouldn't be surprised if we never see a European version.
ASAP has suggested that it may be producing two new genlocks in the foreseeable future, one a high performance unit lor use with the composite signals put out by domestic video recorders and camcorders and the other a more specialised one for use with interactive video in computer- based training.
Better, and more expensive, equipment produces better combined images. All four genlocks performed pretty much as expected. The real surprise was the high quality of the RendaleBecause of price and unit specification, the ones reviewed here fall into three distinct classes. The Neriki and Rendale 8B08 are aimed at the professional class of user, the Rendale has proven to be a popular choice lor hoth amateur and commercial television, while the MiniGen is very much aimed at the home user with a video camera.
The Z comes into its own when you use the five modes. Mode 1 is the default. It replaces the Amiga background, selected from a menu, with the incoming video signal. Mode 2 shows Tabun Kanari Futsuu No Kyuujitsu (Off Vocal) graphics only which are overlaid on to external sync.
This allows you to record scenes from an Amiga. The input can be black and burst, which you would get from a signal which has been through a studio mixing desk and stripped of a lot of the signal's information, or composite video which contains the whole signal. You can use two monitors with mode 3, one to view video and the other for graphics, with only the video signal going to the output, The last two modes are designated 4a and 4b.
They are foreground modes to create transparent graphic windows over black. Mode 4a uses RGB settings of 0,0,0 to distinguish what should be overlaid while 4b works with any values less than 7 for RG and B.
To use the 's Modes 2 to 4 you will need a cable connecting the to the Amiga's parallel port for software control or external switching. Tt includes a range of hardware features: Video connections are provided for CVBS in and out, Blanking In, which allows the to be synchronised to whatever is sending the picture. Malnàtt - Carmina Pagana (CD, Album) Out, which tells the next device down the line which colour is being used to overlay a picture, and Sync Out so that another box of television tricks can lock into the signal.
The has separate RG and B connections. Switches on the front panel provide control for external key selecl 50 that another unit can deride what colour the key should be. A mix switch selects which sources are used. Red, green, blue and luminance signals can he selected individually, while foreground and background colour select allow the genlock to decide which colours are used.
Software control can be implemented as with the BU02, by connecting the Amiga's parallel printer port to the Rendale's control port. Hardware control is limited to a three-way toggle switch for selecting video only, Amiga image only or combined image.
The unit plugs directly into the Amiga RGB video port. It looks pretty much like Commodore's modulator and protrudes from the back of the computer. This is tine for Amiga owners, but is awkward to get at if you have an A, ASAP say that it is possible to use a lead to reposition the MiniGen, but the unit should not be extended more than eight inches from die Amiga.
If you are using the MiniGen with Commodore's 10B4 monitor, composite video output from MiniGen can be fed to the monitor's composite video input. MiniGen's manual was a disappointment, Neighbours Hell - Neophyte - The Three Amigas E.P. (Vinyl). The minimal instructions supplied detailed connecting the unit to the Amiga, four paragraphs covering using the MiniGen, using a VCR as input and recording with a very brief outline of technical details.
External connections allow you to use the unit in a wide range of systems. In its simplest configuration the Neriki requires four connections - one each for the Amiga, the Amiga monitor, the source video and the destination video. Unlike the Rendale and MiniGen units, a separate monitor must be used for viewing a combined image. The key option un all the other genlocks uses one of a The Pale Horse - Deterministic Finite Automata - Graceful Decay Of Admissibility (Vinyl) number of colours which can be replaced with the video signal.
The Neriki has a continuously variable luminance key which allows ynu to slide between Gates Of Cirith Ungol - Hypnosia (2) - Extreme Hatred (CD, Album) and up and down the brightness levels to find the one you want to mix with.
This should allow a fade, In practice it took a lot of trial and error to produce an acceptable image. The superb, fully anirnaled graphics, backed by incredible sound effects come logether with a highly sophislicated user interface to give Ictal involvernenl of a new dimension. Unless this is properly terminated the signal will bounce back along the wire and dirty the image, What's How a television picture works Television pictures are made up of three colours, red, green and blue, and brightness.
Squeezing thai lot down a cable, particularly a two wire video cable, is asking a bit much, so they often get mushed up together. Sending the separate colours down separate wires - whioh is the method your Amiga uses to get a picture on a monitor - is known as KGB, for red, green and hlue.
If luminance brightness is included it is called RGm, As the pictures get squeezed out of the wire into the monitor they are squirted at the screen a dot at a time, building up a picture from from left to right and top to bottom. Tricks played by the eye and a glowing effect caused by the phosphor on the inside of a television tube mean that you see a whole picture and not just a flying dot.
When the picture is complete the screen is blanked Tres Agujas - Fito Páez - Del 63 (CD, Album) the dot starts again from the top. This blanking is sometimes called black burst.
It is often used to synchronise signals lor gen locking. Genlocks are like amplifiers. The more you pay the more spaces you get to plug in more expensive boxes. The Sync out can be used with an external production switcher so that your multi million pound mixing desk can be synced to the Amiga. Since you are rich enough to afford a. Neriki it stands to reason that you have a few genlocks, so the Genlock In connector allows another video source to be daisy chained to the box.
The Key out connector tells the mixing desk what you are using as the overlay colour and the Video Out produces the signal you want, uombined CVBS and Amiga image.
The Neriki is not for the faint- hearted or shallow of pocket, but it is every hil the professional's tool. A Colour Monitor. O0 AJ01 Int. Colour Monitor Later II April 13S. For everyone who owns one of these computers, CLUB6S offers members software, hardware and accessories at huge savings off recommended retaii prices! Each item has been carefully chosen to offer the best value and quality. Sim II Sunny Disk Hot ball Hybris ljmJ1 ,j.
Intarn au'enal Soccer Total Name AdJress Poaleode Thompson Olympic Challenge 15,99 Fortress Underground. Football Please note. Wb use 1 st class post and offer 1 st class service We offer a fast reliable service by return of Post! Since last monththere's been a global shortage of kumquats, so all future example programs will use plantains - a species of giant banana - for reference.
Last month's example may well be the last to use the original plum-sized exotic fruit with its sweet rind and acid flesh. But it won't be the last to feature several important components of assembly language programming.
The software inside the Amiga - everything in the rom that controls discs, screens, sound and so on - is arranged as a set of libraries.
A library is a set of machine code Neighbours Hell - Neophyte - The Three Amigas E.P. (Vinyl) called routines, arranged in a way which gives another programmer - you and me - easy access.
All the details of the subroutines are published and guaranteed not to change between different machines, so your Amiga grown program will work with an A 2 or whatever interesting machines are sitting on Commodore's test bench at the moment. But only if you use the published details. These can be typed in from one of the reference manuals, but nobody does this because everything's in include files, so called because thev are used to include information in your programs.
Instead of having to look up the address for the library routine and typing it in, the include file will have the address and call it something sensible. Commodore supplies a set of include files to developers, which might or might not be supplied with your assembler.
In general, assemblers that you pay money for come with those include files, whereas free or public domain prosrams leave you to find your own. There are PD versions of the include Mies. That's the official reason - it's more Likely to be because assembly people like a lot of jargon, THE names they use are standard - things like OpenLibrary, used to get the system to search for a library of that name within the library list - and correspond to names in the Rom Kernal Reference Manual.
You can make your own from a manual, and in any case it's good programming Various - Opatija 62 (Vinyl, LP) to have your own standards set up in an include file. If you want the maximum number of plantains to be 50, for example, then set a name MaxNumPlantains to 5Q in an include file and always use the name instead of the number in your programs, That way your programs are more readable - MOVEQ MaxNumPlantains, D4 makes more sense than MOVEQ 50, D4 - and if in the future you want to change from 50 to you only have to edit the one fde and reassemble.
Numbers are assigned to names by the use of equates. Control veil rates, horizontaWerlicaf roll. Standard fonts, colours, shadows. C Basic 3 CI Turbo Silver 3D Et Not copy protected ie hard disk OK. Use cup art or your own characters. Set your own parameters. Plug ha guitar or a mike. Make yourself sound like a robot. There's another way of giving a number a name, and that's by declaring a label. In the case of assembly language, they have a more specialised function — they signal a point in the program.
So in hi! This is where the program finishes, and the name is used earlier. The line: BFS cjit fast is for "if something happened, then go to the label quit-fast and continue from there", The way labels are defined depends on your assembler, but if you have a word which starts at the first character of a Line then it's a label A common alternative is to finish a label with a colon :.
Labels arc no good if you can't use them, and the BEQ instruction above is only one of many, sugar-free ways. BbQ is short for Branch if EQual, and makes the processor ignore the following instructions and branch off to a new address if the last thing it did produced an equal result. There's also an unconditional branch that always happens - BRA, for Branch Always, and one that's like the Basic GOSUB command in that it makes the processor remember where it was when it took the branch and, later, return and carry on.
At the end of the call, the original code is returned to by an RTS - Return from Subroutine instruction. All the branch instructions can either he to an address within bytes of the place in memory of the instruction itself, or one within 32k bytes.
The assembler will work that out for you and generate ihe right magic; there are no special ,B or. W additions to worry about. One instruction fits all. Kirstly, labels make locations easier to find - and remember, you might have no idea ,?
Secondly, if you add program code in between a branch instruction and the place to which it goes, the label will have its value automatically adjusted by the assembler. Try and put the numbers in by hand and you have to work out how much further away the call is, Yech, FOR the conditional branches, the processor remembers what the last result was Like in its condition codes, These are part of a special status register that controls the operation; if a mathematical instruction has a negative result the negative condition code is set in the status register.
Subsequent instructions can look at that code and act on what they find. Biological note: Although pumpkins and squashes are commonly called vegetables, they are in fact fruit. Messages, along with any other data lhaf s needed for a program, is assembled using the DC command, That's short for Data Constant, since the assembler assumes, usually correctly, that data doesn't change.
If a number of data items is given, each gets assembled in order, and most assemblers allow text to be defined as a series of data bytes as in the last example. If you just want an area of memory reserved for later use and you don't care what's in it when the program starts, you need the DS - Define Storage - directive.
This makes room for so many bytes, words or long words, as in: b ; g buffer L which would allocate an area of memory big enough for 1, longwords, or 4, bytes. The memory isn't affected in any way, unlike with the DC directive, so if you want it empty and all set to seero, you have to have some program code to doit.
Popping back to labels for a moment. One of the wonders of the Amiga is that it can multitask, allowing a program to be loaded and run while other programs are still in memory and churning away. For this to work, the programs shouldn't care where in memory they get loaded. If they did, and two programs insisted on working at the same address, there would be tears and no multitasking.
So code has to be whaf s called position-independent. It's very easy to write position-independent code on the Amiga, in fact you have to go out of your way to pin it down to a specific address. This does mean that you cant know where your labels are going to be in absolute terms, only relative to your current position. It's like being told by a local that the house you're trying to find is half a mile down the road, instead of learning that it's at 45 c 12' 33" North, IF 0' 43" West.
BUT how do you know your current position in memory? The processor knows, as it has, after all, to fetch the instruction from your current position in order to work out what to do next, Inside the processor is a special register that constantly points to the current memory address, called the program counter or PC, Generally programmers don't write values to the program counter.
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