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Article #724 (730 is last):
From: aa778@cleveland.Freenet.Edu (Fred Horvat)
Newsgroups: freenet.sci.comp.atari.mags
Subject: Atari Online Vol1 Iss4
Reply-To: aa778@cleveland.Freenet.Edu (Fred Horvat)
Posted-By: xx004 (Atari SIG)
Date: Tue Mar 30 17:40:49 1999


Volume 1, Issue 4        Atari Online News, Etc.       March 26, 1999   
                                                                           
                                                                              
                      Published and Copyright (c) 1999
                            All Rights Reserved

                          Atari Online News, Etc.
                           A-ONE Online Magazine
                Dana P. Jacobson, Publisher/Managing Editor
                      Joseph Mirando, Managing Editor


                       Atari Online News, Etc. Staff

                        Dana P. Jacobson  --  Editor
                   Joe Mirando  --  "People Are Talking"
                Michael Burkley  --  "Unabashed Atariophile"
                    Albert Dayes  --  CC: Classic Chips

                           With Contributions by:

                                Carl Forhan
                                Paal Monstad


          To subscribe to A-ONE, send a message to: dpj@delphi.com
          and your address will be added to the distribution list.
      To unsubscribe from A-ONE, send the following: Unsubscribe A-ONE
    Please make sure that you include the same address that you used to
                              subscribed from.

        To download A-ONE, set your browser bookmarks to one of the
                  following sites (more to be added soon):

                   http://people.delphi.com/dpj/a-one.htm
                           http://www.icwhen.com



                                  =~=~=~=


A-ONE #0104                                                 03/26/99

~ People Are Talking     ~ States Turn Down Offer ~ Calamus '99 News
~ AOL Cuts Netscape Staff~ Next Gen Game Consoles ~ Bleem Emulator
~ MS Overtakes Netscape? ~ Resident Evil 2        ~ JagFest '99 News
~ Prodigy Re-Opens Mall  ~ Bloody Roar II         ~ Privacy Concerns

                      -* Software to Stop Truancy? *-
                  -* Congress to Help Small Businesses *-
                -* Web Management Company Upsets the Feds *-


                                  =~=~=~=



->From the Editor's Keyboard              "Saying it like it is!"
  """"""""""""""""""""""""""



Spring is officially here even though the weather doesn't seem to want to 
agree with the calendar!  We've had a few "above-average" days this past 
week; I have the sprouting flowers to prove it.  Still, I can't wait until
the thermometer stays above 50 degrees for the day!  My golf clubs are
screaming to be brought outside; and the pool is just waiting to be opened.
And the yard is looking like it needs a ton of work getting back into shape!
What did you think, all was going to be fun and games?!

Anyway, it's hard to believe that we're already into our fourth issue 
already.  Former Atari bigwig, and currently with VM Labs, Don Thomas 
dropped me an e-mail earlier in the week.  He essentially wrote me that now 
that we have three issues in a row under our belt, we're officially here
now!  I'm still trying to decide if that was a compliment!

We've begun work on our Atari software/hardware databases.  I'm supposed to 
be working on the worldwide Atari dealer/vendor list, but I was a little 
side-tracked this past week so I didn't make any progress on that track.  
But, we'll get there!  There's going to be a lot of time and effort to do 
the research on our objectives to get the job done right.

Meanwhile, please feel free to send us dealer or Atari vendor information to 
us (mail to dpj@delphi.com).  At the least, send an e-mail or web site 
address for any dealer and we'll contact them for details.  Don't be 
concerned that you feel we may already have the information - send it our 
way anyway.  Sometimes the most obvious is the first overlooked! 

Michael Burkley is still sick (get well, Michael!).  I don't even think he's 
been online at all this past week, so I don't think we'll be seeing his 
column this week.  Albert Dayes was planning to be back this week with his
column, but I think he fell asleep at his keyboard!   Hopefully, we'll 
see both Michael and Albert next week.

So, let's get on with this week's issue, shall we!

Until next time...



                                  =~=~=~=



                                Calamus News

From: "Paal Monstad" 


Dear Calamus user.

The Calamus originator company (DMC) no longer exists. MGI from Canada,
the successor, decided in December 1998 to cancel all development and
distribution of MGI Calamus Digital Publisher v2 (CP2) for Windows.

We know that many of you who get this mailing have been waiting patiently
for the new native Windows Calamus and therefore have ignored all
information about the original SL version of Calamus. We are still
developing and expanding Calamus SL here in Germany, but many of you
believed that Calamus SL is old Atari stuff.

When MGI decided to not bring CP2 to the high end publishing market, we
asked ourselves how we could help those of you who want to continue
working with Calamus under Windows. We had no chance of translating the
Atari Calamus in such a short time to Windows, and this would have made no
sense at all because of the almost finished but cancelled CP2. Instead we
found a way that you can use Calamus SL99 directly under Windows: A tiny
invisible, non-intrusive emulator does the trick. The most important fact
is that you can finally use the latest version of Calamus, take profit
from our great variety of optional modules, and of course use your Windows
system printer drivers.

If the above sounds strange to you because you are a long time SL user who
does not work with the Windows version of Calamus, be assured that SL99
still works with all relevant TOS systems (Atari TT, Falcon, Medusa,
Hades, Milan etc.) - and much better with MagiCMac on Apple computers.

MGI Calamus SL99 works with all relevant TOS systems (Atari, Medusa,
Hades, Milan), on Apple computers (G3, PPC or Mac with MagiCMac), and with
Windows95/98/NT (emulator included!).

SL99 is the actual Calamus for all platforms with only one document format
for Mac, Windows and Atari! The Windows pack version comes with an
embedded emulator, allowing you to use SL99 with no additional
installation trouble. Now as before, we spend much energy in fixing old
bugs and implementing new features. It is most important for us that
Calamus is stable; this version has a degree of stability much greater
than previous versions.

We recommend SL99 to all Calamus users who decided not to upgrade before.
SL99 Calamus gives you many enhanced functions and lets you create your
documents with even more powerful and professional tools.

Here are the most important new features (since 1995):

       Old SL and Windows Calamus documents can be loaded.
       Very important for Win95: SL does not need a Transparency module.
       All dialogs have been modernized.
       The Mask Module is integrated in the Frame Module.
       ScaleIt for text frames is embedded in the Frame Module.

The most important new features since SL98:

       Automatic Esthetic Text Justification: Some characters may now
       reach over the right resp. left border of the block text,
       according to their weight to give the appearance of an optically
       smoothed text block.
       SuperScript/SubScript: Position and size can be defined now.
       New text ruler type: Grid Raster. Now you may set your text very
       simply in perfect base line registers (even with more than one
       register on each page!).
       All kinds of frame types may be anchored in text frames directly
       from the clip board, when you work in text edit mode.
       3D dialogs (when using a multitasking AES like MagiC...)
       Redesigned frame handling (copy frames when dragging them with
       the mouse, new mouse pointer forms for visual replies etc.)
       Calculation functions in coordinates dialog (+ - / * ^ and
       brackets)
       You may change image frames between all available color schemes
       finally, to and from: Monochrome, Grey, Grey (Palette), RGB, RGB
       (Palette), CYMK.
       Frames can be placed beside documents in the document frame, but
       visibly. Very interesting as an alternative work area.
       New GEM Import driver in standard package.
       Completely redesigned dialog handling: All dialog objects can be
       reached by keyboard, similar to MS Windows.
       All lists in dialogs can be reached (scrolled, selected) by
       keyboard.
       Raster CacheGenerator can be called from Print dialog.
       Raster CacheGenerator can be switched off on the fly, giving access
       to the built in Ordered Dithering Raster (very good for InkJet
       printers).
       You can optionally Save Settings automatically when quitting
       Calamus.

The most important new features since SL99:

       Type 1 Fontloader: Besides CFN fonts, you may finally use Type 1
       PostScript fonts in Calamus directly. Both PC (suffix PFB) and
       Macintosh format are supported. (Calamus SL99 cannot load TrueType
       fonts yet!)
       You may save your SL99 documents with embedded fonts (no waste of
       time any more when searching fonts for reload of documents!).
       Define double clicks in document windows (e.g. a double click in
       a text frame may call the text editor Eddie).
       When moving text ruler Tabs, a vertical help line is shown now.
       The module panels are placed in real windows.
       The Create Frame mode is no longer the default, so you do not have
       to click the right mouse button for mode changes that often as
       before.
       Preview available, first of all for fonts and some image formats
       (document and module preview still under process).
       Images can be decompressed when Fixing Document.
       Help Text color can be defined now.
       Calamus SL no longer has a general print resolution limit.

Additional modules/drivers in the SL99 package:

       Text Editor EDDIE light
       Control Curve Editor FrankLIN light
       Histogramme Module
       GDPS Module
       Gridplay Module
       HKS Palette Module
       Toolbox PLUS
       Preview Modules
       inverse Barcode Generator Module
       Imposition Module light (Output limited to 720 dpi)
       Raster CacheGenerator, very enhanced features and handling
       Pling Module (optional bell signal after printing)
       GIF 89a Import driver
       Megapaint BLD Import driver
       JPEG Import driver
       Photoshop EPS Import driver
       Kodak PhotoCD Import driver
       General Two User Licence (for 1 SL Serial # in a single location).

Calamus SL lives in three worlds!

Since MGI cancelled the development of Calamus for Windows, only one
Calamus is available: SL is solid and well established.

Only one document format for all three platforms! There are no exchange
problems any longer between Calamus for Windows and Calamus for Apple and
Atarr. Here are explanations to help you discover which upgrade version
fits your needs best. You can use SL99 on three different platforms:

Atari Computers:

If your Atari computer (Milan, Hades, TT, Falcon etc.) has at least 4 MB
RAM, a screen resolution of 640x480 or more (monochrome, 16 c, 256 c or
TrueColor) and at least 10 MB free space on hard disk, simply start with
the upgrade as is. Please choose the SL99 TOS Pack.

Apple Computers:

Please choose the SL99 MacPack. Important: MagiCMac and NVDI are required
for usage of Calamus SL and are not included in the upgrade price! If you
did not use Calamus on your Mac previously, please order MagiCMac/NVDI
too. You get a high speed complete TOS emulator for MacOS and will be able
to use other Atari software in addition to Calamus SL on your Mac.

Windows95/98/NT:

For Windows you will find a great variety of combinations Please stop to
check which of the following types best fits your needs. IF:

1.You worked with Calamus for Windows previously and want to crossgrade
to Calamus SL99 on your Windows PC? - Please choose the SL99 Windows Pack.
2.You already own a TOS emulator for Windows and want to use other Atari
software with it? - Please choose the SL99 TOS Pack.
3.You do not have a TOS emulator and do want to use other Atari software
beside Calamus on your Windows PC?  - Please choose the SL99 Windows Pack
and the upgrade to the STEmulator GOLD version. You get a modern TOS
emulator with MultiTasking (MultiTOS), enhanced VDI and a pretty Desktop
(Thing) included, which fits to your Windows system. - The alternative at
even higher speed, but also at higher costs, is the new release of
MagiCPC with NVDI.
4.You want a TOS emulator for Windows and would like to use Calamus SL99
with your Atari and/or Apple computer, too? - Please choose the SL99 TOS
Pack and one of the recommended TOS emulators for Windows (see our price
list). If you still do not have a TOS emulator for Apple computers, please
order MagiCMac and NVDI, too.

IMPORTANT: If you want to get both the SL99 Windows Pack and the SL99
TOS/Mac Pack, we have to add 30 DM to your invoice. Please keep in mind
that we only ship on HD floppies.

What about old modules, drivers and fonts?

All modules and drivers which are a part of the Calamus SL standard package
will be shipped with the actual version. All additional modules and
drivers from MGI (DMC), adequate systems, FRS and inverse that are
registered here for your Calamus version will be added to actual versions
if necessary. Your old CFN fonts can still be used.

If you own additional modules for a Windows Calamus, we will add the SL
equivalents, where possible. Example: You bought Bridge v2.0 for Calamus
NT 1.0, you will receive Bridge 2.0 for SL with your SL99 upgrade. We will
offer an upgrade to Bridge 3.1 with enhanced functions with the shipment.

Translated from German original mailing by Ulf Dunkel, reviewed by Fred
Bruch.


[Editor's note: for prices and other details, set your web browser to:
http://calamus.net/us/calamus/index.html ]



                                  =~=~=~=



                             PEOPLE ARE TALKING
                          compiled by Joe Mirando
                            jmirando@portone.com




Hidi ho friends and neighbors. This week's column is going to be on the
short side, but before we get to the meat of this week's column, I'd just
like to say a few words about the controversy over Elia Kazan receiving
an Oscar last week.

Yes, it is true that he caved in to the pressure brought to bear by The
Committee on Un-American Activities, or whatever it was called back in
the fifties.  Communist hunting was the order of the day and Tailgunner
Joe was bound and determined to bag some bad guys to bolster his image
(both his public image and his self image, I'd say).

The deal was that you'd get called a communist, whether or not it was
true, and the only way you could possibly get yourself off the hook was
to give The Committee the names of other communists (again, whether or
not it was true). Of course you could try to fight it, but fighting The
Committee was the same as fighting the government. And fighting the
government was definitely un-American, so you'd be no better off than if
you just caved in.

To us, forty years later, what Kazan did seems to have been an act of
cowardice. But if you were under suspicion and didn't roll on someone
else, you could forget about working in any meaningful capacity. Many in
Hollywood recovered from The Committee's dirty work only after decades,
and many never recovered at all. In Kazan's place, I honestly cannot say
what I would have done.

Perhaps we should instead expend our time and energy placing the blame
where it so clearly belongs:  Squarely upon the shoulders of those who
would seek power and prestige by denouncing, demeaning, and degrading
others. While the event I've mentioned here happened forty years ago, it
echoes still from one coast to the other and beyond as new 'Tailgunners'
arise to take the places of the old. They're still with us folks, they've
just changed their platform and battle cry. Or perhaps they've just
become more patient, realizing that people usually take the path of
least resistance, and that time is on their side. At any rate, we're not
out of the woods yet.

I'm sure that at least some of you have opinions on this subject too, so
feel free to drop me a line to tell me what you think... for publication
or not. Your choice.

Well, enough of my rambling. Let's get on with the reason for this
column:  All the news, hints, tips, and info available from the UseNet.


>From the comp.sys.atari.st NewsGroup
====================================

John Whatty asks:

"Can you help with a few questions ?

What ST BBS software is available ?  What ST BBS software is still
supported ?  Is there any ST BBS software that can be accessed by Telnet?

Some software that I've used/heard of ....  ST Keep MiniBBS RatSoft
Octopus Forem BBS Express Michtron - remember the rash of BBS's that
appeared after ST Format put it on their cover disk??"

Callym Lerwick tells John:

"Man, I still got a copy of the latest known Fnordadel from five years
ago laying around somewhere that still ain't found its way onto the
net... Whatever happened to Fnordadel? :)

If ya can run Linux/68k, check out Citadel/UX at
http://uncnsrd.mt-kisco.ny.us/

Does MiNT do posix threads?"

My friend Rob Mahlert adds:

"Here are 2 pages you might want to check out..

http://www.tgm-bbs.demon.co.uk/quickbbs.htm"

Stephen Burnett asks:

"Can anyone tell me how I can load TOS images on a real ST.  I've tried
making it into a system disk and things like that."

Pera Putnik tells Stephen to:

"Look at: http://members.tripod.com/~piters/atari/tosload.htm ."

'The Clockmeister' posts:

"I saw an Atari XE65 in a shop today, never having seen one before.  This
is probably the wrong newsgroup, but it does look like a miniature Atari
ST.

What is it exactly?, what is is capable of, and is it rare ?  The
computer in question looked in a new condition and had an external PSU
with it but nothing else.

I assume it's an 8 bit Atari, with 64K RAM but more info would be
appreciated."

Brian van TIlborg answers:

"Its an 8 Bit computer. Check out the 8 bit NewsGroup (if its still
active).  Kind of neat. Like a C64 since you are a platform independent
guy.  "

Paul Nurminen posts:

"I've been waiting to get a NEMESIS board for my Falcon since last
August from the North American distributor (Alex at ATY Computer).  He's
at the mercy of Titan, who've been giving him the run around all this
time.  Well, I finally got Titan to answer an e-mail about it, and here's
what they told me:

-=-=-=-=-=-=-=-

 >Because of insufficient order quantities we are unable to produce new
 >stocks of Nemesis.  We are now concentrating on Tempest which will
 >feature a minimum of 100MHz PowerPC processor.  The PPC comes in a range
 >of speeds up to 240MHz.
 >
 >Apologies if this inconvenienced you.

Not good.  Not good at all. "

Doctor Clu replies:

"In the message below, Paul wrote about not getting a NEMESIS board for
his Falcon.  Now, for this, let me first say how sorry I am to hear that.
 
But to a 100-240 MHZ Atari clone, let me say...

HELL YEAH!
                                                   
NOW WE'RE TALKING!!  Now that's real ATARI POWER!!
 
So what's the progress report so far.  If this goes through, this might
be a Atari worth shooting for!

So questions... Are they working on a 68K emulator for their new PPC
machine?  Being a motorola based machine like the Macintosh, they will
encounter many similar pitfalls.  Would a Atari PPC at 100 MHZ emulating
a 68K Atari be much better than a 68030 Atari TT?  I doubt it.

Of course, I'm sure in time, the programs would be PPC native and this
wouldn't be an issue.  I would, of course, get an Atari PPC that would
run the old games and applications at normal speed, and of course I could
enjoy the blinding speed of the PPC with (like a modified version of CAB
for good internet browsing, printing, etc)
 
I'm sure at those speeds, emulation of other platforms will come a lot
easier.

This is truly exciting!  If the PPC is becoming a reality for the Atari
platform, what challenges await us Atari users?  And what will be
possible with this new processor?"

Mike Grove tells Paul and Doctor Clu:

"I'm no programmer, but I have read that 68K code must be run throught
sort of a cross compiler to run on the Cold Fire CPU's (this info at the
Motorola site).  What does this mean for the "Tempest", a code
interceptor? I wouldn't even want to get into the PPC part."

James F. Haslam asks:

"Can anyone tell me if Telstar is still supported? Its written by Peter
Rottengator (sorry if I've spelt that wrong! :) )

I've tried most of the (STiK/StiNG support) Telnet clients, but this is
by far the most usable. I'm mainly using it to play MUDs (Multi User
Dungeons), but it could do with some extra features, such as an address
book, and scrollbars."

Brian Roland tells James:

"I've emailed Peter about Telstar in recent months...  He does still
support it, and possibly will work on it some in the future, but he's
also very very busy with work, life, and STing itself.  Telstar didn't
'seem' to be highest on his list of things to do, and can't say that I
blame him."


Well folks, that's it for this week. Tune in again next week, same time,
same station, and be ready to listen to what the are saying when...

                             PEOPLE ARE TALKING



                                  =~=~=~=



->In This Week's Gaming Section  - "Tarzan"!!  "Medal of Honor"!
  """""""""""""""""""""""""""""    JagFest '99!  "GEX 3"!
                                   "Bloody Roar II"!  Bleem!
                                   "Need for Speed" Sequel!
                                   "Resident Evil 2"  And much more!




->A-ONE's Game Console Industry News   -  The Latest Gaming News!
  """"""""""""""""""""""""""""""""""



Electronic Arts to Release DreamWorks Interactive's Medal of Honor, the
First World War II-inspired Game for the PlayStation


Electronic Arts(TM), the world's largest interactive entertainment
software company, announces the development of Medal of Honor, a
WWII-themed first-person action adventure title from DreamWorks
Interactive.

Inspired by DreamWorks SKG co-founder Steven Spielberg, Medal of Honor
marks the first WWII action adventure game developed for the PlayStation
console system. The game allows players to take on the role of an agent in
the Office of Strategic Services (OSS), the United States' wartime spy and
covert operations agency, who aids the Allied Forces in an effort to thwart
the German take over of Europe.

``As soon as Steven proposed the concept for Medal of Honor in the spring
of 1997, we knew we could develop a remarkable game around the idea," says
Glenn Entis head of DreamWorks Interactive. ``The reaction within
DreamWorks Interactive to developing the title was overwhelming, the game
is a natural for us."

Medal of Honor begins on June 5, 1944, the night before D-day when the
Alliance launched a massive aerial assault behind German lines. Assuming
the role of a young C-47 pilot shot down during the operation, the player
is recruited into the OSS and begins a new career as a field agent,
participating in various covert operations, search and rescue assignments,
and commando raids. Each mission is drawn from pivotal historical events
that helped shape the Allied crusade in Europe, including sorties involving
the development, capture, and destruction of secret war-making
technologies.

``With the surging popularity of WWII-based projects across all
entertainment forms," says Frank Gibeau, Vice President of Marketing at
Electronic Arts, ``we are excited to be the company that brings the WWII
experience to video gamers."

To ensure Medal of Honor adequately reflects the realism and accuracy of
the World War II era, DreamWorks Interactive brought in Capt. Dale Dye,
USMC (retired), the top military consultant to the entertainment industry.
Renowned for his contribution to such films as ``Saving Private Ryan,"
``Platoon," ``Born on the Fourth of July" and ``Mission Impossible," Dye
worked closely with Medal of Honor's production team to define characters,
develop missions, and model accurate 3D versions of over fifteen different
weapons from the era.

Notes Medal of Honor producer Peter Hirschmann, ``Our goal when we started
this project almost a year and a half ago was to design and build, from the
ground up, the most fun and accessible first person shooter for the
PlayStation that we could-- starting with the controller and moving up from
there. Working with Captain Dye has been an invaluable experience for the
team, because he's helped us develop compelling gameplay and a historically
accurate story line that gives players themselves the opportunity to rise
above and beyond the call of duty. He's been instrumental in giving Medal
of Honor an authentic feel."

Gameplay features that will help Medal of Honor deliver an overall
enjoyable gaming experience include:

--   More than ten missions in which the player must accomplish
     specific objectives and goals in order to succeed and advance.
     Additionally, players will be able to earn special assignment
     bonus missions for excelling in duty.

--   Fifteen authentic World War II era weapons for the player to
     utilize. These include Thompson Sub-Machine gun, Springfield
     Sniper Rifle and the OSS Assassination Crossbow.

--   Thirty levels of a fully realized 3-D world, including a secret
     V2 Rocket Plant, a deadly U-boat submarine, and a fortified
     Bavarian Castle that has been turned into a POW Camp.

--   Twenty different Artificial Intelligence enemy types, from the
     Wehrmacht Light Infantry to the Elite Heavy Shock Troops.

--   Special disguise mode that allows players to put on an enemy
     uniform and move unnoticed through German encampments. (Forget to
     salute the right person, though, and you're history.)

--   Distinctive sounds effects, voice and radio communications to
     help fully draw the player into the historic wartime atmosphere.

--   Highly destructible environments that illustrate the ravages of
     war.

--   Multiple two player modes, including head-to-head, co-operative,
     and a wild version of "Hot Potato" using a live hand grenade.

--   Original music soundtrack featuring an evocative orchestral score
     by award-winning composer Michael Giacchino.

--   Actual WWII film footage to help immerse the player in the era.



        Eidos Interactive Launches Major National Marketing Campaign
                        for GEX 3: Deep Cover Gecko


GEX, the fast-talking gecko king of the PlayStation, will return to store
shelves by March 27 in GEX 3: Deep Cover Gecko.

To support the launch, electronic game giant Eidos Interactive is pulling
out the stops with a major marketing campaign including a multi-million
dollar television and print advertising push.

GEX, a smart aleck who combines a Bart Simpson attitude with a vocabulary
of witty pop cultural illusions, is fast becoming one of the most visible
electronic game characters. Eidos is spreading the word that GEX is back
in town in a spy-twinged adventure. GEX 3: Deep Cover Gecko, the third
installment of the game, features full-motion video footage of Baywatch
actress Marliece Andrada who portrays Agent Xtra, a sultry spy who's
kidnapped. As always, comedian Dana Gould provides the voice of GEX.

The campaign has kicked into gear with a GEX and Life Savers candy
promotion taking place now. Visitors to the candystand.com website can win
a trip to a Six Flags amusement park. Additional prizes include PlayStation
or Nintendo 64 game machines and copies of the upcoming GEX 3. The
promotion is expected to generate two million consumer impressions.

In addition, Eidos will run live-action television spots featuring the
voice of Dana Gould on national outlets including MTV, Comedy Central,
ESPN, ESPN2, TBS and WWF wrestling bouts on USA Network. The six-week push
is expected to deliver more than 140,000,000 impressions.

Prominent print advertising will run in electronic gaming and pop culture
publications including GamePro and SPIN magazines. The game will also be
advertised in DC and Wildstorm comic books. Eidos is feeding the retail
chain with point-of-purchase (POPs) programs, specialized pre-order
campaigns and colorful GEX standees. EHigh profile retail pre-order
programs incorporating demo discs, pin up calendars and action figure
giveaways are planned.

``GEX 3 brings new life to the PSX action game category by combining
humorous live action video sequences with unique moves and game
mechanics," said Scott Steinberg, senior vice president of marketing,
Eidos Interactive. ``We are pursuing an integrated marketing campaign that
captures the irreverent spirit of GEX, who is emerging as an elite
videogame character."

GEX advertising has a witty tone that complements the satiric elements of
the new game which is a parody within a parody, riffing on the spy comedy
of the Austin Powers film series, as well as famed secret agents like James
Bond.

``GEX's humor turns pop culture allusions and icons upside down and our
marketing approach mirrors his personality," said Steinberg. For example,
some print ads will feature a topless Andrada with the mischievous GEX
using his hands to cover her chest -- a visual nod to a Janet Jackson image
on a famed Rolling Stone magazine cover.



    Electronic Arts Announces the Release of Need for Speed: High Stakes


Electronic Arts, the world's largest interactive entertainment software
company, announces the highly anticipated release of Need For Speed: High
Stakes for the PlayStation.

This latest addition to the popular Need For Speed series delivers a 
completely new high speed, action-packed racing experience through an
array of fresh and unique gameplay features. The game offers a "High
Stakes" mode that raises the stakes and consequences of true competition
to a new level; delivers visible and punitive car damage; includes a
completely revamped "Hot Pursuit" mode; a broad range of licensed sports
and supercars; a total of ten new tracks including seven open road tracks
and three purpose-built circuits; a game economy that allows for car
purchases, upgrades and modification; and stunning special effects and
graphics.

"Titles bearing the Need For Speed emblem have always delivered
innovative, top of the line racing fun," says Hanno Lemke, senior producer
of the Need For Speed series. "Need For Speed: High Stakes not only
carries on that tradition, but it also sets a new standard of competition
within the racing category by delivering exciting new game elements that
model the real life risks and consequences of fierce racing competition in
painstaking detail."

Need For Speed: High Stakes introduces players to a completely new way of
video game racing. As indicated by its name, the game challenges players
to put more at stake than ever before as they test their racing skills
against their friends or computer opponents with new smarter and tougher
artificial intelligence. The "High Stakes" mode pits racers in intense
head-to-head duels where they must bet one of their highly prized cars
against one another. Helping to build the emotion and intensity, each of
the cars wagered are ones that player(s) have spent countless hours
earning and customizing in previous races. At the end, the winner takes
possession of the loser's car via the memory card.

Hard core racing fans will also appreciate the new "Tournament and Special
Events" mode that features an economic system in which racers earns
virtual "money" by competing in 14 unique tournaments and special events.
They can use their winnings from these events to purchase new exotics,
repair-damaged cars, or upgrade and modify supercars into their dream
cars.

Additionally, Need For Speed: High Stakes offers a revamped "Hot Pursuit"
mode with new and improved features including the ability to be the
police -- or conversely, be the object of the police chases. Players in
"Hot Pursuit" mode are provided with ongoing real-time cop chatter from
police radios to alert them of the status of the chase and are given the
option of choosing to race from an assortment of performance cars or
pursuit vehicles. When playing as a police car, player's can call for
back-up, radio ahead for roadblocks and even request that tire spikes be
laid across the road.

A total of 15 licensed sports and supercars are featured in Need For
Speed: High Stakes, which through the purchase of various performance
enhancing packages creates over 40 unique vehicles models, each with its
own distinct driving character modeled through a new and more realistic
four-point physics system. Each car is also supported by a 3D car
showroom presentation, including the respective performance specifications
and statistics of their real life counterparts, such as weight, torque,
horsepower, top speed, acceleration and braking performance, engine type,
handling characteristics and manufacturer development history. Featured
cars include:  

--   Porsche 911  Turbo (includes a version in police trim)
--   Lamborghini Diablo  SV (includes a version in police trim)
--   Corvette C5 (includes a version in police trim)
--   BMW M5 (includes a  version in police trim)
--   Chevrolet Caprice (available as a  pursuit vehicle only)
--   BMW Z3
--   Ferrari 550  Maranello
--   Ferrari F5
--   Pontiac Firebird
--   Chevrolet Camaro Z28
--   Mercedes CLK GTR
--   Mercedes SLK230
--   McLaren F1 GTR
--   Jaguar XKR
 --  Aston Martin DB7

Need For Speed: High Stakes boasts detailed graphics and special effects
that deliver a highly realistic racing experience with attention paid to
every detail. Such touches include modeled car interiors with visible
animated drivers in both player and opponent cars, visible and punitive
car damage that will affect driving performance, reverse lights, turn
signals, hazard lights, customizable license plates, varying weather
conditions, oncoming traffic and day/night time driving with fully
functional headlights.

Two-player split screen and Dual Shock Analog support is included. The
game carries an "E" Everyone ESRB rating and MSRP of US$49.95. Need For
Speed: High Stakes for the PlayStation was developed by Electronic Arts
Canada and is being published worldwide by Electronic Arts.



     Capcom Presents Enhanced Mega-Hit, Resident Evil 2 to Nintendo 64


Capcom, a leading worldwide publisher and developer of award-winning video
games, today announced its blockbuster hit, Resident Evil 2, will be
launched this fall for the Nintendo 64 game console.

One of Capcom's biggest franchises and one of the best-selling PlayStation
titles of all time, Resident Evil 2 has sold more than 4.5 million units
worldwide. The Nintendo 64 version will include a number of enhancements
including improved game graphics, no load times, lightning-quick game play,
high-resolution game play and hidden costumes.

Exclusive to the Nintendo 64 version is a customized feature that allows
players to adjust the intensity of the game. Now players can change the
color of enemies' blood and adjust the level graphic content. Resident Evil
2 is rated ``M" for mature audiences.

In Resident Evil 2, Raccoon City continues to endure an onslaught of horror
and fear as a mysterious, flesh-eating virus spreads into town that turns
everyone it infects into zombies. In previous versions of Resident Evil 2,
players found clues in books and files to help them complete the game.

Nintendo 64 players can access dozens of items and game information from
stories published on the entire Resident Evil series, and save in the
scrapbook to view at any time. Another N64 exclusive feature is after the
game is played once, items will be relocated randomly, adding additional
replay value. The N64 version is both analog controller and 'Rumble Pack'
compatible, making the intense action come alive.

``Resident Evil 2 is one of many Capcom products that Nintendo 64 customers
have asked for ever since the system was released," said Robert Lindsey,
senior vice president sales and marketing, Capcom Entertainment. ``We have
added many enhancements to the Nintendo 64 version to take advantage of its
capabilities. We are thrilled to deliver one of this year's biggest N64
games. Nintendo owners get ready for the fright of your life."

Resident Evil 2 begins with a stunning introduction sequence, setting up
the story and introducing players to Leon Kennedy, a Raccoon City rookie
policeman, and Claire Redfield, a tough heroine in search of her brother.
A mysterious virus has invaded Raccoon City and everyone it infects turns
into zombies. Players control either Leon or Claire as they explore the
entire Raccoon City locale with its huge 3D environments, and swarms of
terrifying creatures of the undead.

Resident Evil 2 features a computer rendered graphic introduction and
ending sequences using state-of-the-art motion capture technology that cost
more than $1 million to create. Resident Evil 2 includes greater detailed
graphics, heightened interaction with the game environment, mutant beasts,
an arsenal of new weapons and more mind boggling puzzles and tricks. Hidden
mini-games, known as Tofu and 4th Survivor, can be accessed if the player
completes both adventures and meets specific requirements.

Resident Evil 2 introduces an entirely new cast of characters, character
damage effects, and a ``Zap" system whereby intricate sub-plots weave
together to create multiple game play scenarios. Players complete the game
once, play it again as the other character and ultimately experience a
different game from the first. Now as never before, decisions from the
first game affect the second game.

Adding to the intense realism of Resident Evil 2 is the way injuries affect
the character's performance. Players will see their character limp, stumble
and cringe from wounds and injuries. As your character takes on more and
more damage it becomes increasingly more difficult to escape hungry
zombies. With Resident Evil 2, players are drawn into a story where they
are literally fighting for their lives.



       Tarzan Swings Into Action on Game Boy Color System This Summer


The king of the jungle is ready to swing into action this summer when
Activision, Inc., in collaboration with Disney Interactive, Inc., releases
Tarzan(TM) for the Nintendo Game Boy Color system.  The action-adventure
game will be based on Walt Disney Pictures' highly anticipated animated
feature film and is slated to launch simultaneously with the movie this
summer.

``Tarzan(TM) has been treasured by generations throughout the world, and we
are very excited to introduce the legendary king of the apes to one of the
largest game platforms," said Mitch Lasky, senior vice president,
Activision Studios.  ``With its extensive history, compelling characters
and intriguing story-line, Tarzan(TM) will appeal to a wide range of game
players."

Tarzan(TM) for the Game Boy Color lets players control a variety of
characters as they master the art of vine swinging and tree surfing in an
action-packed expedition to save a family of apes from the hands of evil
hunters.  Players must thrash their way through 15 levels set in the heart
of the African jungle battling deadly snakes, killer crocodiles and
stampeding elephants to protect the family of apes from devious hunters.

Bringing an exciting mix of magic and challenge to the classic story,
Tarzan(TM) immerses players in a richly detailed world filled with
environmental hazards and deadly enemies.  Players must use timing and
cunning as they run, jump, swim, swing and dodge dangerous obstacles and
menacing foes.  Featuring vivid colors and fluid character movements,
Tarzan(TM) sets new standards for animation and gameplay.  Packed with fun
and bravery, Tarzan's(TM) jungle adventure comes alive in the palm of
players' hands as they control the ape-man through his evolution from
boyhood to manhood and follow his destiny as he becomes king of the apes.



              Fasten Your Seatbelts and Hang on to Your Hats!


Just in time for the spring season, a new amusement park is ready to
open - your own! Hasbro Interactive introduces RollerCoaster Tycoon by
MicroProse, where players design, build and manage the roller coasters and
amusement parks of their dreams.

RollerCoaster Tycoon incorporates hundreds of coaster-building play 
possibilities, real-life scenery elements and other non-roller coaster
rides and attractions as it challenges players to build a working theme
park that satisfies the demanding virtual public. There are no height
requirements but you must balance excitement an


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