A VISIT TO THE BIG ONES - U.S. GOLD AND OCEAN
by Richard Karsmakers
Thursday, July 13th 1989
 08:50
  It  is strange but true:  When I arose from my bed  at  Steve's
place just now,  I felt happy and AWAKE!  This is strange indeed,
for  nothing particular has happened during the night  and  today
we're  just  going to visit some software houses  -  which  isn't
particularly  as much a thrill as visiting someone  as  immensely
famous as Pete Lyon, yesterday.
 But I guess I'm lucky then. I feel just great.
 I am now sipping some of the tea that Steve put here (he's  been
doing that every morning...cheers!).
  I slept like a corpse.  Richard is still lying pathetically  in
his sleeping bag and he just told me he hadn't slept particularly
well  - hayfever coughs seem to have been bothering him  a  major
part of the night, but I didn't hear none of them.
 ("Suck my motherf@*king d*@k..." Richard quote - slightly tired)
 Stefan
 08:58
 A short survey of doorknobs.
 All doorknobs in Steve's house are strange.
 There's  an  ingenious  lock on  the  bathroom  door,  but  it's
strange.
 The tilted stairs are strange.
 Everything is strange.
 I've got a slight headache. Yesterday's headache went during the
day, but I am afraid this one's a toughie.
 Richard
 10:00
  We seem to be making a habit of this:  Each time when we  leave
Mrs.  Bak alone to do the dishes of a grande English breakfast on
our way to visit someone it is 10 AM.
 We are now on our way to Steve's office (which,  by the way,  is
in a village called Ripley - as in "Alien"),  where we will  meet
Steve's graphics artist - Chris Sorrell.  After that,  we will go
to Birmingham to visit U.S. Gold.
 Before we left,  I had a call with Mrs.  Ellingham (wife of  Mr.
Les  Ellingham,  publisher  of "Page 6" - now  "New  Atari  User"
magazine  - and English distributor of ST NEWS) to tell her  that
we wouldn't be coming tonight like we had agreed before. We would
simply  be too busy and we still had to interview Tim.  We  would
simply arrive in Stafford too late.
 Alas! Pity.
 Richard
 10:15
 We stopped at a store to get some Coke for us and cigarettes for
Steve.  The weather is nice and warm; the sky is blue and the sun
is yellow and shining enthusiastically.
 The Ghettoblaster is once more spilling forth Metallica music  -
as  is the wish of Mr.  Karsmakers.  The windows of the  car  are
again either blatantly open or comfortably ajar (ahem).
 Stefan
 A couple of minutes later,  we entered the new office above  the
used cars lot for the second time.  Chris and Tim were there, and
when we entered Steve immediately went to talk with the latter. I
went  to Chris and we had a look through some of the graphics  he
has done uptil now.
  Chris  is only seventeen years old,  and a  heavy  metallunatic
(he's  into bands like Anthrax and Iron Maiden).  I suppose  he's
the  youngest  person  yet that we have met on  our  quest  (very
likely to be the youngest of the whole quest, too).
 The graphics for "Hell" (or "Dante") are very good,  and he also
showed  me  some  stuff I hadn't seen  earlier,  on  last  Monday
evening.  They are impressive,  though it barely suffices to  say
this.  He  also showed us the title picture he did for  "Spitting
Image"  on the Amiga (which wasn't included on the ST).  This  is
really mindredefining - even better than the TV series!
 Chris, however, is thinking of programming more rather than just
doing graphics. We'll see.
 10:51
 Back in the car,  heading for the motorway that will take us  to
Birmingham.
  The sun is gaining power and is attempting desperately to  make
us feel hot and weary.
 Richard
 11:50
  We  have  arrived  at the offices  of  U.S.  Gold  in  Holford,
Birmingham.  It is an office almost just as impressive as that of
Electronic Arts (of course,  nothing can beat THAT),  and the car
park   is  filled  with  Ford  Scorpios,   Porsches  and   sporty
Mercedeses. There's only ONE modest car to be found in the middle
of it all: A Ford Escort (Steve's).
 We located U.S.  Gold's office amazingly fast - maybe due to  my
formerly  hidden  and thus completely  unsuspected  talents  with
regard  to  reading  maps - in spite of  the  fact  that  Holford
Business  Centre is completely wrongly mapped on the  "Birmingham
A-Z".
 We gaze awkwardly at the cars and realise that there's big money
here. I suppose that's what you get with all those licenses.
 Loadsa money!
 Richard
 12:00
 We've been in for a couple of minutes, waiting for a guy that we
needed to meet (who made the appointment with Steve).
  He's not in,  and chances are small that he will be in  AT  ALL
today.  But they told us that we should try again in an hour, and
they  also  told us that there was a nice pub up the  road  where
they  served good food.  We should go there and have lunch  while
waiting.
 Strange.
  But  I don't think we really objected to suddenly  having  this
possibility  of eating thrown at us - for we  (at  least,  Stefan
and I) are always rather hungry.
  The reception hall of U.S.  Gold,  by the way,  is  excessively
decorated  with all kinds of framed awards  ("Best  Game",  "Best
Design",  "Clive Awards",  etc.). It looks rather impressive, but
one  of  them  sounds  very  impressive  and  has  the   initials
B.A.L.L.O.C.K. (so Steve noticed).
 Ahem.
 Richard
 12:10
 We've arrived at the pub,  the "Hare and Hounds",  unscathed. We
immediately went to the bar to order food and drinks.
 Stefan
 13:10
 Back at U.S.  Gold after filling our tummies with sandwiches and
some regular food (beans, peas, some hot pie).
  Boy,  the bitter at the "Hare and Hounds" is the worst  I  have
ever come across! Yuck! It was really awful, enough to turn one's
stomach...
 We're waiting, again, for the guy hasn't turned up yet.
 Richard
 After waiting a bit more,  the receptionist told us that the guy
we needed would most likely not be in today.  She would direct us
to  Bob  Kenrick,  Production  Manager,  and "he  wouldn't  be  a
minute."
  So  we waited about ten (rather long) minutes more  before  Bob
came  down  and  guided us to what I suppose  was  the  marketing
department.  Bob was a really American type of guy (though he was
actually English,  I suspect),  and initially he didn't strike me
as  being a particularly friendly person - maybe because he  also
regarded  us  with some mistrust and suspicion since we  were  so
young  and casually dressed and still claimed to be  writing  for
three major magazines.
 Later,  he became more comfortable with us and turned out to  be
an OK guy.
  We were taken to a place where currently someone was  giving  a
demonstration of the adventure version of "Indiana Jones and  the
Last  Crusade".  This guy surely sounded as American as  you  can
get, and with interest I listened to what he said of the game. As
it turned out, there will soon be TWO games called "Indiana Jones
and  the Last Crusade":  An adventure game in the style  of  "Zak
McKracken" and an action game of which we still don't know much.
  Both games were made by Lucasfilm,  and it soon dawned upon  me
that  the man talking there with the heavy American accent  might
indeed be an American - and that he might indeed be connected  to
this  illustre  and  notoriously  famous  company  formed  around
special effect specialist George Lucas.
 To which company he indeed turned out to be connected.
 When he was ready with talking about "Indiana Jones and the Last
Crusade",  we  were  introduced and he turned out to  be  Douglas
Glen,  Director  of Marketing of the Game Division  of  Lucasfilm
Ltd. He came from San Rafael, California, U.S. of A.
  It  was  pure coincidence that this guy was in  -  without  his
presence,  this would probably have been the most boring visit in
our entire quest. Now, it wasn't boring at all!
  He was constantly accompanied by a rather gorgeous female  with
fawnen eyes and likewise curly hair, who upon introduction turned
out  to  be  U.S.  Gold's European Product Manager  of  the  U.S.
Licensee's Division, Susan Baker.
 Yeah. The software industry is surely a nice place to roam in.
  After  this introduction,  we got a European  exclusive  (first
ever!)  view  of  a revolutionary new  adventure  called  "Loom".
Impressive.
 Next,  he demonstrated a sort of sequel to "Battlehawks" (which,
quote,  "has been a real big hit in the States").  This was  also
the  first ever demonstration to the press of  this  game,  which
will  be called "Their Finest Hour - The Battle of  Britain".  He
also mentioned a U.S. Ace and a Japanese Ace getting together for
the original "Battlehawks" to increase the reality of the game.
 At just before three o'clock,  we left U.S. Gold and went in the
car to visit Ocean Software - at an approximate two hours'  drive
to  Manchester.  Douglas  ("A very  interesting  person."  Stefan
quote)  even  invited us to come over to Skywalker  Ranch  if  we
would  ever decide to come near California - which surely  Stefan
will remember once he gets there as he plans to visit the  States
again next summer.
 15:28
 We just passed a large sign which read "A500".
 Yuck.
 Stefan
 15:33
  We are standing in a traffic queue.  I just mentioned the  fact
that we might not be at Ocean in time,  as I suspect they will be
closing  at about five and Tony Emmett (the person we'll want  to
meet) will then be gone home.
 And then came this. A traffic queue.
  It  doesn't appear to be very long,  though,  so I'll  keep  my
fingers crossed.
 Richard
 15:41
 A fire engine came by at dazzling speed,  and we earlier already
saw an ambulance rushing over the hard shoulder of the motorway.
 There seems to be pretty much goin' on,  but it's not yet within
sight.
 Richard
 15:46
 Passing the scene of the accident. Some eye witness news:
  I can't see anything.  There's some minor problems.  There's  a
police Jaguar,  a car with a dented front with a guy looked at it
rather sadly. Another car...and another car....and another car...
all dented.
 ("A minor skirmish." Steve quote)
 Richard
 16:15
  We have just visited a place where we bought some  Peppermints,
Coke, chocolate and icecream. Now, we are standing at the side of
the  motorway,  where  Steve is desperately looking  through  the
"Manchester  A-Z"  in an attempt to locate Central Street  -  the
place where Ocean's Ocean House is.
 Stefan
  Even  after taking a minor wrong turn which set us  back  about
five minutes,  we have arrived in time at Ocean - two minutes  to
five!
  Steve surely gave his car a firm beating and we were  there  in
the nick of time.  Again,  my formerly hidden talents crept to be
visible  and  allowed me to read the map and get us to  the  very
centre of Manchester very fast.  We just parked the car somewhere
and went looking at Ocean House.
 When we found it, only mere seconds later, it didn't turn out to
be  what you'd expect to be a building where a computer  software
company resides. It's quite high, quite old, quite red-brown, and
quite filthy.
  But we went in anyway,  listening to the call of  hot  software
that seemed to pull us upward into the office.
 Tony Emmett,  International Sales Manager of Ocean,  hadn't left
yet - so we were right in time for talking to him.
  Most Ocean 16-bit programs are nowadays programmed in France  -
that's  where "Dragon Ninja" and "Operation Wolf" came  from.  At
the moment,  someone's also working on "Operation Thunderbolt"  -
which is a 3D in-the-depth version of a similar game.
  Tony immediately started talking about their first  forthcoming
release  (released  now already,  ED.),  which  is  "New  Zealand
Story".  A  very  nice  game indeed,  with  aspirations  to  beat
Firebird's  "Bubble Bobble".  Before Christmas,  they  intend  to
launch a Volleyball game (no name yet; end of August), a Football
game  (no  name yet,  either;  early September) and  "Batman  The
Movie" (September). Since, according to Tony, "people tend to buy
what's  on  top  of  the charts  at  Christmas",  they  are  also
concentrating on getting out seven games at that time: "Ivanhoe",
"The Lost Patrol",  "The Untouchables",  "Operation Thunderbolt",
"Cabal"  (his  nothing  whatsoever to do with  the  Clive  Barker
book), "Chase HQ" and a Flight Simulator with no name yet.
  Their  latest  games include "Red  Heat",  "Dragon  Ninja"  and
"Robocop"  - and "Robocop" was banned by the Children Council  in
Germany  (even before the Amiga version was launched - which  was
at the very moment being made by Peter Johnson).  It's now in the
gallup charts for at least 21 weeks...
 Tony complained about the fact that Ocean is now located in such
a  small  office - too small for  their  current  operations,  at
least.  "No conference room,  a lot of noise, not enough space.."
Tony sighs, "and I think the people who own this building want us
out as well. It's a religious building and they object to some of
the games we produce, like 'Operation Wolf' and the like."
  Ocean now rents the cellar and the second  (top)  floor.  Their
warehouse is a mile away,  and they will soon be moving 'down the
road', maybe in autumn.
 Virtually all Ocean programmers are in-house, because, according
to  Tony,  "you can get a better feel of how programs  are  being
made."  Tony  feels that the best games Ocean ever  did  must  be
"Arkanoid",  "Robocop" and "Operation Wolf" (in that order).  The
bottom  three  are some he doesn't like personally -  games  like
"Daley  Thompson" ("it sold well,  has good  graphics,  but  does
nothing  for  me"),  "Where  Time Stood  Still"  and  "Red  Heat"
("though I don't like to say this").  It's just not his scene. He
also hates racing games.
 We continued talking about the subject of censorship.
 Tony:  "I think it's spreading.  Now,  it's mainly Germany,  but
Sweden is also forming a problem. A hint of censorship is already
present in Norway.  An MP in British Parliament recently actually
raised  a  question  about this  precise  subject.  Holland  will
probably be one of the last ones."
  ("You  can't be too choosy when you've  got  Amsterdam!"  Steve
quote).
 Tony then gave us a guided tour through the Ocean office.  There
wasn't exactly much to see on the top floor,  except for the  art
department  where  Ocean does all  design  of  manuals,  posters,
advertisements,  packaging,  etc. It breathed a very professional
atmosphere, and is lead by a guy called Steve Blower.
  As we walked into the art department,  which was  rather  small
indeed,  our  sights  were  struck so that we  felt  crushed  and
suddenly found it hard to breathe.
 We beheld a female that looked as impeccable as one can possibly
imagine  -  like she was a product of her own  artistic  talents,
directly  created  from a beautiful painting and made up  in  the
most perfect way.  She looked almost unrealistically pleasing  to
the eye - and that at the end of a working day!  On top of  that,
she  was  extremely tastefully dressed;  her eyes glanced  at  us
casually as she told us what the Art Department generally did for
Ocean.
 Oof.
 Even Steve could be seen having to swallow a couple of times.
  Stefan  and  I exchanged looks as we  went  downstairs  to  the
cellars, where the programming department was located.
  They  were locked behind a sealed,  white door -  completed  by
means  of a security lock with key code.  After Tony entered  the
code we were admitted to some steep stairs that seemed to  vanish
in the darkness.
 After a couple of seconds of descending, we looked around in the
programming  department  - real dungeons painted  white,  even  a
quite elaborate complex in which we could easily get lost and end
up dying of starvation.
 An original "Operation Thunderbolt" machine was standing  there,
and we had a quick go at it (two players at one time).  It looked
neat  - if the game looks anywhere near it,  it should  no  doubt
succeed in selling massively.
 We went to a room,  even deeper in the white dungeons,  where we
met a freaky programmer with lank black hair by the name of  Mike
Lamb.  He  was  busy doing the Spectrum version  of  "Batman  the
Movie"  (which  he programs using an ST).  He also  does  the  ST
version,  and  pointed  out an ST system on which  "Degas  Elite"
proudly  showed  some  of the graphics done by  Dawn  Drake  (who
wasn't there).  He played the Spectrum version a bit,  and showed
us maps of the mazes and stuff.
  When we left Mike's programming room,  we went to look  at  the
sound department.  It was a rather small, confided room, in which
dimmed  light  revealed a couple of keyboards and  some  computer
hardware.  "All music is done here," Tony explained,  "except for
the stuff e.g. Peter Jonhson does at home for his own games."
  Someone  booted up "New Zealand Story" on one of  the  machines
present  there,  and  we had an eager look of a  game  that  Tony
expected to be just as addictive as "Bubble Bobble".
 After that,  we got rid of potential claustrophobia by going  up
again.  We talked a bit about marketing, and Tony surprised us by
mentioning  that "if a game is really bad,  we don't publish  it.
Even if it means we're losing out money."
 A grande attitude,  if you ask me.  "WEC Le Mans" (remember  the
adds?) wasn't launched for just that reason, for example.
 In his office,  we came upon the subject of software piracy.  He
amazed  us  by producing from a drawer  two  virtually  identical
copies  of "Operation Wolf".  One was official and the other  one
was  illegal.  A close scrutinizing look was needed to tell  them
apart.  "The  numbers  they  are doing must be  making  it  worth
while,"  Tony  elaborated,  "and that's the frightening  side  of
piracy."
 Indeed. It sounded like organised crime to me!
  After discussing this and Tony getting some posterware to  give
us,  we  left  Ocean.  Again,  a very interesting  visit  -  more
interesting than we had imagined!
 18:29
 We've left Ocean,  and are now again in the car and heading  for
Ripley.  There,  Tim  will be eagerly awaiting his chance  to  be
interviewed - so that for him the road to international fame will
also be paved with Golden stones.
 Ocean was surely a very interesting company!
 Stefan
 19:30
  We've just paused in a village called Buxton,  and went to  get
some Fried Chicken at a place that's called (how strange indeed):
"Southern Fried Chicken".
 The stuff is really greasy but delicious anyway - even though  I
failed  in  spreading my salt evenly and one piece is  now  quite
salty indeed.
  We're now driving down some really nice countryside -  some  of
the best we've seen up to now.  It's a winding road going up  and
down  some  hills  through  a valley  alongside  which  a  rather
impressive little river runs.
 The windows are now all blatantly open and we enjoy the  feeling
of  the  wind  and the fresh air brushing through  our  hair  and
touching our faces.
  Outside,  everything  is  nice and shady  because  of  enormous
amounts of trees (you know...those long tall things made of  wood
with  sidebranches covered with more or less  large,  green  flat
things people call 'leaves').
 I think I prefer being away from the motorway like this!
 Richard
  At just before nine,  we arrived at Vectordean's Ripley  office
and  could  thus finally go ahead and interview Tim Coupe  -  the
poor chap has been waiting for almost two hours!
  Lucky  for  us,   he  had  spent  his  waiting  time  zealously
programming  a 2-pixel sine scroller that will be featured in  an
upcoming issue of ST NEWS.
 But now for the interview.
What's your date and place of birth?
 Tim: Eighteenth of November, 1969, in Derby.
How did you end up in the computer industry?
 Tim:  By playing "MIDI Maze".  It was a game of "MIDI Maze" that
started it off.  We went around Steve's one night,  for a game of
"MIDI Maze", and did that a few times. So I went into programming
for Steve.
What are your other interests besides computers?
 Tim: Music - Acid (sorry). You know, the disco stuff.
 (I turn away my face, swallowing heavily so that my gullet can't
do what it wants to do with the current contents of my stomach  -
so that the fried chicken won't end up all over the floor)
 Tim: I also like videos, sport, boozing.
What do you dislike about the software industry?
 Tim:  Games  which  are really  hyped  up.  Like  "Outrun".  The
screenshots  in  the advertisements were off the  arcade  machine
stating  that it was the ST version,  which is not very  good.  I
also hate software pirates.
What's the best game on the ST, do you reckon?
 Tim: "MIDI Maze".
And the worst?
 Tim:  The worst....the worst...(Steve Bak listens in and  starts
moving behind me,  making gestures to Tim as if fighting  someone
like  he's a blocky and woody sprite on the screen,  forming  the
words  "Street  Fighter" soundlessly) "Street  Fighter"  (we  all
laugh).
What have you done on the ST up to now?
 Tim:  "Dogs of War" on the ST, and this one I'm working on now -
"Hell" or "Dante". I used to have an Amstrad, C-64, Spectrum, and
a Video Genie,  but I didn't do anything on those except  playing
games.
What's your best achievement on the ST?
 Tim: Probably "Dogs of War" (smiles).
What do you think of ST NEWS?
 Tim: Brilliant. It's just amazing. What else can I say?
OK. A joke. Tell us one.
 Tim:  This is one that Chris (Sorrell,  ED.) told me today. It's
the only one I can think of: What's the first thing that enters a
fly's mind as he hits the windscreen of a car?...."It's arse!"
What car do you drive?
 Tim: A Ford Escort.
What tools do you use to program, draw, whatever?
 Tim:  "Devpac  II",  "Cyberpaint"  and my sprite  grabber  (home
made). That's about it.
Favourite book?
 Tim:  I don't read.  Ah! No! It's "VIZ", a grown-up's comic ("No
it's not!" Steve quote).
 (Tim  turns around and takes an issue from a  drawer.  It  looks
pretty  hilarious  and  some bits  are  slightly  naughty  and/or
brainmanglingly absurd)
Favourite film?
 Tim: (Thinks a long while) I'd say "Young Guns".
What's your favourite food?
 Tim: Doner Kebab, pizza and just about anything.
And the favourite drink?
 Tim: Cherry Pepsi, and normal Pepsi.
Favourite band, then?
 Tim: Well....Jean Michel Jarre.
Who  do  you consider to be the most interesting person  in  the
software industry?
Tim:  (Smiles  while  pointing  secretively  at  Steve)  Nobody,
really.
What's your main source of inspiration?
 Tim: Money.
What's your opinion about software piracy?
 Tim: Eh...no comment.
What's your worst habit?
Tim:  I bite my nails,  though I've been letting them grow a bit
now.
 That comprised the interview.  Tim was relieved to have it  over
with,  so it appeared, and next I did a review of "Dogs of War" -
the first ever,  mind you, at just past nine PM! A more extensive
review  of this product can be found in the upcoming issue of  ST
NEWS.
 At a quarter past ten, we were again at the pub we had been in a
couple  of days earlier:  The "Royal Oak" with the very  friendly
elderly landlady.
 Steve was soon happily bluffing about being able to write a game
that has no right, left and lower borders, that uses 64 colors on
screen and that scrolls smoothly in sixteen directions (including
the  graphics  in  those  borders).  He  claimed  not  to  bluff,
mentioning  that  people thought he was bluffing  about  vertical
scrolling  before  "Goldrunner" and horizontal  scrolling  before
"Return to Genesis", too.
 Who knows.
 I still think he was bluffing - this is surely something I gotta
see before I believe it!
 We mentioned the beautifully made up girl at Ocean to  Tim,  and
Steve also enthused with us. "She's a bonkable female, then?" Tim
commented. We just about laughed our heads off.
  The  headache with which I had started the  day,  by  the  way,
hadn't  particularly worn off.  Especially in the  pub,  now  the
strain  of the day had fallen away and we were laughing  merrily,
it seemed to increase its vigour.
  I  asked the landlady if she might perhaps have  some  headache
pills,  which she was happy to retrieve - she acted like a mother
comforting  her little boy as she handed them over  to  me.  This
happened at ten to eleven.
 23:35
 We prepare to leave the pub.  The landlady comes from behind the
bar  and  gives us a warm departure hug as we leave  through  the
back door ("I don't get Dutch here all the time, you know!").
 My headache has largely disappeared,  though I think some  heavy
metal music wouldn't be just right to listen to now.
 Richard
Friday, July 14th 1989
 00:20
 I am having hiccups. And we're going to bed.
 We're tired, and this will be the last night at Steve's place.
 I am tired.
 Tired.
 Bye.
 Goodnight.
 Richard
Indiana Jones and the Last Crusade - Adventure Version
  Since  this  game  utilises the same  user  interface  as  "Zak
McKracken",  the resemblance is striking.  The graphics are of  a
likewise quality and animation is smooth.  There is humour in the
game (like there's humour in the movie),  and the basic principle
is that you have to solve puzzles - puzzles that are very similar
but not identical to those in the movie.
 The game looks to be pretty big,  and I think that everybody who
is into Sierra-type games or,  more particularly,  in Lucasfilm's
"Zak McKracken" game,  will thoroughly enjoy this.  In this game,
however,  you can control TWO characters:  Indiana "Junior" Jones
and his dad.
  The  launch of this game,  which is proudly stated  to  be  the
"Biggest   Film-Game   Tie  in  History"  is   accompanied   with
advertisements,  demos,  fancy  merchandise and  lots  more.  The
packaging  will  include  a 68 page copy of  "The  Grail  Diary",
therewith adding appeal to the package.
  The adventure game should be ready for launch in  September  at
£24.99.  The  action  game ("four levels,  a classic  two  fisted
arcade game") should be available in August already - at £19.99.
Loom
  "Loom" is a fantasy roleplaying game.  But is has  a  different
setting from the others:  No Tolkienesk world,  no sneaky  trolls
and other cliche characters,  no stuff hidden all over the place.
The creative brain behind the game is Brain Moriarty, who used to
be at Infocom and did e.g.  "Wishbringer" and "Zork". In order to
communicate  what  this new universe is all about,  the  game  is
supplied  with  a 30-minute audio-drama - done by  the  Lucasfilm
Studios  and  therefore quite impressive.  The tape was  done  on
Skywalker Ranch with Randy Tom (whose got a wall full of  Academy
Awards for sound design of e.g.  "Star Wars", "E.T.", "War of the
World" remake).  Accidentally, the A-side will be Dolby B and the
B-side will be the same...but using Dolby S (!):  The first  tape
on the market using Dolby's new noise reduction process (which is
thus hereby announced by Lucasfilm).
  An interesting sideline.  The tape will eventually be  done  in
German and French as well...
 Douglas:  "The  story:  It's a world that is divided  into  city
states;  each with a profession,  a guild. There are the e.g. the
weavers, the blacksmiths, the shepherds and glassmakers. And over
the  years each has traded with the others.  The  weavers  became
very  wealthy weaving beautiful cloth and learned magic  so  that
they could weave cloth that was able to cure sickness and  reduce
pain.  So their products were valued, but they were considered to
be  sorcerers and prosecuted.  Eventually they left the  mainland
and went to an island called "Loom".
  There  they  exercised their magic and  lived  in  peace.  They
obtained even greater magic and learned to weave colour and light
and time.  And eventually they created their great Loom in  their
temple:  The fabric of reality.  And so powerful was this that if
you would pull one thread, you would change the future.
  The  women of the tribe became barren and one day  one  of  the
women opportuned the elders to allow her to have a child. She was
turned down and went to the temple that night.  She wove a little
grey thread into the loom and that became her child, Bobbin.
  She,  Lady  Signa,  was banished and turned into  a  Swan,  and
banished  to  fly around the world.  Once  a  year,  on  Bobbin's
birthday, she would come and visit him at the island of Loom.
 Bobbin was brought up by Hetchel.  He was tought a little bit of
magic,  and learned that when he would be seventeen,  he would go
in  front  of the elders and the elders would decide  whether  he
lives or dies.
  So on his seventeenth birthday he wants to go to  the  mountain
where  he  has  always gone with Hetchel but this  time  he  goes
alone.  He goes to the top of the mountain and the Swan comes by.
But down in the village something terrible happens. When he comes
back,  all the weavers are gone.  They've been turned into  Swans
themselves by some Evil force.  Clearly,  the Evil force wants to
take  over  the  Loom  and with it the  power  that  the  weavers
respected. Someone wants to take control of the world.
  So here you find yourself at the end of  the  audio-drama.  You
are Bobbin.  You are small.  You don't know much magic.  You have
the  weaver's staff but you don't know many spells.  You have  to
make your way into the world.  You're trying to find the  members
of your tribe and save them.  Maybe in the course of  it,  you'll
manage to stop this evil."
  The  game  will  have,  quote,  "top  quality  music"  done  by
Lucasfilm Games' own sound department. It will have a new kind of
user  interface,   that's  just  based  on  point-and-click.  The
graphics are done by a guy called Mike Ferrari,  who, quote, "has
won  dozens  of  awards for his artwork in  fantasy  and  science
fiction".  It's  his  first  game.  Since nobody  told  him  it's
impossible to do beautiful graphics on e.g. the IBM, he still did
it  -  even  on that  machine!  The  animation  will  be,  quote,
"rewarding and delightful".
  The spells you have to learn in the game are  randomized  every
time you start anew (so no standard solutions....). There will be
70  rooms  in the game,  which will very often be three  or  four
screens  wide  (to  there will be about 200-250  screens  in  the
game). There are close to a hundred spells in it.
 "Loom" should be shipping in the States in late  September,  and
maybe a bit later in Europe.  The German and French versions will
take 4-8 weeks longer. And there will be a sequel.
 Some tips for the future player: When the dragon comes and wants
to eat off the shepherd's flock of sheep,  turn them green  using
the spell you have learned in Hetchel's tent!  The sheep,  by the
way,  can teach you a spell to put people to sleep;  the owl  can
teach you one to look in the dark;  and the dragon must be hunted
off his volcano by turning gold into straw and igniting it.
 An impressive game indeed.
Their Finest Hour - the Battle of Britain
 The game is very similar to "Battlehawks",  but is based  around
the Battle of Britain rather than the Pacific War.  Hitler wanted
to  invade England and he used his powerful Luftwaffe to  achieve
this  goal.  The  RAF fought back,  and they came very  close  to
losing. They didn't, but only barely.
  Hitler  turned his attention elsewhere and Britain  was  saved.
And, thus, the entire war was changed.
 That's what the game is all about. A fascinating time.
 All four German bombers are represented in this simulation:  The
Stuka,  the Dornier 17,  the Heinkel 111 and the Junkers 88.  You
simply have to shoot those out of the air.
  The replay option of "Battlehawks" is enhance insofar that  you
can  now look at any given point in the sky at the replay  -  not
only from your own view, but also from a further away view (3D).
  The  replay is done using a VCR mode (including  fast  forward,
normal speed play,  etc.).  You can,  of course, still look at it
from a cockpit viewpoint. Moving your point of view WHILE viewing
is  also possible.  The playbacks can also be saved to disks  (to
convince friends, etc. of your achievements).
Batman - The Movie
  Due for launch in September,  I dare to predict that this  game
will be the most successful game of all times.
 It is totally different from the earlier "Batman",  and features
a maze section,  a Batmobile section (scrolling horizontally),  a
Cathedral  section and some strategy elements as  well.  Gameplay
seems good and the graphics likewise - but the mere fact that the
game  is  built  around a film that did  £50,000,000  box  office
receipts  in 10 days should suffice to make this game  a  massive
success irrespective of its quality.
  Ocean isn't doing much marketing for this one - the  film  will
have done it all already. This film, by the way, will be launched
at the following dates:  U.K.  August 11th, Germany October 26th,
France  September  13th,  Holland October  12th,  and  Norway  in
September (thanks, Ocean!).
New Zealand Story
 The first words that pop into mind when looking at this game are
'cute'  and 'cuddly'.  Like Ocean states:  "The cutest game  this
side of Auckland - but beware!
  Appearances can often be deceptive,  as underneath  the  cuddly
exterior  of  the fluffy Kiwi (for in the  game,  you're  a  Kiwi
called  Tiki) lies a deep thirst for vengeance  and  murder.  His
friends have been kidnapped and it is up to him to liberate  them
- one on each of twenty levels!  Armed, initially with just a bow
and arrows, you must beat the ferocious pussycats, annihilate the
boomerang-throwers,  slaughter the bats and starfish and overcome
the  main adversaries at the end of each level.  It's  fun,  it's
wacky,  it's the deadliest game you'll ever play...and play...and
play...and play.
 New Zealand Story. A Wolf in Chick's clothing"
 The game,  on startup,  looked pretty cute indeed.  The graphics
are  average but extensive,  the levels scroll in all  directions
and are multiple screens in size,  there are lots of bonuses, and
there  are really 'happy' sound effects and tunes.  Animation  is
quite good, and the game looks to be pretty neat.
 A full review can be found in ST NEWS Volume 4 Issue 5. The game
is available now at £19.99.
Dogs of War
  When looking at "Dogs of War",  the first thing that pops  into
your  mind  is  the initial similarity to one  of  Steve's  older
games,  "Leatherneck".  But  "Dogs of War" is  better,  has  more
subtle graphics (Chris did 'em), has more different missions, and
scrolls  also horizontally (each of the 12 missions is  laid  out
over 4 vertical and 3 horizontal sections). There are 3 different
sets  of  background levels  (jungle,  city,  plains)  and  seven
different sets of enemies. The horizontal scrolling (four planes)
is flawlessly smooth but is based on a trick.
  You  can  play with one or two players (two also  at  the  same
time), and you can now also shoot sideways. There are 18 types of
guns,  grenades and ammo you can buy from the money you can  earn
being a mercenary/hired gun in each of the mission.  You keep all
weapons as you proceed to buy more.  Except for one,  all weapons
are real - including the mini-gun used in "Exterminator". You get
extra  points  at  the  end  of each  level  for  the  amount  of
destruction you've done.
 Enormous sprites can be seen moving at times,  like tanks. These
can  only be destroyed by anti-tank weapons and will have  to  be
evaded if you don't have that.
  There's a trainer word (cheat code word) that has something  to
do  with  the  author's name,  and Steve told us  he  would  also
include  a special cheat that would have something to do with  ST
NEWS that would give you a bonus demo screen.
 "Dogs of War" is a typical "There something on the screen; let's
kill it!"-game (this is a Steve quote), and is due for release by
Elite maybe in August.
  The game should be accompanied by a very short novel (2  pages,
5Kb)  written by yours truly - featuring Cronos Warchild  as  the
mercenary annex hired gun!
                        Disclaimer
                        The text of the articles is identical to the originals like they appeared
                        in old ST NEWS issues. Please take into consideration that the author(s)
                        was (were) a lot younger and less responsible back then. So bad jokes,
                        bad English, youthful arrogance, insults, bravura, over-crediting and
                        tastelessness should be taken with at least a grain of salt. Any contact
                        and/or payment information, as well as deadlines/release dates of any
                        kind should be regarded as outdated. Due to the fact that these pages are
                        not actually contained in an Atari executable here, references to scroll
                        texts, featured demo screens and hidden articles may also be irrelevant.