| Jaguar Archives C-G |
| Casino Royale, from TelegamesNumber three is Casino Royale, anyone who has seen the Star Trek – TNG episode titled “The Royale” will know what this game is about. Gambling galore with games such as Roulette, Bridge, Poker and Blackjack all with impressive presentation and 24-bit backgrounds and tables, (sounds boring though doesn’t it?)…This will appear in April 95. (Cuppa with the Dooz, by Darren Bates, Volume 4, Issue 1 ATARI EXPLORER ONLINE 16 January 1995).
Caves of Fear, from Atari While attending the E3, I overheard (and saw) a top secret project that Atari has been working on. This project was only shown to Key E3 attendees. (No, we weren’t one! 🙂 While Subspace was not shown the demo for purposes of being included on our E3 videotape, I was able to view this new project first hand. The working title of the project is “Caves Of Fear”. The project’s goal is to create a truly interactive movie without the access time usually associated with traditional interactive movies. The movie was created by Atari and their friends at Time Warner, and the E3 demo was being shown to a group of three individuals (probably buyers from major retailers). (I was able to view the demo over their shoulders.) The demo was show on the JagCD (naturally). The video quality was very good, but keep in mind that the monitors were only 13 inches. The “clip” I saw placed the player on a gurnee while he was rushing down a hospital hall. As this happened, the player could choose different actions to perform such as: speak to the doctor, speak to the nurse, try to escape, etc…. The transition of the video was very smooth. While speaking to a source at Atari, I stated how much I disliked Full Motion Games. He reassured me that this technology was different from the current Interactive Movies that are available. Each decision leads the player down a different path, allowing for a different game each time its played. Multiple endings, different plots and possibly different characters will allow players to break free from the traditional linear games on the market now. As I thought about this, I started to see a few possibilities that I found attractive. Whether or not Atari can develop this project enough to separate it from the current mediocre FMV games will only be found in time. Let’s hope it’s something promising. I would also like to point out that I’m glad that Atari is trying different ideas with gaming. I was always impressed with the ingenuity that SEGA had in the past, and I could only wish some of that success for Atari. ( Surfing the Jagged Edge, by Dimitri Mark LaBarge, Through the Eyes of Jim, report by Jim Marteller, May 11th, 1995, Special Jag Edition E3 ATARI EXPLORER ONLINE May 20, 1995). Another Description And speaking of no-named mysteries that came out of nowhere, Atari was showing (very briefly) a prototype “interactive movie” for the Jaguar CD-ROM. All I saw was an extended video clip of a male hospital patient overcoming his nurse and trying to escape. It was a good demonstration of the clarity of the Jaguar CD’s spooled video, but that’s all I could really say about it. The Atari representative emphasized that this was an early prototype. It’s only an idea under consideration, and may never appear as a final game at all. Still, there it is. ( Surfing the Jagged Edge, by Dimitri Mark LaBarge, The Jungian View, report by Robert Jung, JAGUAR VR, Special Jag Edition E3 ATARI EXPLORER ONLINE May 20, 1995). Center Court Tennis, from Zeppelin Games A new company, Zeppelin Games, which was not on my list of Jaguar Licensees has announced “Center Court Tennis” to be available late 1994. (News From Third Parties, Volume 3 – Issue 7 ATARI EXPLORER ONLINE 23 April 1994). Charles Barkley Basketball, from Accolade With a jump start, court-time integrates Barkley’s fast-breaking, intimidating, whatever-it-takes- to-win playing style into an intense basketball game. (Jaguar Tackboard, Items collected by: Travis Guy, From Accolade’s press release, Volume 2, Issue 20 ATARI EXPLORER ONLINE 23 November 1993). Game Description – Atari Press Release Sports games currently under development include: Charles Barkley-Shut Up and Jam takes an in-your-face, over-the-top approach to America’s favorite indoor sport. Players will encounter some of the baddest b-ball players on the streets as they try to rule the game’s 2 on 2 streetball tournament. Charles Barkley-Shut Up and Jam is expected by the end of the second quarter. (Atari Press Releases, Sports titles coming from Atari, Jan. 6, 1995, Volume 4, Issue 1 ATARI EXPLORER ONLINE 16 January 1995). Game Description – Atari Fun ‘N Games Media Day This game has 20 characters to choose from including Charles Barkley, and two separate modes of play. The first mode is the standard “versus mode,” where the player just chooses his character and plays. The other mode is a tournament mode, where the player can end up endorsing products on the way to the final against Charles Barkley. The game can be summed up as a texture mapped NBA Jam without the special dunks. This is another four player game, and is set for a September release. (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Cart Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995). Charles Barkley Basketball is an over-the-top, in-your-face two-on-two basketball game. The player has 20 characters to choose from including Charles Barkley. There are also two modes: versus and tournament mode. In versus mode, pick your players and go at it. In tournament mode, if you’re good enough, you can even end up endorsing products as your work your way through the tournament to meet Charles Barkley in the finals to see who really is the best. (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Jaguar CD Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995). Co-Jag When the Jaguar was first introduced, there was all sorts of talk about other uses for its chipset– set-top boxes, PC cards, arcade games… In the end, only the last item bore fruit. Area 51, one of the most successful titles to come out of Atari Games in recent years, runs on a hardware architecture known as “Co-Jag”, a modified version of the Atari Jaguar. [JEO] First, the big question: What does the “Co-” in “Co-Jag” stand for? [AG] It’s simpler than you think: Coin-Op. [JEO] How did the whole idea of using Jaguar hardware in an arcade coin-op come about? [Atari Games] At the time, we were looking for inexpensive hardware for coin-ops, and most of the stuff we were developing in-house was expensive and high-end (in the end, all of our high-end hardware development was fruitless, and when Midway bought us last spring we quickly converted three of our titles to Midway’s new hardware built around the 3Dfx chipset. Naturally, since so much was touted about the Jaguar and 3DO chipsets, we investigated both of those for arcade suitability. They both offered features we thought would be acceptable, and we designed hardware around them, adding the elements that we felt were needed for an arcade game at that time. [JEO] Does the Area 51 sequel (what was that title?) run on Co-Jag hardware? [AG] Maximum Force, and yes. It is not a sequel of sorts (a true thematic sequel is in development right now). For the true sequel, we will try to sync up with the plotlines being developed for the Area 51 film currently in development by New Line. I don’t know a projected release date, but I think it will be Fall ’98. [JEO] What exactly are the differences between the consumer Jaguar and the Co-Jag hardware? [AG] The arcade version has a faster processor that can run independently of the Jag chips, two times as much RAM (three times as much in the case of Max Force), and, of course, a hard drive with 1 gig storage (2 gig for Max Force). [JEO] For the Nintendoheads in the audience, that hard drive capacity is in gigaBYTES, right? <g> [AG] Yes – standard SyQuest or Quantum drives. [JEO] Can you say exactly what kind of processor was added, and how fast it is? [AG] Area 51 had a split run: the first batch was 68ecO20, and the second batch was R3K. Max Force uses R3K. I believe they all run at 25 MHz. [JEO] I’m not familiar with any of these chips. Who makes them? Are they instruction-compatible with some other more well-known chips? [AG] They are MIPS/SGI processors designed and manufactured by IDT. They are instruction set compatible with SGI workstations. [JEO] What is the primary function of the extra processor? [AG] It’s not extra, it replaced the 68ec020, which replaced the 68000. It runs all the game logic. [JEO] Other than the extra CPU and RAM, were any of the other standard Jag components beefed up or accelerated? [AG] No. Not possible. [JEO] Does Area 51 use any special features of the Jag? It looks like it’s basically being used as an FMV playback machine. Although, I’m still uncertain how you managed to change elements of a prerecorded video stream (barrels, windows, etc.). Overlaid sprites perhaps? [AG] Area 51 uses all the special features of the Jag to do what it does. The way we do our movies is a secret. [JEO] Did you use any of Atari’s Jag development tools for Area 51/Mag Force? [AG] No, we developed our own. [JEO] If I open up an Area 51 machine, will I find a stock Jaguar board tucked away in there? [AG] No. [JEO] Was Area 51 planned for home release on the Jaguar? Could the stock Jaguar handle Area 51? [AG] Only in the sense that every product we produce will be ported over to every system that is viable or perceived to be viable at the time of consumer release. Unfortunately, the Jag never developed much of a market share, and while we did release consumer Jag titles, Area 51 was too late to save the system. ; ) [JEO] Were there any other Co-Jag games planned or started? [AG] Yes, a puzzle/character game called “Freeze the Cat.” It was a nifty little game, but ultimately too complicated to be supported by today’s player base. We are still looking at different options of release for the game on consumer systems. Incidentally, we also had two projects being developed on the 3DO coin-op hardware as well, at the same time as our two Jag products. Both of these turned out to be fruitless, as much for the hardware as the game design. One was a Beavis and Butthead game, which we licensed at the peak of their popularity, and the other was a flying shooter. Both of them only earned mediocre dollars, and they were canned. [JEO] Is it true a Tempest 2000 coin-op was considered at one time? And if so, why didn’t it happen? [AG] Yes, we considered it briefly. Incidentally, some rumors got started around that time that we weren’t interested in the game because “Atari Games only wanted fighters and drivers.” We actually thought that, given the arcade climate at the time, that the game wouldn’t earn much money as a coin-op. We were also testing some other games at the time that could be called “niche” games, and they were doing horribly. We shut down a lot of projects around then and refocused on the core arcade staples, being drivers, shooters, fighters, and sports. The arcade marketplace is still unfriendly to niche games, which is why players lament the lack of variety in the arcades. (Atari Games on Area 51, Interview by Clay Halliwell of Derryl D. DePriest Atari Games Public Relations Manage and technical backup from Co-Jag Hardware Engineer Brian McKee, Volume 1, Issue 2 JAGUAR EXPLORER ONLINE July 1, 1997). Commander Blood Bob Morlock, the oldest being in the universe, is the boss of Kanary Corp., a gigantic business he founded over two hundred thousand years ago. All of his millions of employees were built by and for Kanary, which spends colossal sums of money just to keep Bob alive. Bob has felt the end approaching so it is time to delve into the meaning of life, the central truth of existence. Bob has put together an expedition through time to the final destination: the Big Bang. The Kanary Research Corp. scientists have developed an amazing black hole, name Oddland; a new era in space travel has dawned. As Commander Blood, you take command of the Ark (the best spaceship anyplace, anytime), aided by Hank, the onboard bioconsciousness, and Olga, the onboard translator), with Morlock on board as well. Your job is to fly through Oddland as often as it takes to get to the Big Bang. However, black holes aren’t just the natural boundary points between universes, they’re also political borders and are heavily guarded by SCRUT ships. To make your trip a little easier, you have several identities: frozen meat salesman, roadie for the famous “Migrators” rock band, etc. Each universe contains not only business and military vessels, but also a number of planets. You’ll need to make friends, do favors, or get involved in local wars to gather information you will need. Good luck! (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Jaguar CD Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995). Creature Shock Creature Shock was without doubt, the biggest attention grabber. Although the version on show was the MPEG version and not the official Jag CD game, the Jag version should be almost identical, but with a slightly lower resolution. The rendered creatures and scenery was amongst the most impressive graphics of the entire show. Although the gameplay of this game is limited and linear, it would be worth buying just to show off to your mates. (Cuppa with the Dooz, by Darren Bates, Report from Spring ECTS in London, On Video, Special Jag Edition E3 ATARI EXPLORER ONLINE May 20, 1995). Game Description – Atari Fun ‘N Games Media Day The remains of the SS Amazon, a space-drifting ship abandoned in 2023, is the setting for this fully rendered 3D animation Sci-Fi / Adventure game. In the hopes of finding a new home for the dying planet Earth, players must kill the deadly, crawling creatures which have inhabited the ship, before the creatures literally slash and burn them first. Created by Argonaut, designers of Nintendo’s Special FX(tm) Chip. (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Jaguar CD Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995). Dactyl Joust, from Williams Entertainment Early Joust JOUST has been spoken of in gaming publications as a hidden game, residing inside another Jaguar game. Atari is being very tight-lipped about Easter Eggs and the like in any Jaguar games, and the only comment I have been able to obtain about “goodies” was this, about TEMPEST 2000: “There’s certainly enough room inside it [the TEMPEST 2000 cart] -for- another game.” (Jaguar Tackboard, Confirmed information about Atari’s Jaguar, Compiled from online and official sources, Jaguar NewsPhrases, Various and Sundry, Volume 3 – Issue 5 ATARI EXPLORER ONLINE 22 March 1994). Dactyl 2000 Another game, ‘Dactyl 2000, is due next spring from Atari – this one is slated to be an exciting first-person rethinking of the original Joust. A lot of enthusiasm has been expressed for this one, and we’ll forward to you the latest information as soon as it becomes available. (Vol. 3, Issue 12 ATARI EXPLORER ONLINE 9 October 1994). Game Description – Atari Press Release According to Bill Rehbock Atari’s VP of Software Business Development, “`Dactyl Joust’ will bring the classic game alive as a first person perspective, fully texture-mapped Joust in a realistic, three dimensional environment.” Atari will market these games for the 64-bit Jaguar system while Williams Entertainment will license and market them for high performance PCs. (Atari Press Releases, Jaguar to get Mortal Kombat III, March 13, 1995, Volume 4, Issue 4 ATARI EXPLORER ONLINE March 28, 1995). Latest word – on Slashdot Sure enough, it existed. It was far from finished, however. You could fly about the arena and bop, lance and fireball things. There was some rather simple enemy AI, sound and a few keen special effects. One of the nicer things was that it was RGB based, not CRY, and therefore rather pretty. Very careful manipulation of the shading let me still do some depth cues and use the green channel for some pretty wacky field effects. The game was probably half a year of solid work from completion. But at that point, everyone who could’ve paid for continuing development felt it was time to move on to Playstation, so both Dactyl Joust and TRF (Mortal Kombat style fighting game – I didn’t know actual MK-II was in the works?) got shelved. (Slashdot.com, public posting, March 5, 2000, Topic Re:Ah, the Jaguar, posted by bvmcg – Jaguar programmer). Deathwatch, from Virtual Design Studios From out of nowhere, with no name, Visual Design Studios (I -think- that’s the developer) comes out with a cutesy gun-totin’ platform title. You controlled a little warrior cartoon character who looks somewhat like the “Plok!” video hero and who wields a big gun. He shoots and punches enemies, grabs various spheres, and leaps on floating platforms and bottomless chasms in typical platformer fashion. It was a very early game, but already seemed interesting – there were several layers of smooth parallax scrolling, lots of color, and crisp animation. But it’s far too early to tell…. ( Surfing the Jagged Edge, by Dimitri Mark LaBarge, The Jungian View, report by Robert Jung, JAGUAR VR, Special Jag Edition E3 ATARI EXPLORER ONLINE May 20, 1995). Demolition Man Demolition Man was basically identical to the 3DO version, with all the film footage intact. Not my sort of game this, but it is a good film-conversion, with many styles of game included. Lethal Enforcers-style shooting sections, puzzle games, 3D shooting levels and beat-em-up styles all make an appearance. There should be a type of game in there that everyone likes. (Cuppa with the Dooz, by Darren Bates, Report from Spring ECTS in London, Special Jag Edition E3 ATARI EXPLORER ONLINE May 20, 1995). Development Information – Atari Fun ‘N Games Media Day DEMOLITION MAN was shown in a fairly incomplete form. The game is apparently being made not to copy the 3DO version, but to improve on it. Several details from the FMV quality, to the animation on the gun in the shooting stages have been advanced. (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Jaguar CD Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995) Based on the movie starring Sylvester Stallone and Wesley Snipes, this title features several different types of gameplay including shooting, car chasing, tunnel hunting, and hand-to-hand combat. Players will actually control cinematic-quality live action footage of Stallone as Demolition Man in this game, which smoothly merges movie and video footage. Includes footage of Stallone and Snipes filmed specially for this interactive adventure. (Fun ‘n Games (Media Day) at Atari, by Adam Urbano, Jaguar CD Games, Volume 4, Issue 5 ATARI EXPLORER ONLINE July 20, 1995). Doom + Carl Forhan is looking for volunteers to work on a Doom sequel for the Atari Jaguar. He has gotten the source code under license from Id Software and plans on updating the original PC Doom version. You can check out the details at Forhan’s Songbird page. This is exciting news and would be an excellent addition to the Jaguar catalog. (A Doom Sequel!?, News, AAP, 1999). Dungeon Depths, from Midnite Software, Inc. Long ago in an ancient, uncivilized world, man built great castles to close himself off from the grunts of the earth. And beneath these castles he built miles of dungeons to imprison you and your repressed minions. Get ready for a medieval multiple-player role- playing arcade adventure as you battle “surface dwellers” in an effort to rise up from the clutches of the aristocracy. With rich, vibrant graphics, this 3D textured underworld epic makes full use of Jaguar’s real-time rendering, advanced 3D texturing and high-speed animation capabilities. (Upcoming Games, AEO Vol 3, Issue 1, January 22, 1994). Evidence, from Microids The magic of the movies meets the power of Jaguar. This 3D interactive feature combines unbridled 64-bit technology with incredible motion picture effects. As a young reporter wrongly charged with murder, you must find a way to escape from prison and expose the party responsible for putting you behind bars. Full-motion video and digital sound effects are Evidence of a gaming experience only Jaguar can deliver. (Upcoming Games, AEO Vol 3, Issue 1, January 22, 1994). FIFA International Soccer, from EA But that’s an EA game… yes it is. According to Dooz, who was at ECTS, the papers have been signed, and several EA games are coming to Jaguar CD. This one has been a head turner ever since it debuted last year on 3DO. I’m not one for soccer myself, but I can recognize nice concept. (From the Editors, Atari Explorer Online: Jaguar Voyagers, Travis Guy, Once Here, What then?, Volume 4, Issue 4 ATARI EXPLORER ONLINE March 28, 1995). Flight Joysticks, from Thrustmaster We then tested the steering and flight joysticks… The flight stick was also great, it was the Thrustmaster weapons control system from the PC. It seemed well built and it has buttons for every possible situation, and another “joystick” on top to change views. The only problem was that there has yet to be a console game that demands this type of hardware, hopefully that will change. (Atari: Jaguar Focus Group Market Research, by Adam Urbano, Volume 3 – Issue 11 ATARI EXPLORER ONLINE 12 September 1994). Frank Thomas ‘Big Hurt’ Baseball, from Acclaim Atari Corporation and Acclaim * Frank Thomas ‘Big Hurt’ Baseball – planned release: fourth quarter, 1995. Two-time MVP Frank Thomas headlines this innovative title that will feature Thomas’ actual baseball movements using Acclaim’s motion capture technology. (Atari Press Releases, Atari and Acclaim Join Forces in Major Software Distribution Agreement, March 22, 1995, Volume 4, Issue 4 ATARI EXPLORER ONLINE March 28, 1995). Galactic Gladiators, from Photosurrealism GALACTIC GLADIATORS, from Photosurrealism, is a multiplayer space combat title. Ships can be configured with different types of engines, shields, weapons, sensors, etc. Winning battles earns you “prize money” which can be used to enhance your ship. Photosurrealism says visuals and audio should give you a good sensation of being there. They are experimenting with surround sound and other tricks to provide good audio cues. The memory on the cartridge is used to store current stats, so players can build up a better ship as they win battles. Allen Braunsdorf states: “We got the idea for this many years ago, but never had a chance to do it right. I think the Jaguar finally provides that opportunity. The game’s still in its early stages, but we hope to have a prototype available for showing at SCES.” (Jaguar Tackboard, Confirmed information about Atari’s Jaguar, Compiled from online and official sources, Jaguar NewsPhrases, Various and Sundry, Volume 3 – Issue 5 ATARI EXPLORER ONLINE 22 March 1994). Development Information – SCES 1994 While not present at the show, Photosurrealism did present AEO with a video tape of their current project, Galactic Gladiators, which is a multiplayer space game. Currently, they were experimenting with the engine, trying to get the fastest polygon renderer they could muster, then throwing texture maps all over the place. For example, the video showed a cube (much like the Jag cube) with different texture maps on all sides rotating at a blinding 60fps. Not much was mentioned on the game itself, other than it would support the modem and Jagcom. (Other developments, SCES 1994 Edition ATARI EXPLORER ONLINE 29 July 1994). Gorf 2000, from Krunch Korporation [JEO] First off, who’s handling Gorf for the Jag? What does the team consist of? [Steve Scavone] Krunch Korporation is: Coding Steve Scavone (me) Graphics Steve Scavone (myself) Sound/music Steve Scavone (I) [JEO] What is your programming background? [SS] 18 years of 6502, Z80, 68000, 80×86 and all related chips. Nothing commercial but a lot of hacks. [JEO] What type of game is Gorf? I’m told it was an Atari arcade game. [SS] Actually it is an old Bally/Midway game programmed by Jay Fenton who also created the Astrocade home console using the same chipset as the arcade machine. [JEO] What are you using to develop the game? [SS] Roine and Sven’s Jaguar Server. An under-$300 solution to Atari’s $5000 dollar (minimum) dev kit. It is mostly used for hacking around the Jaguar. [JEO] How long has the project been going on, and about how long will it take to finish? [SS] Heh heh. You won’t catch me in that trap. No dates please. This is being done in what little spare time I have. Hopefully not too long. [JEO] Do you have a publisher? [SS] Not as of yet. I need a product to show. I have only elements of the classic version up and running. I am just getting used to what the GPU can do. Very awesome chip. I still need to figure out the Blitter. The DSP will be easy as it is almost the same exact chip as the GPU. [JEO] Can you tell us some of the game’s specifications? [SS] Ok, A little story…The Evil Gorfian Robot Empire has attacked. Your assignment is to repel the invasion and launch a counter attack. You will engage various hostile spacecraft as you journey toward a dramatic confrontation with the enemy Flag Ship. Now more tech: Classic mode will have 5 screens. Astro Battle (Space Invaders clone), Lazer Attack (Kamikazes with lazer beam ships), Galaxians (Duh), Space Warp (kinda like Gyruss before Gyruss was released), Flagship (THE BOSS hurling all kinds of stuff at you) You move in succession from screen to screen gaining a new rank for every time you defeat all five episodes. Ranks are: Space Cadet, Space Captain, Space Colonel, Space General, Space Warrior, Space Avenger. The game gains difficulty as each set of episodes if completed. Space Avenger is the highest rank you can go but the game continues infinitely ’til your last ship is gone. Like the good old games used to be. 🙂 As all of this transpires, the GPA (Gorfian Propaganda Agency) sends hails of insults, promises of defeats and chuckles over Earth’s communication circuits. You only wish you can turn it off but the Gorfians have jammed it as a further distraction to your efforts of repelling the Gorfian Empire. Gorf Plus Mode: Will have several new screen and several new characters using awesome renderings of the spaceships and creatures of the actual arcade machine’s side art and marquee. A lot hasn’t been worked out yet with Plus but it will be hairy alright.:) Gorf 2000 Mode: Still in the thought process stage but will hopefully be 3D. I am hoping to do a lot more with 2000 mode than just make Gorf 3D. I want to add otherneat stuff like maybe a Doom-like level where you dock your ship, go in and blast the place up, turn on its self destruct sequence and get the hell out before it goes KABLOOEY! Perhaps even a screen where you land on Planet Gorfia and do battle with the Gorfians in tank-like vehicles. Color? Classic Mode: 4 to 8 colors with effects. Yes, that is 4 to 8 colors used most effectively. Plus Mode: At very least 256 colors. 2000: Lots and lots. This still needs to be worked out. Resolution? All modes will be hopefully 320×240. ( Steve Scavone, Interview By: Wes Powell of Steve Scavone programmer on Gorf 2000, Issue 3 JAGUAR EXPLORER ONLINE October 15, 1997). Update Gorf 2000 is being developed by Steve Scavone & Terrance Williams as a Jaguar update of the classic arcade game. The Jag version should include both classic and updated 3d gameplay. See http://www.jaguar.holyoak.com and http://www.geocities.com/SiliconValley/Heights/5916/ for details. (Gorf 2000, News, AAP, 1999). Grahm Gooch’s World Class Cricket, from Telegames World class what? Cricket? Yep, Telegame’s next major project is a recreation of a sport many of us don’t even know how to play. (No offense to those overseas reading this who enjoy this game – or to Travis, who seems to have an interest in the title….) The closest analogy I can think of is that Cricket is to Baseball like Rugby is to Football. All that was shown at the SCES was a self running demo with a couple animation sequences. Terry Grantham of Telegames mentioned that they are very excited about World Class Cricket. They stated that they feel it will be such a solid game that it may interest many people who have never even heard of Cricket. Already on the PC in England, Graham Gooch’s World Class Cricket has been dubbed “the first good Cricket game.” I’m sure Telegames will make sure that the Jag version is more than “good.” (AEO’s 1994 Summer Consumer Electronics Show Report, by Tal Funke-Bilu, GEnie, SCES 1994 Edition ATARI EXPLORER ONLINE 29 July 1994). Gunship 2000, from Microprose Known for Wing Commander and Tank Platoon, Microprose, a leading simulation company, has teamed with Atari to develop superior military games for Jaguar. Most immediately, Microprose plans to create a Jaguar version of its simulation helicopter game, 3D Gunship 2000. ( From Atari press release, Volume 2, Issue 20 ATARI EXPLORER ONLINE 23 November 1993) |
